/* This file is part of the KDE 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. */ // this class was shamelessy stolen from tdelibs/tdeui/kstdction.[cpp|h] and // after that just edited for our needs #ifndef KSTDGAMEACTION_H #define KSTDGAMEACTION_H class KAction; class KToggleAction; class TQObject; class KActionCollection; class KRecentFilesAction; class KSelectAction; #include //----------------------------------------------------------------------------- /** * Replacement for KStdAction for KDE Games * * This class is an extension to the usual KStdAction class which provides * easy access to often used KDE actions * * Games often use different menu entries than other programs, e.g. games use * the menu "game" instead of "file". This class provides the entries which * differ from the usual KStdAction entries. * * @see KStdAction * * @author Andreas Beckermann */ // #### KDE4: transform in namespace class KDE_EXPORT KStdGameAction { public: /** * The standard menubar and toolbar actions. **/ enum StdGameAction { // Game menu New=1, Load, LoadRecent, Save, SaveAs, End, Pause, Highscores, Print, Quit, // Move menu Repeat, Undo, Redo, Roll, EndTurn, // Settings menu Carddecks, ChooseGameType, // @since 3.2 ConfigureHighscores, // @since 3.2 Restart, // @since 3.2 Hint, // @since 3.2 Demo, // @since 3.2 Solve, // @since 3.2 ActionNone // @since 3.2 }; KStdGameAction(); ~KStdGameAction(); /** * Creates an action corresponding to the * KStdAction::StdAction enum. * @since 3.2 */ static KAction* create( StdGameAction id, const char *name, const TQObject *recvr, const char *slot, KActionCollection* parent ); /** * @since 3.2 */ static KAction* create( StdGameAction id, const TQObject *recvr, const char *slot, KActionCollection* parent ) { return create( id, 0, recvr, slot, parent ); } /** * Retrieve the action corresponding to the * KStdGameAction::StdGameAction enum. * @deprecated */ static KAction *action(StdGameAction act_enum, const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * This will return the internal name of a given standard action. * @since 3.2 */ static const char* name( StdGameAction id ); /** * This will return the internal name of a given standard action. * @deprecated */ static const char* stdName(StdGameAction act_enum); /** * Start a new game **/ static KAction *gameNew(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Load a previousely saved game */ static KAction *load(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Load a recently loaded game. */ static KRecentFilesAction *loadRecent(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Save the current game. */ static KAction *save(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Save the current game under a different filename. */ static KAction *saveAs(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Pause the game **/ static KToggleAction *pause(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Show the highscores. */ static KAction *highscores(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * End the current game, but do not quit the program. Think of a "close" * entry. */ static KAction *end(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Print the current screen? Game? Whatever - hardly used in games but there * is at least one example (ktuberling) */ static KAction *print(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Quit the game. */ static KAction *quit(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Repeat the last move. **/ static KAction *repeat(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Undo the last move **/ static KAction *undo(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Redo the last move (which has been undone) **/ static KAction *redo(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Roll die or dice **/ static KAction *roll(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * End the current turn (not the game). Usually to let the next player * start **/ static KAction *endTurn(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Display configure carddecks dialog. */ static KAction *carddecks(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Display configure highscores dialog. * @since 3.2 */ static KAction *configureHighscores(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Give an advice/hint. * @since 3.2 */ static KAction *hint(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Show a demo. * @since 3.2 */ static KToggleAction *demo(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Solve the game. * @since 3.2 */ static KAction *solve(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Choose game type. * @since 3.2 */ static KSelectAction *chooseGameType(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); /** * Restart game. * @since 3.2 */ static KAction *restart(const TQObject *recvr = 0, const char *slot = 0, KActionCollection *parent = 0, const char *name = 0L ); }; #endif