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#ifndef KOLF_CANVASITEM_H
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#define KOLF_CANVASITEM_H
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#include <tqcanvas.h>
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#include "config.h"
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class Ball;
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class TDEConfig;
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class StateDB;
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class KolfGame;
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class CanvasItem
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{
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public:
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CanvasItem() { game = 0; }
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virtual ~CanvasItem() {}
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/**
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* load your settings from the TDEConfig, which represents a course.
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*/
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virtual void load(TDEConfig *) {}
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/**
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* load a point if you wish. Rarely necessary.
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*/
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virtual void loadState(StateDB * /*db*/) {}
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/**
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* returns a bool that is true if your item needs to load after other items
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*/
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virtual bool loadLast() const { return false; }
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/**
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* called if the item is made by user while editing, with the item that was selected on the hole;
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*/
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virtual void selectedItem(TQCanvasItem * /*item*/) {}
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/**
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* called after the item is moved the very first time by the game
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*/
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virtual void firstMove(int /*x*/, int /*y*/) {}
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/**
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* save your settings.
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*/
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virtual void save(TDEConfig *cfg);
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/**
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* save a point if you wish. Rarely necessary.
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*/
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virtual void saveState(StateDB * /*db*/) {}
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/**
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* called for information when shot started
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*/
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virtual void shotStarted() {}
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/**
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* called right before any items are saved.
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*/
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virtual void aboutToSave() {}
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/**
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* called right after all items are saved.
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*/
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virtual void savingDone() {}
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/**
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* called when the edit mode has been changed.
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*/
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virtual void editModeChanged(bool /*editing*/) {}
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/**
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* the item should delete any other objects it's created.
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* DO NOT DO THIS KIND OF STUFF IN THE DESTRUCTOR!
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*/
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virtual void aboutToDie() {}
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/**
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* returns the object to get rid of when the delete button is pressed on this item. Some sub-objects will return something other than this.
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*/
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virtual CanvasItem *itemToDelete() { return this; }
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/**
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* called when user presses delete key while editing. This is very rarely reimplemented, and generally shouldn't be.
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*/
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virtual void aboutToDelete() {}
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/**
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* returns whether this item should be able to be deleted by user while editing.
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*/
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virtual bool deleteable() const { return true; }
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/**
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* returns whether this item should get doAdvance called -- it is called in sync with ball advancing (which is twice as fast as the advance() calling rate)
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*/
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virtual bool fastAdvance() const { return false; }
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/**
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* called when all items have had their chance at a doAdvance
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*/
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virtual void fastAdvanceDone() {}
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/**
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* called if fastAdvance is enabled
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*/
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virtual void doAdvance() {}
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/**
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* if all items of this type of item (based on rtti()) that are "colliding" (ie, in the same spot) with ball should get collision() called.
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*/
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virtual bool terrainCollisions() const { return false; }
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/**
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* returns whether or not this item lifts items on top of it.
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*/
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virtual bool vStrut() const { return false; }
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/**
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* show extra item info
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*/
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virtual void showInfo() {};
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/**
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* hide extra item info
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*/
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virtual void hideInfo() {};
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/**
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* update your Z value (this is called by various things when perhaps the value should change) if this is called by a vStrut, it will pass 'this'.
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*/
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virtual void updateZ(TQCanvasRectangle * /*vStrut*/ = 0) {};
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/**
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* clean up for prettyness
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*/
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virtual void clean() {};
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/**
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* scale factor changed (game->scaleFactor(), the world matrix is game->worldMatrix())
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* NOTE: not used in Kolf 1.1, which comes with KDE 3.1.
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*/
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virtual void scaleChanged() {};
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/**
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* returns whether this item can be moved by others (if you want to move an item, you should honor this!)
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*/
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virtual bool canBeMovedByOthers() const { return false; }
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/**
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* returns a Config that can be used to configure this item by the user.
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* The default implementation returns one that says 'No configuration options'.
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*/
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virtual Config *config(TQWidget *parent) { return new DefaultConfig(parent); }
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/**
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* returns other items that should be moveable (besides this one of course).
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*/
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virtual TQPtrList<TQCanvasItem> moveableItems() const { return TQPtrList<TQCanvasItem>(); }
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/**
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* returns whether this can be moved by the user while editing.
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*/
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virtual bool moveable() const { return true; }
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void setId(int newId) { id = newId; }
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int curId() const { return id; }
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/**
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* call to play sound (ie, playSound("wall") plays tdedir/share/apps/kolf/sounds/wall.wav).
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* optionally, specify vol to be between 0-1, for no sound to full volume, respectively.
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*/
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void playSound(TQString file, double vol = 1);
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/**
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* called on ball's collision. Return if terrain collisions should be processed.
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*/
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virtual bool collision(Ball * /*ball*/, long int /*id*/) { return true; }
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/**
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* reimplement if you want extra items to have access to the game object.
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* playSound() relies on having this.
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*/
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virtual void setGame(KolfGame *game) { this->game = game; }
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/**
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* returns whether this is a corner resizer
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*/
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virtual bool cornerResize() const { return false; }
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TQString name() const { return m_name; }
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void setName(const TQString &newname) { m_name = newname; }
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protected:
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/**
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* pointer to main KolfGame
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*/
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KolfGame *game;
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/**
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* returns the highest vertical strut the item is on
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*/
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TQCanvasRectangle *onVStrut();
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private:
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TQString m_name;
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int id;
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};
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#endif
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