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-rw-r--r--libkdegames/kstdgameaction.cpp209
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diff --git a/libkdegames/kstdgameaction.cpp b/libkdegames/kstdgameaction.cpp
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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.
-*/
-
-#include "kstdgameaction.h"
-
-#include <klocale.h>
-#include <kaction.h>
-#include <kstdaccel.h>
-#include <kconfig.h>
-#include <kdebug.h>
-
-
-KStdGameAction::KStdGameAction()
-{}
-
-KStdGameAction::~KStdGameAction()
-{}
-
-KAction *KStdGameAction::action(StdGameAction act_enum, const TQObject *recvr,
- const char *slot, KActionCollection *parent,
- const char *name)
-{
- return create( act_enum, name, recvr, slot, parent );
-}
-
-const char* KStdGameAction::stdName(StdGameAction act_enum)
-{
- return name(act_enum);
-}
-
-struct KStdGameActionInfo
-{
- KStdGameAction::StdGameAction id;
- KStdAccel::StdAccel globalAccel; // if we reuse a global accel
- int shortcut; // specific shortcut (NH: should be configurable)
- const char* psName;
- const char* psLabel;
- const char* psWhatsThis;
- const char* psIconName;
-};
-
-const KStdGameActionInfo g_rgActionInfo[] = {
-// "game" menu
- { KStdGameAction::New, KStdAccel::New, 0, "game_new", I18N_NOOP2("new game", "&New"), 0, "filenew" },
- { KStdGameAction::Load, KStdAccel::Open, 0, "game_load", I18N_NOOP("&Load..."), 0, "fileopen" },
- { KStdGameAction::LoadRecent, KStdAccel::AccelNone, 0, "game_load_recent", I18N_NOOP("Load &Recent"), 0, 0 },
- { KStdGameAction::Restart, KStdAccel::Reload, 0, "game_restart", I18N_NOOP("Restart &Game"), 0, "reload" },
- { KStdGameAction::Save, KStdAccel::Save, 0, "game_save", I18N_NOOP("&Save"), 0, "filesave" },
- { KStdGameAction::SaveAs, KStdAccel::AccelNone, 0, "game_save_as", I18N_NOOP("Save &As..."), 0, "filesaveas" },
- { KStdGameAction::End, KStdAccel::End, 0, "game_end", I18N_NOOP("&End Game"), 0, "fileclose" },
- { KStdGameAction::Pause, KStdAccel::AccelNone, TQt::Key_P, "game_pause", I18N_NOOP("Pa&use"), 0, "player_pause" },
- { KStdGameAction::Highscores, KStdAccel::AccelNone, TQt::CTRL+TQt::Key_H, "game_highscores", I18N_NOOP("Show &Highscores"), 0, "highscore" },
- { KStdGameAction::Print, KStdAccel::Print, 0, "game_print", I18N_NOOP("&Print..."), 0, "fileprint" },
- { KStdGameAction::Quit, KStdAccel::Quit, 0, "game_quit", I18N_NOOP("&Quit"), 0, "exit" },
-// "move" menu
- { KStdGameAction::Repeat, KStdAccel::AccelNone, 0, "move_repeat", I18N_NOOP("Repeat"), 0, 0 },
- { KStdGameAction::Undo, KStdAccel::Undo, 0, "move_undo", I18N_NOOP("Und&o"), 0, "undo" },
- { KStdGameAction::Redo, KStdAccel::Redo, 0, "move_redo", I18N_NOOP("Re&do"), 0, "redo" },
- { KStdGameAction::Roll, KStdAccel::AccelNone, TQt::CTRL+TQt::Key_R, "move_roll", I18N_NOOP("&Roll Dice"), 0, "roll" },
- { KStdGameAction::EndTurn, KStdAccel::AccelNone, 0, "move_end_turn", I18N_NOOP("End Turn"), 0, "endturn" },
- { KStdGameAction::Hint, KStdAccel::AccelNone, TQt::Key_H, "move_hint", I18N_NOOP("&Hint"), 0, "idea" },
- { KStdGameAction::Demo, KStdAccel::AccelNone, TQt::Key_D, "move_demo", I18N_NOOP("&Demo"), 0, "1rightarrow" },
- { KStdGameAction::Solve, KStdAccel::AccelNone, 0, "move_solve", I18N_NOOP("&Solve"), 0, "wizard" },
-// "settings" menu
- { KStdGameAction::ChooseGameType, KStdAccel::AccelNone, 0, "options_choose_game_type", I18N_NOOP("Choose Game &Type"), 0, 0 },
- { KStdGameAction::Carddecks, KStdAccel::AccelNone, 0, "options_configure_carddecks", I18N_NOOP("Configure &Carddecks..."), 0, 0 },
- { KStdGameAction::ConfigureHighscores, KStdAccel::AccelNone, 0, "options_configure_highscores", I18N_NOOP("Configure &Highscores..."), 0, 0 },
-
- { KStdGameAction::ActionNone, KStdAccel::AccelNone, 0, 0, 0, 0, 0 }
-};
-
-static const KStdGameActionInfo* infoPtr( KStdGameAction::StdGameAction id )
-{
- for (uint i = 0; g_rgActionInfo[i].id!=KStdGameAction::ActionNone; i++) {
- if( g_rgActionInfo[i].id == id )
- return &g_rgActionInfo[i];
- }
- return 0;
-}
-
-
-KAction* KStdGameAction::create(StdGameAction id, const char *name,
- const TQObject *recvr, const char *slot,
- KActionCollection* parent )
-{
- KAction* pAction = 0;
- const KStdGameActionInfo* pInfo = infoPtr( id );
- kdDebug(125) << "KStdGameAction::create( " << id << "=" << (pInfo ? pInfo->psName : (const char*)0) << ", " << parent << ", " << name << " )" << endl;
- if( pInfo ) {
- TQString sLabel = i18n(pInfo->psLabel);
- KShortcut cut = (pInfo->globalAccel==KStdAccel::AccelNone
- ? KShortcut(pInfo->shortcut)
- : KStdAccel::shortcut(pInfo->globalAccel));
- const char *n = name ? name : pInfo->psName;
- switch( id ) {
- case LoadRecent:
- pAction =
- new KRecentFilesAction(sLabel, cut, recvr, slot, parent, n);
- break;
- case Pause:
- case Demo:
- pAction = new KToggleAction( sLabel, pInfo->psIconName, cut,
- recvr, slot, parent, n);
- break;
- case ChooseGameType:
- pAction = new KSelectAction( sLabel, pInfo->psIconName, cut,
- recvr, slot, parent, n);
- break;
- default:
- pAction = new KAction( sLabel, pInfo->psIconName, cut,
- recvr, slot, parent, n);
- break;
- }
- }
- return pAction;
-}
-
-const char* KStdGameAction::name( StdGameAction id )
-{
- const KStdGameActionInfo* pInfo = infoPtr( id );
- return (pInfo) ? pInfo->psName : 0;
-}
-
-KAction *KStdGameAction::gameNew(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(New, name, recvr, slot, parent); }
-KAction *KStdGameAction::load(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(Load, name, recvr, slot, parent); }
-KRecentFilesAction *KStdGameAction::loadRecent(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return static_cast<KRecentFilesAction *>(KStdGameAction::create(LoadRecent, name, recvr, slot, parent)); }
-KAction *KStdGameAction::save(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(Save, name, recvr, slot, parent); }
-KAction *KStdGameAction::saveAs(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(SaveAs, name, recvr, slot, parent); }
-KAction *KStdGameAction::end(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(End, name, recvr, slot, parent); }
-KToggleAction *KStdGameAction::pause(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return static_cast<KToggleAction *>(KStdGameAction::create(Pause, name, recvr, slot, parent)); }
-KAction *KStdGameAction::highscores(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(Highscores, name, recvr, slot, parent); }
-KAction *KStdGameAction::print(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(Print, name, recvr, slot, parent); }
-KAction *KStdGameAction::quit(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(Quit, name, recvr, slot, parent); }
-
-KAction *KStdGameAction::repeat(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(Repeat, name, recvr, slot, parent); }
-KAction *KStdGameAction::undo(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(Undo, name, recvr, slot, parent); }
-
-KAction *KStdGameAction::redo(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(Redo, name, recvr, slot, parent); }
-
-KAction *KStdGameAction::roll(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(Roll, name, recvr, slot, parent); }
-KAction *KStdGameAction::endTurn(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(EndTurn, name, recvr, slot, parent); }
-
-KAction *KStdGameAction::carddecks(const TQObject *recvr, const char *slot,
- KActionCollection *parent, const char *name )
-{ return KStdGameAction::create(Carddecks, name, recvr, slot, parent); }
-KAction *KStdGameAction::configureHighscores(const TQObject*recvr, const char *slot,
- KActionCollection *parent, const char *name)
-{ return KStdGameAction::create(ConfigureHighscores, name, recvr, slot, parent); }
-KAction *KStdGameAction::hint(const TQObject*recvr, const char *slot,
- KActionCollection *parent, const char *name)
-{ return KStdGameAction::create(Hint, name, recvr, slot, parent); }
-KToggleAction *KStdGameAction::demo(const TQObject*recvr, const char *slot,
- KActionCollection *parent, const char *name)
-{ return static_cast<KToggleAction *>(KStdGameAction::create(Demo, name, recvr, slot, parent)); }
-KAction *KStdGameAction::solve(const TQObject*recvr, const char *slot,
- KActionCollection *parent, const char *name)
-{ return KStdGameAction::create(Solve, name, recvr, slot, parent); }
-KSelectAction *KStdGameAction::chooseGameType(const TQObject*recvr, const char *slot,
- KActionCollection *parent, const char *name)
-{ return static_cast<KSelectAction *>(KStdGameAction::create(ChooseGameType, name, recvr, slot, parent)); }
-KAction *KStdGameAction::restart(const TQObject*recvr, const char *slot,
- KActionCollection *parent, const char *name)
-{ return KStdGameAction::create(Restart, name, recvr, slot, parent); }