/* This file is part of the KDE games library Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de) 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 #include #include #include #include KStdGameAction::KStdGameAction() {} KStdGameAction::~KStdGameAction() {} KAction *KStdGameAction::action(StdGameAction act_enum, const QObject *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, Qt::Key_P, "game_pause", I18N_NOOP("Pa&use"), 0, "player_pause" }, { KStdGameAction::Highscores, KStdAccel::AccelNone, Qt::CTRL+Qt::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, Qt::CTRL+Qt::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, Qt::Key_H, "move_hint", I18N_NOOP("&Hint"), 0, "idea" }, { KStdGameAction::Demo, KStdAccel::AccelNone, Qt::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 QObject *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 ) { QString 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 QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(New, name, recvr, slot, parent); } KAction *KStdGameAction::load(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(Load, name, recvr, slot, parent); } KRecentFilesAction *KStdGameAction::loadRecent(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return static_cast(KStdGameAction::create(LoadRecent, name, recvr, slot, parent)); } KAction *KStdGameAction::save(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(Save, name, recvr, slot, parent); } KAction *KStdGameAction::saveAs(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(SaveAs, name, recvr, slot, parent); } KAction *KStdGameAction::end(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(End, name, recvr, slot, parent); } KToggleAction *KStdGameAction::pause(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return static_cast(KStdGameAction::create(Pause, name, recvr, slot, parent)); } KAction *KStdGameAction::highscores(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(Highscores, name, recvr, slot, parent); } KAction *KStdGameAction::print(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(Print, name, recvr, slot, parent); } KAction *KStdGameAction::quit(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(Quit, name, recvr, slot, parent); } KAction *KStdGameAction::repeat(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(Repeat, name, recvr, slot, parent); } KAction *KStdGameAction::undo(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(Undo, name, recvr, slot, parent); } KAction *KStdGameAction::redo(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(Redo, name, recvr, slot, parent); } KAction *KStdGameAction::roll(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(Roll, name, recvr, slot, parent); } KAction *KStdGameAction::endTurn(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(EndTurn, name, recvr, slot, parent); } KAction *KStdGameAction::carddecks(const QObject *recvr, const char *slot, KActionCollection *parent, const char *name ) { return KStdGameAction::create(Carddecks, name, recvr, slot, parent); } KAction *KStdGameAction::configureHighscores(const QObject*recvr, const char *slot, KActionCollection *parent, const char *name) { return KStdGameAction::create(ConfigureHighscores, name, recvr, slot, parent); } KAction *KStdGameAction::hint(const QObject*recvr, const char *slot, KActionCollection *parent, const char *name) { return KStdGameAction::create(Hint, name, recvr, slot, parent); } KToggleAction *KStdGameAction::demo(const QObject*recvr, const char *slot, KActionCollection *parent, const char *name) { return static_cast(KStdGameAction::create(Demo, name, recvr, slot, parent)); } KAction *KStdGameAction::solve(const QObject*recvr, const char *slot, KActionCollection *parent, const char *name) { return KStdGameAction::create(Solve, name, recvr, slot, parent); } KSelectAction *KStdGameAction::chooseGameType(const QObject*recvr, const char *slot, KActionCollection *parent, const char *name) { return static_cast(KStdGameAction::create(ChooseGameType, name, recvr, slot, parent)); } KAction *KStdGameAction::restart(const QObject*recvr, const char *slot, KActionCollection *parent, const char *name) { return KStdGameAction::create(Restart, name, recvr, slot, parent); }