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tdegames/konquest/mainwin.cpp

78 lines
2.1 KiB

#include <config.h>
#include <tqpushbutton.h>
#include <tdeapplication.h>
#include <tdelocale.h>
#include <tdeglobal.h>
#include <tdemenubar.h>
#include <tdetoolbar.h>
#include <kiconloader.h>
#include <tdeaction.h>
#include <kstdaction.h>
#include <kstdgameaction.h>
#include "version.h"
#include "gamecore.h"
#include "mainwin.h"
#include "mainwin.moc"
#include "gameboard.h"
// KonquestMainWindow
MainWindow::MainWindow()
{
setCaption( i18n("Galactic Conquest") );
setupGameBoard();
setupTDEAction();
setupGUI();
}
MainWindow::~MainWindow()
{
}
void
MainWindow::setupTDEAction()
{
KStdGameAction::gameNew( gameBoard, TQ_SLOT( startNewGame() ), actionCollection() );
KStdGameAction::quit( this, TQ_SLOT( close() ), actionCollection() );
endAction = KStdGameAction::end( gameBoard, TQ_SLOT( shutdownGame() ), actionCollection() );
endAction->setEnabled(false);
//AB: there is no icon for disabled - TDEToolBar::insertButton shows the
//different state - TDEAction not :-(
measureAction = new TDEAction( i18n("&Measure Distance"), "ruler", 0, gameBoard, TQ_SLOT( measureDistance() ), actionCollection(), "game_measure" );
measureAction->setEnabled(false);
standingAction = new TDEAction( i18n("&Show Standings"), "help", 0, gameBoard, TQ_SLOT( showScores() ), actionCollection(), "game_scores" );
standingAction->setEnabled(false);
fleetAction = new TDEAction( i18n("&Fleet Overview"), "launch", 0, gameBoard, TQ_SLOT( showFleets() ), actionCollection(), "game_fleets" );
fleetAction->setEnabled(false);
toolBar()->setBarPos( TDEToolBar::Left );
toolBar()->setMovingEnabled( false );
}
void
MainWindow::setupGameBoard()
{
gameBoard = new GameBoard( this );
setCentralWidget(gameBoard);
connect( gameBoard, TQ_SIGNAL( newGameState( GameState )), this, TQ_SLOT( gameStateChange( GameState ) ) );
}
void
MainWindow::gameStateChange( GameState newState )
{
endAction->setEnabled( gameBoard->isGameInProgress() );
measureAction->setEnabled( newState==SOURCE_PLANET );
standingAction->setEnabled( newState==SOURCE_PLANET );
fleetAction->setEnabled( newState==SOURCE_PLANET );
}