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tdegames/kreversi/qreversigame.h

103 lines
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/* Yo Emacs, this -*- C++ -*-
*******************************************************************
*******************************************************************
*
*
* KREVERSI
*
*
*******************************************************************
*
* A Reversi (or sometimes called Othello) game
*
*******************************************************************
*
* created 2005 by Inge Wallin <inge@lysator.liu.se>
*
*******************************************************************
*
* This file is part of the KDE project "KREVERSI"
*
* KREVERSI is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* KREVERSI 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with KREVERSI; see the file COPYING. If not, write to
* the Free Software Foundation, 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
*******************************************************************
*/
#ifndef __TQREVERSIGAME__H__
#define __TQREVERSIGAME__H__
#include <tqwidget.h>
#include <tqpixmap.h>
#include "Position.h"
#include "Game.h"
#include "Move.h"
class KConfig;
// The main document class in the reversi program. The thing that
// makes this a QReversiGame instead of just a ReversiGame is that it
// emits signals that can be used to update a view.
//
// Signals:
// updateBoard()
// score()
// turn(Color)
// gameOver()
//
class QReversiGame : public TQObject, public Game {
Q_OBJECT
TQ_OBJECT
public:
QReversiGame(TQObject *parent = 0);
~QReversiGame();
// Methods dealing with the game
void newGame();
bool doMove(Move move);
bool undoMove();
#if 0
void loadSettings();
bool loadGame(KConfig *, bool noupdate = FALSE);
void saveGame(KConfig *);
#endif
signals:
void sig_newGame();
void sig_move(uint, Move&); // A move has just been done.
void sig_update(); // Some other change than a move has been done
// Example: loadFile(), undoMove();
void sig_gameOver(); // The game is over.
// FIXME: To be removed:
//void updateBoard();
//void sig_score();
//void turn(Color);
private:
// No members.
};
#endif