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#include <tqlabel.h>
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#include <tqslider.h>
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#include <tdeconfig.h>
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#include "floater.h"
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void FloaterGuide::aboutToDelete()
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{
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game->removeItem(floater);
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aboutToDie();
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floater->aboutToDie();
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delete floater;
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almostDead = true;
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}
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void FloaterGuide::aboutToDie()
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{
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if (almostDead)
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return;
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else
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Wall::aboutToDie();
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}
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void FloaterGuide::moveBy(double dx, double dy)
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{
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Wall::moveBy(dx, dy);
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if (floater)
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floater->reset();
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}
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void FloaterGuide::setPoints(int xa, int ya, int xb, int yb)
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{
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if (fabs(xa - xb) > 0 || fabs(ya - yb) > 0)
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{
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Wall::setPoints(xa, ya, xb, yb);
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if (floater)
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floater->reset();
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}
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}
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Config *FloaterGuide::config(TQWidget *parent)
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{
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return floater->config(parent);
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}
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/////////////////////////
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Floater::Floater(TQRect rect, TQCanvas *canvas)
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: Bridge(rect, canvas), speedfactor(16)
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{
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wall = 0;
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setEnabled(true);
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noUpdateZ = false;
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haventMoved = true;
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wall = new FloaterGuide(this, canvas);
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wall->setPoints(100, 100, 200, 200);
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wall->setPen(TQPen(wall->pen().color().light(), wall->pen().width() - 1));
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move(wall->endPoint().x(), wall->endPoint().y());
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setTopWallVisible(false);
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setBotWallVisible(false);
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setLeftWallVisible(false);
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setRightWallVisible(false);
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newSize(width(), height());
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moveBy(0, 0);
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setSpeed(0);
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editModeChanged(false);
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reset();
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}
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void Floater::setGame(KolfGame *game)
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{
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Bridge::setGame(game);
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wall->setGame(game);
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}
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void Floater::editModeChanged(bool changed)
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{
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if (changed)
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wall->editModeChanged(true);
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Bridge::editModeChanged(changed);
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wall->setVisible(changed);
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}
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void Floater::advance(int phase)
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{
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if (!isEnabled())
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return;
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Bridge::advance(phase);
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if (phase == 1 && (xVelocity() || yVelocity()))
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{
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if (Vector(origin, TQPoint(x(), y())).magnitude() > vector.magnitude())
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{
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vector.setDirection(vector.direction() + M_PI);
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origin = (origin == wall->startPoint()? wall->endPoint() : wall->startPoint());
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setVelocity(-xVelocity(), -yVelocity());
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}
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}
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}
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void Floater::reset()
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{
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TQPoint start = wall->startPoint() + TQPoint(wall->x(), wall->y());
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TQPoint end = wall->endPoint() + TQPoint(wall->x(), wall->y());
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vector = Vector(end, start);
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origin = end;
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move(origin.x(), origin.y());
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setSpeed(speed);
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}
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TQPtrList<TQCanvasItem> Floater::moveableItems() const
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{
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TQPtrList<TQCanvasItem> ret(wall->moveableItems());
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ret.append(wall);
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ret.append(point);
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return ret;
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}
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void Floater::aboutToDie()
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{
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if (wall)
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wall->setVisible(false);
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Bridge::aboutToDie();
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setEnabled(false);
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}
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void Floater::setSpeed(int news)
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{
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if (!wall || news < 0)
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return;
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speed = news;
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if (news == 0)
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{
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setVelocity(0, 0);
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return;
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}
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const double factor = (double)speed / 3.5;
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setVelocity(-cos(vector.direction()) * factor, -sin(vector.direction()) * factor);
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}
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void Floater::aboutToSave()
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{
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setVelocity(0, 0);
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noUpdateZ = true;
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move(wall->endPoint().x() + wall->x(), wall->endPoint().y() + wall->y());
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noUpdateZ = false;
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}
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void Floater::savingDone()
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{
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setSpeed(speed);
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}
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void Floater::moveBy(double dx, double dy)
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{
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if (!isEnabled())
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return;
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TQCanvasItemList l = collisions(false);
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for (TQCanvasItemList::Iterator it = l.begin(); it != l.end(); ++it)
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{
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CanvasItem *item = dynamic_cast<CanvasItem *>(*it);
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if (!noUpdateZ && item && item->canBeMovedByOthers())
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item->updateZ(this);
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if ((*it)->z() >= z())
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{
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if (item && item->canBeMovedByOthers() && collidesWith(*it))
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{
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if ((*it)->rtti() == Rtti_Ball)
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{
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//((Ball *)(*it))->setState(Rolling);
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(*it)->moveBy(dx, dy);
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if (game && game->hasFocus() && !game->isEditing() && game->curBall() == (Ball *)(*it))
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game->ballMoved();
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}
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else if ((*it)->rtti() != Rtti_Putter)
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(*it)->moveBy(dx, dy);
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}
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}
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}
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point->dontMove();
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point->move(x() + width(), y() + height());
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// this call must come after we have tested for collisions, otherwise we skip them when saving!
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// that's a bad thing
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TQCanvasRectangle::moveBy(dx, dy);
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// because we don't do Bridge::moveBy();
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topWall->move(x(), y());
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botWall->move(x(), y() - 1);
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leftWall->move(x(), y());
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rightWall->move(x(), y());
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if (game && game->isEditing())
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game->updateHighlighter();
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}
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void Floater::saveState(StateDB *db)
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{
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db->setPoint(TQPoint(x(), y()));
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}
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void Floater::loadState(StateDB *db)
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{
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const TQPoint moveTo = db->point();
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move(moveTo.x(), moveTo.y());
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}
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void Floater::save(TDEConfig *cfg)
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{
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cfg->writeEntry("speed", speed);
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cfg->writeEntry("startPoint", TQPoint(wall->startPoint().x() + wall->x(), wall->startPoint().y() + wall->y()));
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cfg->writeEntry("endPoint", TQPoint(wall->endPoint().x() + wall->x(), wall->endPoint().y() + wall->y()));
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doSave(cfg);
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}
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void Floater::load(TDEConfig *cfg)
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{
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move(firstPoint.x(), firstPoint.y());
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TQPoint start(wall->startPoint() + TQPoint(wall->x(), wall->y()));
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start = cfg->readPointEntry("startPoint", &start);
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TQPoint end(wall->endPoint() + TQPoint(wall->x(), wall->y()));
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end = cfg->readPointEntry("endPoint", &end);
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wall->setPoints(start.x(), start.y(), end.x(), end.y());
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wall->move(0, 0);
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setSpeed(cfg->readNumEntry("speed", -1));
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doLoad(cfg);
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reset();
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}
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void Floater::firstMove(int x, int y)
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{
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firstPoint = TQPoint(x, y);
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}
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/////////////////////////
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FloaterConfig::FloaterConfig(Floater *floater, TQWidget *parent)
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: BridgeConfig(floater, parent)
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{
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this->floater = floater;
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m_vlayout->addStretch();
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m_vlayout->addWidget(new TQLabel(i18n("Moving speed"), this));
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TQHBoxLayout *hlayout = new TQHBoxLayout(m_vlayout, spacingHint());
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hlayout->addWidget(new TQLabel(i18n("Slow"), this));
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TQSlider *slider = new TQSlider(0, 20, 2, floater->curSpeed(), Qt::Horizontal, this);
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hlayout->addWidget(slider);
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hlayout->addWidget(new TQLabel(i18n("Fast"), this));
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connect(slider, TQT_SIGNAL(valueChanged(int)), this, TQT_SLOT(speedChanged(int)));
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}
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void FloaterConfig::speedChanged(int news)
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{
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floater->setSpeed(news);
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changed();
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}
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#include "floater.moc"
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