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/*
This file is part of the TDE games library
Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License version 2 as published by the Free Software Foundation.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#include "kstdgameaction.h"
#include <tdelocale.h>
#include <tdeaction.h>
#include <tdestdaccel.h>
#include <tdeconfig.h>
#include <kdebug.h>
KStdGameAction::KStdGameAction()
{}
KStdGameAction::~KStdGameAction()
{}
TDEAction *KStdGameAction::action(StdGameAction act_enum, const TQObject *recvr,
const char *slot, TDEActionCollection *parent,
const char *name)
{
return create( act_enum, name, recvr, slot, parent );
}
const char* KStdGameAction::stdName(StdGameAction act_enum)
{
return name(act_enum);
}
struct KStdGameActionInfo
{
KStdGameAction::StdGameAction id;
TDEStdAccel::StdAccel globalAccel; // if we reuse a global accel
int shortcut; // specific shortcut (NH: should be configurable)
const char* psName;
const char* psLabel;
const char* psWhatsThis;
const char* psIconName;
};
const KStdGameActionInfo g_rgActionInfo[] = {
// "game" menu
{ KStdGameAction::New, TDEStdAccel::New, 0, "game_new", I18N_NOOP2("new game", "&New"), 0, "filenew" },
{ KStdGameAction::Load, TDEStdAccel::Open, 0, "game_load", I18N_NOOP("&Load..."), 0, "fileopen" },
{ KStdGameAction::LoadRecent, TDEStdAccel::AccelNone, 0, "game_load_recent", I18N_NOOP("Load &Recent"), 0, 0 },
{ KStdGameAction::Restart, TDEStdAccel::Reload, 0, "game_restart", I18N_NOOP("Restart &Game"), 0, "reload" },
{ KStdGameAction::Save, TDEStdAccel::Save, 0, "game_save", I18N_NOOP("&Save"), 0, "filesave" },
{ KStdGameAction::SaveAs, TDEStdAccel::AccelNone, 0, "game_save_as", I18N_NOOP("Save &As..."), 0, "filesaveas" },
{ KStdGameAction::End, TDEStdAccel::End, 0, "game_end", I18N_NOOP("&End Game"), 0, "fileclose" },
{ KStdGameAction::Pause, TDEStdAccel::AccelNone, TQt::Key_P, "game_pause", I18N_NOOP("Pa&use"), 0, "player_pause" },
{ KStdGameAction::Highscores, TDEStdAccel::AccelNone, TQt::CTRL+TQt::Key_H, "game_highscores", I18N_NOOP("Show &Highscores"), 0, "highscore" },
{ KStdGameAction::Print, TDEStdAccel::Print, 0, "game_print", I18N_NOOP("&Print..."), 0, "fileprint" },
{ KStdGameAction::Quit, TDEStdAccel::Quit, 0, "game_quit", I18N_NOOP("&Quit"), 0, "exit" },
// "move" menu
{ KStdGameAction::Repeat, TDEStdAccel::AccelNone, 0, "move_repeat", I18N_NOOP("Repeat"), 0, 0 },
{ KStdGameAction::Undo, TDEStdAccel::Undo, 0, "move_undo", I18N_NOOP("Und&o"), 0, "undo" },
{ KStdGameAction::Redo, TDEStdAccel::Redo, 0, "move_redo", I18N_NOOP("Re&do"), 0, "redo" },
{ KStdGameAction::Roll, TDEStdAccel::AccelNone, TQt::CTRL+TQt::Key_R, "move_roll", I18N_NOOP("&Roll Dice"), 0, "roll" },
{ KStdGameAction::EndTurn, TDEStdAccel::AccelNone, 0, "move_end_turn", I18N_NOOP("End Turn"), 0, "endturn" },
{ KStdGameAction::Hint, TDEStdAccel::AccelNone, TQt::Key_H, "move_hint", I18N_NOOP("&Hint"), 0, "idea" },
{ KStdGameAction::Demo, TDEStdAccel::AccelNone, TQt::Key_D, "move_demo", I18N_NOOP("&Demo"), 0, "1rightarrow" },
{ KStdGameAction::Solve, TDEStdAccel::AccelNone, 0, "move_solve", I18N_NOOP("&Solve"), 0, "wizard" },
// "settings" menu
{ KStdGameAction::ChooseGameType, TDEStdAccel::AccelNone, 0, "options_choose_game_type", I18N_NOOP("Choose Game &Type"), 0, 0 },
{ KStdGameAction::Carddecks, TDEStdAccel::AccelNone, 0, "options_configure_carddecks", I18N_NOOP("Configure &Carddecks..."), 0, 0 },
{ KStdGameAction::ConfigureHighscores, TDEStdAccel::AccelNone, 0, "options_configure_highscores", I18N_NOOP("Configure &Highscores..."), 0, 0 },
{ KStdGameAction::ActionNone, TDEStdAccel::AccelNone, 0, 0, 0, 0, 0 }
};
static const KStdGameActionInfo* infoPtr( KStdGameAction::StdGameAction id )
{
for (uint i = 0; g_rgActionInfo[i].id!=KStdGameAction::ActionNone; i++) {
if( g_rgActionInfo[i].id == id )
return &g_rgActionInfo[i];
}
return 0;
}
TDEAction* KStdGameAction::create(StdGameAction id, const char *name,
const TQObject *recvr, const char *slot,
TDEActionCollection* parent )
{
TDEAction* pAction = 0;
const KStdGameActionInfo* pInfo = infoPtr( id );
kdDebug(125) << "KStdGameAction::create( " << id << "=" << (pInfo ? pInfo->psName : (const char*)0) << ", " << parent << ", " << name << " )" << endl;
if( pInfo ) {
TQString sLabel = i18n(pInfo->psLabel);
TDEShortcut cut = (pInfo->globalAccel==TDEStdAccel::AccelNone
? TDEShortcut(pInfo->shortcut)
: TDEStdAccel::shortcut(pInfo->globalAccel));
const char *n = name ? name : pInfo->psName;
switch( id ) {
case LoadRecent:
pAction =
new TDERecentFilesAction(sLabel, cut, recvr, slot, parent, n);
break;
case Pause:
case Demo:
pAction = new TDEToggleAction( sLabel, pInfo->psIconName, cut,
recvr, slot, parent, n);
break;
case ChooseGameType:
pAction = new TDESelectAction( sLabel, pInfo->psIconName, cut,
recvr, slot, parent, n);
break;
default:
pAction = new TDEAction( sLabel, pInfo->psIconName, cut,
recvr, slot, parent, n);
break;
}
}
return pAction;
}
const char* KStdGameAction::name( StdGameAction id )
{
const KStdGameActionInfo* pInfo = infoPtr( id );
return (pInfo) ? pInfo->psName : 0;
}
TDEAction *KStdGameAction::gameNew(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(New, name, recvr, slot, parent); }
TDEAction *KStdGameAction::load(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Load, name, recvr, slot, parent); }
TDERecentFilesAction *KStdGameAction::loadRecent(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return static_cast<TDERecentFilesAction *>(KStdGameAction::create(LoadRecent, name, recvr, slot, parent)); }
TDEAction *KStdGameAction::save(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Save, name, recvr, slot, parent); }
TDEAction *KStdGameAction::saveAs(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(SaveAs, name, recvr, slot, parent); }
TDEAction *KStdGameAction::end(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(End, name, recvr, slot, parent); }
TDEToggleAction *KStdGameAction::pause(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return static_cast<TDEToggleAction *>(KStdGameAction::create(Pause, name, recvr, slot, parent)); }
TDEAction *KStdGameAction::highscores(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Highscores, name, recvr, slot, parent); }
TDEAction *KStdGameAction::print(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Print, name, recvr, slot, parent); }
TDEAction *KStdGameAction::quit(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Quit, name, recvr, slot, parent); }
TDEAction *KStdGameAction::repeat(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Repeat, name, recvr, slot, parent); }
TDEAction *KStdGameAction::undo(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Undo, name, recvr, slot, parent); }
TDEAction *KStdGameAction::redo(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Redo, name, recvr, slot, parent); }
TDEAction *KStdGameAction::roll(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Roll, name, recvr, slot, parent); }
TDEAction *KStdGameAction::endTurn(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(EndTurn, name, recvr, slot, parent); }
TDEAction *KStdGameAction::carddecks(const TQObject *recvr, const char *slot,
TDEActionCollection *parent, const char *name )
{ return KStdGameAction::create(Carddecks, name, recvr, slot, parent); }
TDEAction *KStdGameAction::configureHighscores(const TQObject*recvr, const char *slot,
TDEActionCollection *parent, const char *name)
{ return KStdGameAction::create(ConfigureHighscores, name, recvr, slot, parent); }
TDEAction *KStdGameAction::hint(const TQObject*recvr, const char *slot,
TDEActionCollection *parent, const char *name)
{ return KStdGameAction::create(Hint, name, recvr, slot, parent); }
TDEToggleAction *KStdGameAction::demo(const TQObject*recvr, const char *slot,
TDEActionCollection *parent, const char *name)
{ return static_cast<TDEToggleAction *>(KStdGameAction::create(Demo, name, recvr, slot, parent)); }
TDEAction *KStdGameAction::solve(const TQObject*recvr, const char *slot,
TDEActionCollection *parent, const char *name)
{ return KStdGameAction::create(Solve, name, recvr, slot, parent); }
TDESelectAction *KStdGameAction::chooseGameType(const TQObject*recvr, const char *slot,
TDEActionCollection *parent, const char *name)
{ return static_cast<TDESelectAction *>(KStdGameAction::create(ChooseGameType, name, recvr, slot, parent)); }
TDEAction *KStdGameAction::restart(const TQObject*recvr, const char *slot,
TDEActionCollection *parent, const char *name)
{ return KStdGameAction::create(Restart, name, recvr, slot, parent); }
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