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tdegames/kenolaba/AbTop.cpp

989 lines
22 KiB

/* Class AbTop */
#include <tqpopupmenu.h>
#include <tqtimer.h>
#include <tqclipboard.h>
#include <tdeaction.h>
#include <tdeapplication.h>
#include <tdeconfig.h>
#include <kdialogbase.h>
#include <kiconloader.h>
#include <tdelocale.h>
#include <tdemenubar.h>
#include <tdestdaccel.h>
#include <tdeglobal.h>
#include <kstatusbar.h>
#include <kstdaction.h>
#include <kstdgameaction.h>
#include <kdebug.h>
#include "AbTop.h"
#include "Board.h"
#include "BoardWidget.h"
#include "EvalDlgImpl.h"
#include "EvalScheme.h"
#include "Network.h"
#include "Spy.h"
#include "version.h"
#include <stdio.h>
#include <stdlib.h>
// #define MYTRACE 1
const AbTop::Data AbTop::LEVEL[Nb_Levels] = {
{ "Easy", I18N_NOOP("&Easy") },
{ "Normal", I18N_NOOP("&Normal") },
{ "Hard", I18N_NOOP("&Hard") },
{ "Challange", I18N_NOOP("&Challenge") }
};
const AbTop::Data AbTop::IPLAY[Nb_IPlays] = {
{ "Red", I18N_NOOP("&Red") },
{ "Yellow", I18N_NOOP("&Yellow") },
{ "Both", I18N_NOOP("&Both") },
{ "None", I18N_NOOP("&None") }
};
AbTop::AbTop()
:TDEMainWindow(0)
{
timerState = noGame;
myPort = Network::defaultPort;
currentEvalScheme = 0;
net = 0;
actValue = 0;
stop = false;
editMode = false;
spyLevel = 0;
pastePossible = true;
timer = new TQTimer;
connect( timer, TQT_SIGNAL(timeout()), this, TQT_SLOT(timerDone()) );
board = new Board();
setMoveNo(0);
connect( board, TQT_SIGNAL(searchBreak()), this, TQT_SLOT(searchBreak()) );
TQ_CHECK_PTR(board);
boardWidget = new BoardWidget(*board,this);
#ifdef SPION
spy = new Spy(*board);
#endif
connect( boardWidget, TQT_SIGNAL(updateSpy(TQString)),
this, TQT_SLOT(updateSpy(TQString)) );
setCentralWidget(boardWidget);
boardWidget->show();
// this creates the GUI
setupActions();
setupStatusBar();
setMinimumSize(200,300);
// RMB context menu
connect( boardWidget, TQT_SIGNAL(rightButtonPressed(int,const TQPoint&)),
this, TQT_SLOT(rightButtonPressed(int,const TQPoint&)) );
connect( boardWidget, TQT_SIGNAL(edited(int)),
this, TQT_SLOT(edited(int)) );
connect( board, TQT_SIGNAL(updateBestMove(Move&,int)),
this, TQT_SLOT(updateBestMove(Move&,int)) );
connect( boardWidget, TQT_SIGNAL(moveChoosen(Move&)),
this, TQT_SLOT(moveChoosen(Move&)) );
/* default */
setLevel(Easy);
setIPlay(Red);
showMoveLong = true;
showSpy = false;
renderBalls = true;
updateStatus();
updateActions();
setupGUI();
}
AbTop::~AbTop()
{
/* Unregister from other abalone processes */
delete net;
delete timer;
#ifdef SPION
delete spy;
#endif
}
/**
* Create all the actions...
*
* The GUI will be built in createGUI using a XML file
*
*/
void AbTop::setupActions()
{
newAction = KStdGameAction::gameNew( this, TQT_SLOT(newGame()), actionCollection() );
KStdGameAction::quit( this, TQT_SLOT(close()), actionCollection() );
stopAction = new TDEAction( i18n("&Stop Search"), "process-stop", Key_S, this,
TQT_SLOT(stopSearch()), actionCollection(), "move_stop");
backAction = new TDEAction( i18n("Take &Back"), "back",
TDEStdAccel::shortcut(TDEStdAccel::Prior), this,
TQT_SLOT(back()), actionCollection(), "move_back");
forwardAction = new TDEAction( i18n("&Forward"), "forward",
TDEStdAccel::shortcut(TDEStdAccel::Next), this,
TQT_SLOT(forward()), actionCollection(), "move_forward");
hintAction = KStdGameAction::hint(this, TQT_SLOT(suggestion()), actionCollection());
KStdAction::copy( this, TQT_SLOT(copy()), actionCollection());
pasteAction = KStdAction::paste( this, TQT_SLOT(paste()), actionCollection());
(void) new TDEAction( i18n("&Restore Position"),
TDEStdAccel::shortcut(TDEStdAccel::Open),
this, TQT_SLOT(restorePosition()),
actionCollection(), "edit_restore" );
(void) new TDEAction( i18n("&Save Position"),
TDEStdAccel::shortcut(TDEStdAccel::Save),
this, TQT_SLOT(savePosition()),
actionCollection(), "edit_save" );
TDEToggleAction *ta;
ta = new TDEToggleAction( i18n("&Network Play"), "network", Key_N,
actionCollection(), "game_net");
connect(ta, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT(gameNetwork(bool)));
editAction = new TDEToggleAction( i18n("&Modify"), "edit",
CTRL+Key_Insert, actionCollection(), "edit_modify");
connect(editAction, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT( editModify(bool)));
showMenubar = KStdAction::showMenubar(this, TQT_SLOT(toggleMenubar()), actionCollection());
KStdAction::saveOptions( this, TQT_SLOT(writeConfig()), actionCollection());
KStdAction::preferences( this, TQT_SLOT(configure()), actionCollection());
moveSlowAction = new TDEToggleAction( i18n("&Move Slow"), 0,
actionCollection(), "options_moveSlow");
connect(moveSlowAction, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT(optionMoveSlow(bool)));
renderBallsAction = new TDEToggleAction( i18n("&Render Balls"), 0,
actionCollection(), "options_renderBalls");
connect(renderBallsAction, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT(optionRenderBalls(bool)));
showSpyAction = new TDEToggleAction( i18n("&Spy"), 0,
actionCollection(), "options_showSpy");
connect(showSpyAction, TQT_SIGNAL(toggled(bool)), this, TQT_SLOT(optionShowSpy(bool)));
levelAction = KStdGameAction::chooseGameType(0, 0, actionCollection());
TQStringList list;
for (uint i=0; i<Nb_Levels; i++)
list.append( i18n(LEVEL[i].label) );
levelAction->setItems(list);
connect(levelAction, TQT_SIGNAL(activated(int)), TQT_SLOT(setLevel(int)));
iplayAction = new TDESelectAction(i18n("&Computer Play"), 0, actionCollection(), "options_iplay");
list.clear();
for (uint i=0; i<Nb_IPlays; i++)
list.append( i18n(IPLAY[i].label) );
iplayAction->setItems(list);
connect(iplayAction, TQT_SIGNAL(activated(int)), TQT_SLOT(setIPlay(int)));
}
void AbTop::toggleMenubar()
{
if (menuBar()->isVisible())
menuBar()->hide();
else
menuBar()->show();
}
void AbTop::configure()
{
KDialogBase *dlg = new KDialogBase( 0, "ConfigureEvaluation", true,
i18n("Configure Evaluation"),
KDialogBase::Ok | KDialogBase::Cancel,
KDialogBase::Ok, true);
EvalDlgImpl *edlg = new EvalDlgImpl(dlg,board);
dlg->setMainWidget(edlg);
if (dlg->exec()) {
*currentEvalScheme = *(edlg->evalScheme());
board->setEvalScheme(currentEvalScheme);
}
delete edlg;
}
/* Right Mouse button pressed in BoardWidget area */
void AbTop::rightButtonPressed(int /* field */, const TQPoint& pos)
{
TQPopupMenu* rmbMenu = static_cast<TQPopupMenu*> (factory()->container("rmbPopup",this));
if (rmbMenu)
rmbMenu->popup( pos );
}
/* Read config options
*
* menu must already be created!
*/
void AbTop::readConfig()
{
kdDebug(12011) << "Reading config..." << endl;
TDEConfig* config = kapp->config();
config->setGroup("Options");
readOptions(config);
applyMainWindowSettings( config, "Appearance" );
showMenubar->setChecked( !menuBar()->isHidden() );
currentEvalScheme = new EvalScheme("Current");
currentEvalScheme->read(config);
board->setEvalScheme( currentEvalScheme );
}
void AbTop::readOptions(TDEConfig* config)
{
TQString entry = config->readEntry("Level");
for (uint i=0; i<Nb_Levels; i++)
if ( entry==LEVEL[i].key ) setLevel(i);
entry = config->readEntry("Computer");
for (uint i=0; i<Nb_IPlays; i++)
if ( entry==IPLAY[i].key ) setIPlay(i);
showMoveLong = config->readBoolEntry("MoveSlow", false);
moveSlowAction->setChecked( showMoveLong );
renderBalls = config->readBoolEntry("RenderBalls", true);
boardWidget->renderBalls(renderBalls);
renderBallsAction->setChecked( renderBalls );
showSpy = config->readBoolEntry("ShowSpy", true);
board->updateSpy(showSpy);
showSpyAction->setChecked( showSpy );
}
void AbTop::readProperties(TDEConfig *config)
{
TQString entry;
readOptions(config);
currentEvalScheme = new EvalScheme("Current");
currentEvalScheme->read(config);
board->setEvalScheme( currentEvalScheme );
if (!(entry = config->readEntry("TimerState")).isNull())
timerState = entry.toInt();
if (timerState == noGame) return;
stop = config->readBoolEntry("GameStopped", false);
int mNo = 0;
if (!(entry = config->readEntry("Position")).isNull()) {
mNo = board->setState(entry);
boardWidget->updatePosition(true);
}
setMoveNo(mNo, true);
show();
playGame();
}
void AbTop::writeConfig()
{
kdDebug(12011) << "Writing config..." << endl;
TDEConfig* config = kapp->config();
config->setGroup("Options");
writeOptions(config);
saveMainWindowSettings( config, "Appearance" );
if (currentEvalScheme)
currentEvalScheme->save(config);
config->sync();
}
void AbTop::writeOptions(TDEConfig *config)
{
config->writeEntry("Level", LEVEL[levelAction->currentItem()].key);
config->writeEntry("Computer", IPLAY[iplayAction->currentItem()].key);
config->writeEntry("MoveSlow", showMoveLong);
config->writeEntry("RenderBalls", renderBalls);
config->writeEntry("ShowSpy", showSpy);
}
void AbTop::saveProperties(TDEConfig *config)
{
writeOptions(config);
if (currentEvalScheme)
currentEvalScheme->save(config);
config->writeEntry("TimerState", timerState);
if (timerState == noGame) return;
config->writeEntry("GameStopped", stop);
config->writeEntry("Position", board->getState(moveNo));
config->sync();
}
void AbTop::savePosition()
{
TDEConfig* config = kapp->config();
config->setGroup("SavedPosition");
config->writeEntry("Position", board->getState(moveNo));
}
void AbTop::restorePosition()
{
TDEConfig* config = kapp->config();
config->setGroup("SavedPosition");
TQString entry = config->readEntry("Position");
timerState = notStarted;
timer->stop();
board->begin(Board::color1);
stop = false;
setMoveNo( board->setState(entry), true );
if (net)
net->broadcast( board->getASCIIState( moveNo ).ascii() );
boardWidget->updatePosition(true);
playGame();
}
void AbTop::setupStatusBar()
{
TQString tmp;
TQString t = i18n("Press %1 for a new game").arg( newAction->shortcut().toString());
statusLabel = new TQLabel( t, statusBar(), "statusLabel" );
statusBar()->addWidget(statusLabel,1,false);
// PERMANENT: Moving side + move No.
// validPixmap, only visible in Modify mode: is position valid ?
warningPix = BarIcon( "warning" );
okPix = BarIcon( "ok" );
validLabel = new TQLabel( "", statusBar(), "validLabel" );
validLabel->setFixedSize( 18, statusLabel->sizeHint().height() );
validLabel->setAlignment( AlignCenter );
validLabel->hide();
validShown = false;
redBall = BarIcon( "redball" );
yellowBall = BarIcon( "yellowball" );
noBall = BarIcon( "noball" );
ballLabel = new TQLabel( "", statusBar(), "ballLabel" );
ballLabel->setPixmap(noBall);
ballLabel->setFixedSize( 18, statusLabel->sizeHint().height() );
ballLabel->setAlignment( AlignCenter );
statusBar()->addWidget(ballLabel, 0, true);
moveLabel = new TQLabel( i18n("Move %1").arg("--"), statusBar(), "moveLabel" );
statusBar()->addWidget(moveLabel, 0, true);
#ifdef MYTRACE
/* Create a toolbar menu for debugging output level */
TDEToolBar *tb = toolBar("mainToolBar");
if (tb) {
TQPopupMenu* spyPopup = new TQPopupMenu;
spy0 = BarIcon( "spy0" );
spy1 = BarIcon( "spy1" );
spy2 = BarIcon( "spy2" );
spy3 = BarIcon( "spy3" );
spyPopup->insertItem(spy0, 0);
spyPopup->insertItem(spy1, 1);
spyPopup->insertItem(spy2, 2);
spyPopup->insertItem(spy3, 3);
connect( spyPopup, TQT_SIGNAL(activated(int)),
this, TQT_SLOT(setSpy(int)) );
tb->insertButton(spy0, 30, spyPopup,
TRUE, i18n("Spy"));
}
#endif
}
void AbTop::updateSpy(TQString s)
{
if (showSpy) {
if (s.isEmpty()) {
updateStatus();
// statusBar()->clear();
}
else
statusLabel->setText(s);
}
}
void AbTop::updateBestMove(Move& m, int value)
{
if (showSpy) {
boardWidget->showMove(m,3);
boardWidget->showMove(m,0,false);
TQString tmp;
tmp.sprintf("%s : %+d", (const char*) m.name().utf8(), value-actValue);
updateSpy(tmp);
kapp->processEvents();
}
}
void AbTop::updateStatus()
{
TQString tmp;
bool showValid = false;
if (!editMode && timerState == noGame) {
tmp = i18n("Move %1").arg("--");
ballLabel->setPixmap(noBall);
}
else {
tmp = i18n("Move %1").arg(moveNo/2 + 1);
ballLabel->setPixmap( (board->actColor() == Board::color1)
? redBall : yellowBall);
}
moveLabel->setText(tmp);
if (editMode) {
tmp = TQString("%1: %2 %3 - %4 %5")
.arg( i18n("Edit") )
.arg( i18n("Red") ).arg(boardWidget->getColor1Count())
.arg( i18n("Yellow") ).arg(boardWidget->getColor2Count());
validLabel->setPixmap( (board->validState() == Board::invalid)
? warningPix:okPix );
showValid = true;
}
else if (timerState == noGame) {
tmp = i18n("Press %1 for a new game").arg( newAction->shortcut().toString());
}
else {
if (timerState == gameOver) {
tmp = (board->actColor() == Board::color2) ?
i18n("Red won"):i18n("Yellow won");
validLabel->setPixmap( warningPix );
showValid = true;
}
else {
tmp = TQString("%1 - %2")
.arg( (board->actColor() == Board::color1) ?
i18n("Red"):i18n("Yellow") )
.arg( iPlayNow() ?
i18n("I am thinking...") : i18n("It is your turn!") );
}
}
statusLabel->setText(tmp);
if (validShown != showValid) {
if (showValid) {
statusBar()->addWidget(validLabel);
validLabel->show();
}
else {
statusBar()->removeWidget(validLabel);
validLabel->hide();
}
validShown = showValid;
}
statusBar()->clear();
statusBar()->repaint();
}
void AbTop::edited(int vState)
{
if (vState == Board::empty)
timerState = noGame;
updateStatus();
}
/* only <stop search>, <hint>, <take back> have to be updated */
void AbTop::updateActions()
{
bool iPlay = iPlayNow();
/* New && Copy always on */
/* Paste */
pastePossible = !iPlay;
pasteAction->setEnabled(!iPlay);
/* Edit */
editAction->setEnabled(!iPlay);
/* Stop search */
stopAction->setEnabled(iPlay);
/* Back */
bool bBack = (editMode && moveNo>0) ||
(board->movesStored() >=1 && !iPlay);
backAction->setEnabled(bBack);
/* Forward */
bool bForward = editMode && moveNo<999;
forwardAction->setEnabled(bForward);
/* Hint */
bool bHint = !editMode && !iPlay && (haveHint().type != Move::none);
hintAction->setEnabled(bHint);
}
/* let the program be responsive even in a long search... */
void AbTop::searchBreak()
{
kapp->processEvents();
}
void AbTop::setSpy(int id )
{
toolBar("mainToolBar")->setButtonPixmap(30, (id==0)?spy0:(id==1)?spy1:(id==2)?spy2:spy3 );
spyLevel = id;
board->setSpyLevel(spyLevel);
}
void AbTop::timerDone()
{
int interval = 400;
switch(timerState) {
case noGame:
case notStarted:
return;
case showMove:
case showMove+2:
case showSugg:
case showSugg+2:
case showSugg+4:
boardWidget->showMove(actMove, 2);
interval = 200;
break;
case showMove+1:
case showMove+3:
case showSugg+1:
case showSugg+3:
boardWidget->showMove(actMove, 3);
break;
case showSugg+5:
interval = 800;
case showMove+4:
boardWidget->showMove(actMove, 4);
break;
case showMove+5:
boardWidget->showMove(actMove, 0);
timerState = moveShown;
playGame();
return;
case showSugg+6:
boardWidget->showMove(actMove, 0);
timerState = notStarted;
return;
}
timerState++;
timer->start(interval,TRUE);
}
void AbTop::userMove()
{
/* User has to move */
static MoveList list;
list.clear();
board->generateMoves(list);
if (list.getLength() == 0) {
stop = true;
timerState = gameOver;
playGame();
}
else
boardWidget->choseMove(&list);
}
bool AbTop::iPlayNow()
{
if (editMode ||
(board->validState() != Board::valid) ||
timerState == gameOver)
return false;
int c = board->actColor();
/* color1 is red */
return ((iplay == Both) ||
((c == Board::color1) && (iplay == Red) ) ||
((c == Board::color2) && (iplay == Yellow) ));
}
void AbTop::playGame()
{
if (timerState == moveShown) {
if (actMove.type != Move::none) {
board->playMove(actMove);
moveNo++; // actColor in board is changed in playMove
if (net)
net->broadcast( board->getASCIIState( moveNo ).ascii() );
}
actValue = - board->calcEvaluation();
boardWidget->updatePosition(true);
timerState = notStarted;
}
if (!board->isValid()) {
stop = true;
timerState = gameOver;
}
updateStatus();
updateActions();
boardWidget->setCursor(crossCursor);
if (stop) return;
if (!iPlayNow()) {
userMove();
return;
}
boardWidget->setCursor(waitCursor);
kapp->processEvents();
if (moveNo <4) {
/* Chose a random move making the position better for actual color */
/* If comparing ratings among color1/2 on move, we have to negate one */
int v = -board->calcEvaluation(), vv;
do {
actMove = board->randomMove();
board->playMove(actMove);
vv = board->calcEvaluation();
board->takeBack();
} while( (board->actColor() == Board::color1) ? (vv<v) : (vv>v) );
}
else {
actMove = (board->bestMove());
if (actMove.type == Move::none) {
stop = true;
timerState = gameOver;
playGame();
return;
}
}
timerState = showMoveLong ? showMove : showMove+3;
timerDone();
}
void AbTop::moveChoosen(Move& m)
{
actMove = m;
timerState = moveShown;
playGame();
}
void AbTop::newGame()
{
/* stop a running animation */
timerState = notStarted;
timer->stop();
/* reset board */
board->begin(Board::color1);
boardWidget->updatePosition(true);
setMoveNo(0, true);
if (net)
net->broadcast( board->getASCIIState( moveNo ).ascii() );
/* if not in EditMode, start Game immediately */
if (!editMode) {
stop = false;
playGame();
}
}
/* Copy ASCII representation into Clipboard */
void AbTop::copy()
{
TQClipboard *cb = TQApplication::clipboard();
cb->setText( board->getASCIIState( moveNo ).ascii() );
}
void AbTop::paste()
{
if (!pastePossible) return;
TQClipboard *cb = TQApplication::clipboard();
pastePosition( cb->text().ascii() );
/* don't do this in pastePosition: RECURSION !! */
if (net)
net->broadcast( board->getASCIIState( moveNo ).ascii() );
}
void AbTop::pastePosition(const char * text)
{
if (!pastePossible) return;
if ( text ) {
timerState = notStarted;
timer->stop();
board->begin(Board::color1);
stop = false;
int mNo = board->setASCIIState(text);
if (mNo<0) mNo=0;
setMoveNo( mNo, true);
boardWidget->updatePosition(true);
if ( (board->validState()==Board::invalid) && !editMode) {
editAction->setChecked(true);
return;
}
playGame();
}
}
void AbTop::gameNetwork(bool on)
{
if (!on) {
if (net != 0) {
delete net;
net = 0;
}
return;
}
if (myPort == 0) myPort = Network::defaultPort;
net = new Network(myPort);
char *h, h2[100];
int p, i;
for(h = hosts.first(); h!=0; h=hosts.next()) {
for(i=0;h[i]!=0 && h[i]!=':';i++);
if (h[i]==':')
p = atoi(h+i+1);
else
p = 0;
if (p == 0) p = Network::defaultPort;
strncpy(h2,h,i);
h2[i]=0;
net->addListener(h2, p);
}
TQObject::connect(net, TQT_SIGNAL(gotPosition(const char *)),
this, TQT_SLOT(pastePosition(const char *)) );
}
void AbTop::editModify(bool on)
{
int vState = board->validState();
editMode = boardWidget->setEditMode( on );
if (vState != Board::valid)
timerState = noGame;
updateActions();
updateStatus();
if (!editMode && vState == Board::valid) {
actMove.type = Move::none;
timerState = moveShown;
playGame();
}
}
void AbTop::stopGame()
{
stop = true;
board->stopSearch();
}
void AbTop::stopSearch()
{
// When computer plays both, switch back to human for next color
if (iplay == Both) {
if (board->actColor() == Board::color1) setIPlay(Red);
else setIPlay(Yellow);
}
board->stopSearch();
}
bool AbTop::queryClose()
{
board->stopSearch();
return true;
}
void AbTop::continueGame()
{
if (timerState != noGame && timerState != gameOver) {
stop = false;
if (timerState == notStarted)
playGame();
}
}
/**
* Reset the Move number of the actual game to <m>
* If <update> is true, update GUI actions and redraw statusbar
*/
void AbTop::setMoveNo(int m, bool updateGUI)
{
moveNo = m;
board->setActColor( ((moveNo%2)==0) ? Board::color1 : Board::color2 );
if (updateGUI) {
updateStatus();
updateActions();
}
}
/* "Back" action activated
*
* If in edit mode, simple go 1 back
* If in a game, go back 2 if possible
*/
void AbTop::back()
{
if (editMode) {
if (moveNo > 0)
setMoveNo(moveNo-1, true);
return;
}
if (moveNo < 1) return;
if (timerState == gameOver)
timerState = notStarted;
if (timerState != notStarted) return;
/* If possible, go 2 steps back */
if (moveNo>0 && board->takeBack()) moveNo--;
if (moveNo>0 && board->takeBack()) moveNo--;
setMoveNo( moveNo, true );
boardWidget->updatePosition(true);
userMove();
}
/* Only for edit Mode */
void AbTop::forward()
{
if (editMode) {
if (moveNo < 999)
setMoveNo(moveNo+1, true);
return;
}
}
Move AbTop::haveHint()
{
static Move m;
static int oldMoveNo = 0;
if (timerState != notStarted) {
m.type = Move::none;
}
else if (moveNo != oldMoveNo) {
MoveList list;
oldMoveNo = moveNo;
m = board->nextMove();
board->generateMoves(list);
if (!list.isElement(m,0))
m.type = Move::none;
}
return m;
}
void AbTop::suggestion()
{
if (timerState != notStarted) return;
Move m = haveHint();
if (m.type == Move::none) return;
actMove = m;
timerState = showSugg;
timerDone();
}
void AbTop::setLevel(int l)
{
levelAction->setCurrentItem(l);
depth = l+2;
board->setDepth(depth);
// kdDebug(12011) << "Level set to " << d << endl;
}
void AbTop::setIPlay(int i)
{
iplayAction->setCurrentItem(i);
iplay = (IPlay)i;
continueGame();
}
void AbTop::optionMoveSlow(bool on)
{
showMoveLong = on;
}
void AbTop::optionRenderBalls(bool on)
{
renderBalls = on;
boardWidget->renderBalls(renderBalls);
}
void AbTop::optionShowSpy(bool on)
{
showSpy = on;
board->updateSpy(showSpy);
#ifdef SPION
if (showSpy)
spy->show();
else {
spy->nextStep();
spy->hide();
}
#endif
}
#include "AbTop.moc"