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