Pacman game for the TDE
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/***************************************************************************
tdepacman.h - description
-------------------
begin : Sam Jan 19 13:37:57 CET 2002
copyright : (C) 1998-2003 by Jörg Thönnissen
email : joe@dsite.de
***************************************************************************/
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#ifndef TDEPACMAN_H
#define TDEPACMAN_H
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
// include files for TQt
#include <tqptrlist.h>
#include <tqfileinf.h>
#include <tqregexp.h>
//include files for TDE
#include <kapp.h>
#include <tdemainwindow.h>
#include <tdepopupmenu.h>
#include <tdeaction.h>
#include <tdelocale.h>
#include <tdemenubar.h>
// application specific includes
#include "tdepacmanview.h"
#include "referee.h"
#include "status.h"
#include "score.h"
#include "keys.h"
// forward declaration of the TDEpacman classes
class TDEpacmanView;
/**
* The base class for TDEpacman application.
*/
class TDEpacmanApp : public TDEMainWindow
{
Q_OBJECT
friend class TDEpacmanView;
public:
/** constructor of TDEpacmanApp, calls all init functions to create the application.
*/
TDEpacmanApp(TQWidget *parent = 0, const char *name = 0);
virtual ~TDEpacmanApp();
protected:
/** save general Options like all bar positions and status as well as the application specific
* Options to the configuration file
*/
void saveOptions();
/** read general Options again and initialize all variables
*/
void readOptions();
/** read graphic schemes and build menu items for selection
*/
void readSchemes();
/** initializes the TDEActions of the application */
void initActions();
/** sets up the statusbar for the main window by initialzing a statuslabel.
*/
void initStatusBar();
/** creates the centerwidget of the KTMainWindow instance and sets it as the view
*/
void initView();
/** queryExit is called by KTMainWindow when the last window of the application is going to be closed
* during the closeEvent().
* Against the default implementation that just returns true, this calls saveOptions() to save the
* settings of the window's properties.
* @see KTMainWindow#queryExit
* @see KTMainWindow#closeEvent
*/
virtual bool queryExit();
public slots:
/** play new game
*/
void slotGameNew();
/** pause (continue) game
*/
void slotGamePause();
/** pause (continue) game triggered by focus events
*/
void slotFocusedGamePause();
/** toggle the highscores
*/
void slotGameHighscores();
/** toggle the highscores, forced by the referee
*/
void slotForcedGameHighscores();
/** save the options, then quits the application.
*/
void slotGameQuit();
/** toggles the menubar
*/
void slotShowMenuBar();
/** toggles the toolbar
*/
void slotShowToolBar();
/** toggles the statusbar
*/
void slotShowStatusBar();
/** toggles the mousecursor
*/
void slotShowMouseCursor();
/** graphic scheme activated
* @param id the id of the activated/selected menuitem
*/
void slotSchemeActivated(int id);
/** toggles the focus out pause
*/
void slotFocusOutPause();
/** toggles the focus in continue
*/
void slotFocusInContinue();
/** changes the statusbar contents for the standard label permanently, used to indicate current actions.
* @param text the text that is displayed in the statusbar
*/
void slotStatusMsg(const TQString &text);
/** configure keysbindings dialog
*/
void slotKeyBindings();
/** game (including highscores displayed) has been finished
*/
void slotGameFinished();
private:
/** the configuration object of the application */
TDEConfig *config;
/** view is the main widget which represents your working area. The View
* class should handle all events of the view widget. It is kept empty so
* you can create your view according to your application's needs by
* changing the view class.
*/
TDEpacmanView *view;
// TDEAction pointers to enable/disable actions
TDEAction* gameNew;
TDEToggleAction* gamePause;
TDEAction* gameHighscores;
TDEAction* gameQuit;
TDEToggleAction* showMenuBar;
TDEToggleAction* showToolBar;
TDEToggleAction* showStatusBar;
TDEToggleAction* showMouseCursor;
TDEToggleAction* focusOutPause;
TDEToggleAction* focusInContinue;
TDEActionMenu* selectGraphicScheme;
// active scheme/mode
int scheme;
int mode;
TDEPopupMenu *modesPopup; // TDEAction main scheme selection menu
TQPtrList<TDEPopupMenu> *schemesPopup; // submenus for selecting scheme
// ID's of the menuitem(s) for finding/selecting scheme by id
TQMemArray<int> modeID;
TQMemArray<int> schemeID;
TQMemArray<int> schemeMode; // mode(group) of the schemes, -1 if no group
bool highscoresChecked; // highscores display active
bool focusedPause; // Pause caused by focusEvents
};
#endif // TDEPACMAN_H