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/*
    This file is part of the TDE 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.
*/
// this class was shamelessy stolen from tdelibs/tdeui/kstdction.[cpp|h] and
// after that just edited for our needs
#ifndef KSTDGAMEACTION_H
#define KSTDGAMEACTION_H

class TDEAction;
class TDEToggleAction;
class TQObject;
class TDEActionCollection;
class TDERecentFilesAction;
class TDESelectAction;
#include <kdemacros.h>

//-----------------------------------------------------------------------------
/**
 * Replacement for KStdAction for TDE 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 <b_mann@gmx.de>
 */
// #### 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 TDEAction* create( StdGameAction id, const char *name,
			    const TQObject *recvr, const char *slot,
			    TDEActionCollection* parent );

    /**
     * @since 3.2
     */
	static TDEAction* create( StdGameAction id,
		const TQObject *recvr, const char *slot,
		TDEActionCollection* parent )
		{ return create( id, 0, recvr, slot, parent ); }


    /**
     * Retrieve the action corresponding to the
     * KStdGameAction::StdGameAction enum.
     * @deprecated
     */
    static TDEAction *action(StdGameAction act_enum, const TQObject *recvr = 0,
                           const char *slot = 0, TDEActionCollection *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 TDEAction *gameNew(const TQObject *recvr = 0, const char *slot = 0,
                            TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Load a previousely saved game
     */
    static TDEAction *load(const TQObject *recvr = 0, const char *slot = 0,
                         TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Load a recently loaded game.
     */
    static TDERecentFilesAction *loadRecent(const TQObject *recvr = 0, const char *slot = 0,
                         TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Save the current game.
     */
    static TDEAction *save(const TQObject *recvr = 0, const char *slot = 0,
                         TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Save the current game under a different filename.
     */
    static TDEAction *saveAs(const TQObject *recvr = 0, const char *slot = 0,
                           TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Pause the game
     **/
    static TDEToggleAction *pause(const TQObject *recvr = 0, const char *slot = 0,
                           TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Show the highscores.
     */
    static TDEAction *highscores(const TQObject *recvr = 0, const char *slot = 0,
                           TDEActionCollection *parent = 0, const char *name = 0L );


    /**
     * End the current game, but do not quit the program. Think of a "close"
     * entry.
     */
    static TDEAction *end(const TQObject *recvr = 0, const char *slot = 0,
                          TDEActionCollection *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 TDEAction *print(const TQObject *recvr = 0, const char *slot = 0,
                          TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Quit the game.
     */
    static TDEAction *quit(const TQObject *recvr = 0, const char *slot = 0,
                         TDEActionCollection *parent = 0, const char *name = 0L );



    /**
     * Repeat the last move.
     **/
    static TDEAction *repeat(const TQObject *recvr = 0, const char *slot = 0,
                         TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Undo the last move
     **/
    static TDEAction *undo(const TQObject *recvr = 0, const char *slot = 0,
                         TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Redo the last move (which has been undone)
     **/
    static TDEAction *redo(const TQObject *recvr = 0, const char *slot = 0,
                         TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Roll die or dice
     **/
    static TDEAction *roll(const TQObject *recvr = 0, const char *slot = 0,
                         TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * End the current turn (not the game). Usually to let the next player
     * start
     **/
    static TDEAction *endTurn(const TQObject *recvr = 0, const char *slot = 0,
                         TDEActionCollection *parent = 0, const char *name = 0L );


    /**
     * Display configure carddecks dialog.
     */
    static TDEAction *carddecks(const TQObject *recvr = 0, const char *slot = 0,
                                TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Display configure highscores dialog.
     * @since 3.2
     */
    static TDEAction *configureHighscores(const TQObject *recvr = 0, const char *slot = 0,
                                TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Give an advice/hint.
     * @since 3.2
     */
    static TDEAction *hint(const TQObject *recvr = 0, const char *slot = 0,
                         TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Show a demo.
     * @since 3.2
     */
    static TDEToggleAction *demo(const TQObject *recvr = 0, const char *slot = 0,
                               TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Solve the game.
     * @since 3.2
     */
    static TDEAction *solve(const TQObject *recvr = 0, const char *slot = 0,
                          TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Choose game type.
     * @since 3.2
     */
    static TDESelectAction *chooseGameType(const TQObject *recvr = 0, const char *slot = 0,
                                         TDEActionCollection *parent = 0, const char *name = 0L );

    /**
     * Restart game.
     * @since 3.2
     */
    static TDEAction *restart(const TQObject *recvr = 0, const char *slot = 0,
                            TDEActionCollection *parent = 0, const char *name = 0L );

};

#endif