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authortoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
committertoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
commitc90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch)
tree6d8391395bce9eaea4ad78958617edb20c6a7573 /libkdegames/kstdgameaction.h
downloadtdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz
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Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923 git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
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+/*
+ This file is part of the KDE games library
+ Copyright (C) 2001 Andreas Beckermann ([email protected])
+
+ 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 kdelibs/kdeui/kstdction.[cpp|h] and
+// after that just edited for our needs
+#ifndef KSTDGAMEACTION_H
+#define KSTDGAMEACTION_H
+
+class KAction;
+class KToggleAction;
+class QObject;
+class KActionCollection;
+class KRecentFilesAction;
+class KSelectAction;
+#include <kdemacros.h>
+
+//-----------------------------------------------------------------------------
+/**
+ * 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 <[email protected]>
+ */
+// #### 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 QObject *recvr, const char *slot,
+ KActionCollection* parent );
+
+ /**
+ * @since 3.2
+ */
+ static KAction* create( StdGameAction id,
+ const QObject *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 QObject *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 QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Load a previousely saved game
+ */
+ static KAction *load(const QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Load a recently loaded game.
+ */
+ static KRecentFilesAction *loadRecent(const QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Save the current game.
+ */
+ static KAction *save(const QObject *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 QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Pause the game
+ **/
+ static KToggleAction *pause(const QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Show the highscores.
+ */
+ static KAction *highscores(const QObject *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 QObject *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 QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Quit the game.
+ */
+ static KAction *quit(const QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+
+
+ /**
+ * Repeat the last move.
+ **/
+ static KAction *repeat(const QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Undo the last move
+ **/
+ static KAction *undo(const QObject *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 QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Roll die or dice
+ **/
+ static KAction *roll(const QObject *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 QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+
+ /**
+ * Display configure carddecks dialog.
+ */
+ static KAction *carddecks(const QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Display configure highscores dialog.
+ * @since 3.2
+ */
+ static KAction *configureHighscores(const QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Give an advice/hint.
+ * @since 3.2
+ */
+ static KAction *hint(const QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Show a demo.
+ * @since 3.2
+ */
+ static KToggleAction *demo(const QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Solve the game.
+ * @since 3.2
+ */
+ static KAction *solve(const QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Choose game type.
+ * @since 3.2
+ */
+ static KSelectAction *chooseGameType(const QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+ /**
+ * Restart game.
+ * @since 3.2
+ */
+ static KAction *restart(const QObject *recvr = 0, const char *slot = 0,
+ KActionCollection *parent = 0, const char *name = 0L );
+
+};
+
+#endif