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#include "main.h"
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#include "main.moc"
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#include <klocale.h>
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#include <tdeaction.h>
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#include <kstdaction.h>
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#include <kkeydialog.h>
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#include <tdeconfigdialog.h>
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#include "inter.h"
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#include "factory.h"
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void MainWindow::addConfig(TDEConfigDialog *dialog)
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{
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TQWidget *w = cfactory->createAIConfig();
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if (w) dialog->addPage(w, i18n("A.I."), "personal");
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}
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void MainWindow::init()
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{
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Interface *inter = static_cast<Interface *>(_inter);
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inter->normalGame();
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setFocusPolicy(TQ_StrongFocus);
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// Modes
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bool ama = ( bfactory->bbi.nbArcadeStages!=0 );
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TQString s = (ama ? i18n("&Single Human (Normal)") : i18n("&Single Human"));
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(void)new TDEAction(s, 0, TQT_TQOBJECT(inter), TQT_SLOT(normalGame()),
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actionCollection(), "mp_single_human");
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if (ama) (void)new TDEAction(i18n("&Single Human (Arcade)"), 0,
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TQT_TQOBJECT(inter), TQT_SLOT(arcadeGame()),
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actionCollection(), "mp_arcade");
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(void)new TDEAction(i18n("Human vs &Human"), 0, TQT_TQOBJECT(inter), TQT_SLOT(humanVsHuman()),
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actionCollection(), "mp_human_vs_human");
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(void)new TDEAction(i18n("Human vs &Computer"), 0,
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TQT_TQOBJECT(inter), TQT_SLOT(humanVsComputer()),
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actionCollection(), "mp_human_vs_computer");
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(void)new TDEAction(i18n("&More..."), 0, TQT_TQOBJECT(inter), TQT_SLOT(dialog()),
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actionCollection(), "mp_more");
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buildGUI(inter);
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connect(this, TQT_SIGNAL(settingsChanged()),
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inter, TQT_SLOT(settingsChangedSlot()));
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}
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void MainWindow::addKeys(KKeyDialog &d)
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{
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static_cast<Interface *>(_inter)->addKeys(d);
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}
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void MainWindow::saveKeys()
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{
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static_cast<Interface *>(_inter)->saveKeys();
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}
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void MainWindow::focusInEvent(TQFocusEvent *e)
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{
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static_cast<Interface *>(_inter)->setFocus();
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BaseMainWindow::focusInEvent(e);
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}
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