/**************************************************************** Copyright (c) 1998 Sandro Sigala . All rights reserved. Permission to use, copy, modify, and distribute this software and its documentation for any purpose and without fee is hereby granted, provided that the above copyright notice appear in all copies and that both that the copyright notice and this permission notice and warranty disclaimer appear in supporting documentation, and that the name of the author not be used in advertising or publicity pertaining to distribution of the software without specific, written prior permission. The author disclaim all warranties with regard to this software, including all implied warranties of merchantability and fitness. In no event shall the author be liable for any special, indirect or consequential damages or any damages whatsoever resulting from loss of use, data or profits, whether in an action of contract, negligence or other tortious action, arising out of or in connection with the use or performance of this software. ****************************************************************/ #include "config.h" #include #include #include #include #include #include "ksmiletris.h" #include "gamewindow.h" #include "gamewidget.h" #include "kscoredialog.h" #include #include const int default_width = 362; const int default_height = 460; GameWindow::GameWindow(TQWidget *, const char *name) : TDEMainWindow(0, name) { //New Games (void)KStdGameAction::gameNew(TQT_TQOBJECT(this), TQT_SLOT(menu_newGame()), actionCollection()); //Pause Game (void)KStdGameAction::pause(TQT_TQOBJECT(this), TQT_SLOT(menu_pause()), actionCollection()); //End Game (void)KStdGameAction::end(TQT_TQOBJECT(this), TQT_SLOT(menu_endGame()), actionCollection()); //Highscores (void)KStdGameAction::highscores(TQT_TQOBJECT(this), TQT_SLOT(menu_highScores()), actionCollection()); //Quit (void)KStdGameAction::quit(TQT_TQOBJECT(this), TQT_SLOT(close()), actionCollection()); TQStringList list; TDESelectAction* piecesAct = new TDESelectAction(i18n("&Pieces"), 0, TQT_TQOBJECT(this), TQT_SLOT(menu_pieces()), actionCollection(), "settings_pieces"); list.append(i18n("&Smiles")); list.append(i18n("S&ymbols")); list.append(i18n("&Icons")); piecesAct->setItems(list); (void)new TDEToggleAction(i18n("&Sounds"), 0, TQT_TQOBJECT(this), TQT_SLOT(menu_sounds()), actionCollection(), "settings_sounds"); //connect(menu, TQT_SIGNAL(moved(menuPosition)), // this, TQT_SLOT(movedMenu(menuPosition))); ? status = new KStatusBar(this); status->insertItem(i18n("Level: 99"), 1); status->insertItem(i18n("Score: 999999"), 2); status->changeItem("", 1); status->changeItem("", 2); game = new GameWidget(this); setCentralWidget(game); connect(game, TQT_SIGNAL(changedStats(int, int)), this, TQT_SLOT(updateStats(int, int))); connect(game, TQT_SIGNAL(gameOver()), TQT_TQOBJECT(this), TQT_SLOT(gameOver())); //keys (void)new TDEAction(i18n("Move Left"), Key_Left, TQT_TQOBJECT(game), TQT_SLOT(keyLeft()), actionCollection(), "left"); (void)new TDEAction(i18n("Move Right"), Key_Right, TQT_TQOBJECT(game), TQT_SLOT(keyRight()), actionCollection(), "right"); (void)new TDEAction(i18n("Rotate Left"), Key_Up, TQT_TQOBJECT(game), TQT_SLOT(keyUp()), actionCollection(), "up"); (void)new TDEAction(i18n("Rotate Right"), Key_Down, TQT_TQOBJECT(game), TQT_SLOT(keyDown()), actionCollection(), "down"); (void)new TDEAction(i18n("Drop Down"), Key_Space, TQT_TQOBJECT(game), TQT_SLOT(keySpace()), actionCollection(), "space"); game->setFixedSize(default_width, default_height); adjustSize(); setFixedSize(size()); // Read configuration TDEConfig *config = kapp->config(); config->setGroup("Options"); PiecesType pieces_type = (PiecesType)config->readNumEntry("Pieces", static_cast(Pieces_Smiles)); game->setPieces(pieces_type); ((TDESelectAction*)actionCollection()->action("settings_pieces"))->setCurrentItem((int)pieces_type); game->do_sounds = config->readBoolEntry("Sounds", true); ((TDEToggleAction*)actionCollection()->action("settings_sounds"))->setChecked(game->do_sounds); setupGUI(TDEMainWindow::Save | Keys | StatusBar | Create); } void GameWindow::menu_newGame() { ((TDEToggleAction*)actionCollection()->action(KStdGameAction::stdName(KStdGameAction::Pause)))->setChecked(false); game->newGame(); } void GameWindow::menu_pause() { if (game->in_game) { game->in_pause = !game->in_pause; ((TDEToggleAction*)actionCollection()->action(KStdGameAction::stdName(KStdGameAction::Pause)))->setChecked(game->in_pause); game->repaintChilds(); } } void GameWindow::menu_endGame() { if (game->in_game) { game->in_game = false; game->repaintChilds(); ((TDEToggleAction*)actionCollection()->action(KStdGameAction::stdName(KStdGameAction::Pause)))->setChecked(false); gameOver(); } } void GameWindow::menu_highScores() { KScoreDialog d(KScoreDialog::Name | KScoreDialog::Level | KScoreDialog::Score, this); d.exec(); } void GameWindow::menu_pieces() { int index = ((TDESelectAction*)actionCollection()->action("settings_pieces"))->currentItem(); game->setPieces((PiecesType)index); TDEConfig *config = kapp->config(); config->setGroup("Options"); config->writeEntry("Pieces", index); } void GameWindow::menu_sounds() { game->do_sounds = !game->do_sounds; ((TDEToggleAction*)actionCollection()->action("settings_sounds"))->setChecked(game->do_sounds); TDEConfig *config = kapp->config(); config->setGroup("Options"); config->writeEntry("Sounds", game->do_sounds); } void GameWindow::updateStats(int level, int points) { TQString l, p; l.setNum(level); p.setNum(points); status->changeItem(i18n("Level: %1").arg(l), 1); status->changeItem(i18n("Score: %1").arg(p), 2); } void GameWindow::gameOver() { KScoreDialog d(KScoreDialog::Name | KScoreDialog::Level | KScoreDialog::Score, this); KScoreDialog::FieldInfo scoreInfo; scoreInfo[KScoreDialog::Level].setNum(game->num_level); if (!d.addScore(game->num_points, scoreInfo)) return; // Show highscore & ask for name. d.exec(); } #include "gamewindow.moc"