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/*
Copyright (c) 2007, 2008 Nicolas Roffet, <nicolas-kde@roffet.com>
Copyright (c) 2007, Pino Toscano, <toscano.pino@tiscali.it>
This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
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 program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "kgamedifficulty.h"
#include <QMap>
#include <kactioncollection.h>
#include <kcombobox.h>
#include <kicon.h>
#include <klocale.h>
#include <kmessagebox.h>
#include <kstatusbar.h>
#include <kselectaction.h>
#include <kxmlguiwindow.h>
class KGameDifficultyPrivate : public QObject
{
Q_OBJECT
public:
~KGameDifficultyPrivate();
void init(KXmlGuiWindow* window, const QObject* recvr, const char* slotStandard, const char* slotCustom);
void rebuildActions();
/**
* @return standard string for standard level
*/
QPair<QByteArray, QString> standardLevelString(KGameDifficulty::standardLevel level);
void setLevel(KGameDifficulty::standardLevel level);
void setLevelCustom(int key);
/**
* @brief Current custom difficulty level
*/
int m_levelCustom;
KGameDifficulty::standardLevel m_level;
QList<KGameDifficulty::standardLevel> m_standardLevels;
QMap<int, QString> m_customLevels;
KSelectAction* m_menu;
KGameDifficulty::onChange m_restartOnChange;
bool m_running;
int m_oldSelection;
KComboBox* m_comboBox;
public Q_SLOTS:
/**
* @brief Player wants to change the difficulty level to a standard level
*
* The difference with the methode "setSelection" is that the player may have to confirm that he agrees to end the current game (if needed).
* @param newSelection Selected item.
*/
void changeSelection(int newSelection);
Q_SIGNALS:
/**
* @brief Current difficulty level changed to a standard level
*
* The game catchs this signal and restarts a game with the new standard difficulty level.
* @param level New standard level.
*/
void standardLevelChanged(KGameDifficulty::standardLevel level);
/**
* @brief Current difficulty level changed to a custom level
*
* The game catchs this signal and restarts a game with the new standard difficulty level.
* @param key Custom level identifier.
*/
void customLevelChanged(int key);
private:
void setSelection(int newSelection);
};
KGameDifficultyPrivate::~KGameDifficultyPrivate()
{
delete KGameDifficulty::self();
}
void KGameDifficultyPrivate::init(KXmlGuiWindow* window, const QObject* recvr, const char* slotStandard, const char* slotCustom = 0)
{
Q_ASSERT(recvr!=0);
m_oldSelection = -1; // No valid selection
m_level = KGameDifficulty::NoLevel;
m_running = false;
QObject::connect(this, SIGNAL(standardLevelChanged(KGameDifficulty::standardLevel)), recvr, slotStandard);
if (slotCustom!=0)
QObject::connect(this, SIGNAL(customLevelChanged(int)), recvr, slotCustom);
m_menu = new KSelectAction(KIcon( QLatin1String( "games-difficult") ), i18nc("Game difficulty level", "Difficulty" ), window);
m_menu->setToolTip(i18n("Set the difficulty level"));
m_menu->setWhatsThis(i18n("Set the difficulty level of the game."));
QObject::connect(m_menu, SIGNAL(triggered(int)), this, SLOT(changeSelection(int)));
m_menu->setObjectName( QLatin1String("options_game_difficulty" ));
window->actionCollection()->addAction(m_menu->objectName(), m_menu);
setParent(window);
m_comboBox = new KComboBox(window);
m_comboBox->setToolTip(i18n("Difficulty"));
QObject::connect(m_comboBox, SIGNAL(activated(int)), this, SLOT(changeSelection(int)));
window->statusBar()->addPermanentWidget(m_comboBox);
KGameDifficulty::setRestartOnChange(KGameDifficulty::RestartOnChange);
}
void KGameDifficultyPrivate::changeSelection(int newSelection)
{
if (newSelection!=m_oldSelection) {
bool mayChange = true;
if (mayChange && (m_restartOnChange==KGameDifficulty::RestartOnChange) && m_running)
mayChange = ( KMessageBox::warningContinueCancel(0, i18n("Changing the difficulty level will end the current game!"), QString(), KGuiItem(i18n("Change the difficulty level"))) == KMessageBox::Continue );
if (mayChange) {
setSelection(newSelection);
} else {
// restore current level selection
setSelection(m_oldSelection);
}
}
}
QPair<QByteArray, QString> KGameDifficultyPrivate::standardLevelString(KGameDifficulty::standardLevel level)
{
//The first entry in the pair is to be used as a key so don't change it. It doesn't have to match the string to be translated
switch (level) {
case KGameDifficulty::RidiculouslyEasy:
return qMakePair(QByteArray("Ridiculously Easy"), i18nc("Game difficulty level 1 out of 8", "Ridiculously Easy"));
case KGameDifficulty::VeryEasy:
return qMakePair(QByteArray("Very Easy"), i18nc("Game difficulty level 2 out of 8", "Very Easy"));
case KGameDifficulty::Easy:
return qMakePair(QByteArray("Easy"), i18nc("Game difficulty level 3 out of 8", "Easy"));
case KGameDifficulty::Medium:
return qMakePair(QByteArray("Medium"), i18nc("Game difficulty level 4 out of 8", "Medium"));
case KGameDifficulty::Hard:
return qMakePair(QByteArray("Hard"), i18nc("Game difficulty level 5 out of 8", "Hard"));
case KGameDifficulty::VeryHard:
return qMakePair(QByteArray("Very Hard"), i18nc("Game difficulty level 6 out of 8", "Very Hard"));
case KGameDifficulty::ExtremelyHard:
return qMakePair(QByteArray("Extremely Hard"), i18nc("Game difficulty level 7 out of 8", "Extremely Hard"));
case KGameDifficulty::Impossible:
return qMakePair(QByteArray("Impossible"), i18nc("Game difficulty level 8 out of 8", "Impossible"));
case KGameDifficulty::Custom:
case KGameDifficulty::Configurable:
case KGameDifficulty::NoLevel:
// Do nothing
break;
}
return qMakePair(QByteArray(), QString());
}
void KGameDifficultyPrivate::rebuildActions()
{
m_menu->clear();
m_comboBox->clear();
qSort(m_standardLevels.begin(), m_standardLevels.end());
foreach(KGameDifficulty::standardLevel level, m_standardLevels) {
if (level!=KGameDifficulty::Configurable) {
m_menu->addAction(standardLevelString(level).second);
m_comboBox->addItem(KIcon( QLatin1String( "games-difficult" )), standardLevelString(level).second);
}
}
if (m_customLevels.count()>0) {
foreach(const QString &s, m_customLevels) {
m_menu->addAction(s);
m_comboBox->addItem(KIcon( QLatin1String( "games-difficult" )), s);
}
}
if (m_standardLevels.contains(KGameDifficulty::Configurable)) {
QAction* separator = new QAction(m_menu);
separator->setSeparator(true);
m_menu->addAction(separator);
QString s = i18nc("Name of the game difficulty level that is customized by the user by setting up different game parameters", "Custom");
m_menu->addAction(s);
m_comboBox->addItem(KIcon( QLatin1String( "games-difficult" )), s);
}
// reselect the previous selected item.
if (m_level==KGameDifficulty::Custom)
KGameDifficulty::setLevelCustom(m_levelCustom);
else if (m_standardLevels.contains(m_level))
KGameDifficulty::setLevel(m_level);
}
void KGameDifficultyPrivate::setSelection(int newSelection)
{
int countWithoutConfigurable = m_standardLevels.count();
if (m_standardLevels.contains(KGameDifficulty::Configurable))
countWithoutConfigurable--;
if ((m_standardLevels.contains(KGameDifficulty::Configurable)) && (newSelection>m_menu->actions().count()-3))
KGameDifficulty::setLevel(KGameDifficulty::Configurable);
else if(newSelection<countWithoutConfigurable)
KGameDifficulty::setLevel(m_standardLevels[newSelection]);
else
KGameDifficulty::setLevelCustom((m_customLevels.uniqueKeys()).value(newSelection - countWithoutConfigurable));
m_oldSelection = newSelection;
}
void KGameDifficultyPrivate::setLevel(KGameDifficulty::standardLevel level)
{
if ((!m_standardLevels.contains(level)) && (level!=KGameDifficulty::Custom))
level = KGameDifficulty::NoLevel;
if (level==KGameDifficulty::Configurable) {
m_menu->setCurrentItem(m_menu->actions().count()-1);
m_comboBox->setCurrentIndex(m_comboBox->count()-1);
} else if (level!=KGameDifficulty::Custom) {
int i = m_standardLevels.indexOf(level);
m_menu->setCurrentItem(i);
m_comboBox->setCurrentIndex(i);
}
if (level != m_level) {
m_level = level;
emit standardLevelChanged(level);
}
m_oldSelection = m_menu->currentItem();
}
void KGameDifficultyPrivate::setLevelCustom(int key)
{
m_level = KGameDifficulty::Custom;
int a = m_standardLevels.count();
if (m_standardLevels.contains(KGameDifficulty::Configurable))
a -= 1;
int i = (m_customLevels.uniqueKeys()).indexOf(key) + a;
m_menu->setCurrentItem(i);
m_comboBox->setCurrentIndex(i);
if (key != m_levelCustom) {
m_levelCustom = key;
emit customLevelChanged(key);
}
m_oldSelection = m_menu->currentItem();
}
//---//
KGameDifficulty* KGameDifficulty::instance = 0;
KGameDifficulty::~KGameDifficulty()
{
// We do not need to delete d, because d deletes us.
}
void KGameDifficulty::init(KXmlGuiWindow* window, const QObject* recvr, const char* slotStandard, const char* slotCustom)
{
self()->d->init(window, recvr, slotStandard, slotCustom);
}
void KGameDifficulty::setRestartOnChange(onChange restart)
{
Q_ASSERT(self()->d);
self()->d->m_restartOnChange = restart;
if (restart==RestartOnChange)
self()->d->m_comboBox->setWhatsThis(i18n("Select the <b>difficulty</b> of the game.<br />If you change the difficulty level while a game is running, you will have to cancel it and start a new one."));
else
self()->d->m_comboBox->setWhatsThis(i18n("Select the <b>difficulty</b> of the game.<br />You can change the difficulty level during a running game."));
}
void KGameDifficulty::addStandardLevel(standardLevel level)
{
Q_ASSERT(self()->d);
if ((level!=Custom) && (level!=NoLevel)) {
self()->d->m_standardLevels.append(level);
self()->d->rebuildActions();
}
}
void KGameDifficulty::removeStandardLevel(standardLevel level)
{
Q_ASSERT(self()->d);
self()->d->m_standardLevels.removeAll(level);
self()->d->rebuildActions();
}
void KGameDifficulty::addCustomLevel(int key, const QString& appellation)
{
Q_ASSERT(self()->d);
self()->d->m_customLevels.insert(key, appellation);
self()->d->rebuildActions();
}
void KGameDifficulty::removeCustomLevel(int key)
{
Q_ASSERT(self()->d);
self()->d->m_customLevels.remove(key);
self()->d->rebuildActions();
}
void KGameDifficulty::setEnabled(bool enabled)
{
Q_ASSERT(self()->d->m_menu);
// TODO: Doing this never disable the combobox in the toolbar (just in the menu). It seems to be a bug in the class KSelectAction of kdelibs/kdeui/actions. To check and solve...
self()->d->m_menu->setEnabled(enabled);
self()->d->m_comboBox->setEnabled(enabled);
}
void KGameDifficulty::setLevel(standardLevel level)
{
Q_ASSERT(self()->d);
self()->d->setLevel(level);
}
void KGameDifficulty::setLevelCustom(int key)
{
Q_ASSERT(self()->d);
self()->d->setLevelCustom(key);
}
int KGameDifficulty::levelCustom()
{
Q_ASSERT(self()->d);
return self()->d->m_levelCustom;
}
KGameDifficulty::standardLevel KGameDifficulty::level()
{
Q_ASSERT(self()->d);
return self()->d->m_level;
}
QString KGameDifficulty::levelString()
{
Q_ASSERT(self()->d);
return self()->d->standardLevelString(self()->d->m_level).second;
}
QPair<QByteArray, QString> KGameDifficulty::localizedLevelString()
{
Q_ASSERT(self()->d);
return self()->d->standardLevelString(self()->d->m_level);
}
QMap<QByteArray, QString> KGameDifficulty::localizedLevelStrings()
{
Q_ASSERT(self()->d);
QMap<QByteArray, QString> levelStrings;
levelStrings.insert(self()->d->standardLevelString(RidiculouslyEasy).first, self()->d->standardLevelString(RidiculouslyEasy).second);
levelStrings.insert(self()->d->standardLevelString(VeryEasy).first, self()->d->standardLevelString(VeryEasy).second);
levelStrings.insert(self()->d->standardLevelString(Easy).first, self()->d->standardLevelString(Easy).second);
levelStrings.insert(self()->d->standardLevelString(Medium).first, self()->d->standardLevelString(Medium).second);
levelStrings.insert(self()->d->standardLevelString(Hard).first, self()->d->standardLevelString(Hard).second);
levelStrings.insert(self()->d->standardLevelString(VeryHard).first, self()->d->standardLevelString(VeryHard).second);
levelStrings.insert(self()->d->standardLevelString(ExtremelyHard).first, self()->d->standardLevelString(ExtremelyHard).second);
levelStrings.insert(self()->d->standardLevelString(Impossible).first, self()->d->standardLevelString(Impossible).second);
return levelStrings;
}
QMap<int, QByteArray> KGameDifficulty::levelWeights()
{
Q_ASSERT(self()->d);
QMap<int, QByteArray> weights;
weights.insert(RidiculouslyEasy, self()->d->standardLevelString(RidiculouslyEasy).first);
weights.insert(VeryEasy, self()->d->standardLevelString(VeryEasy).first);
weights.insert(Easy, self()->d->standardLevelString(Easy).first);
weights.insert(Medium, self()->d->standardLevelString(Medium).first);
weights.insert(Hard, self()->d->standardLevelString(Hard).first);
weights.insert(VeryHard, self()->d->standardLevelString(VeryHard).first);
weights.insert(ExtremelyHard, self()->d->standardLevelString(ExtremelyHard).first);
weights.insert(Impossible, self()->d->standardLevelString(Impossible).first);
return weights;
}
void KGameDifficulty::setRunning(bool running)
{
Q_ASSERT(self()->d);
self()->d->m_running = running;
}
KGameDifficulty::KGameDifficulty() : d(new KGameDifficultyPrivate())
{
}
KGameDifficulty* KGameDifficulty::self()
{
if (instance==0)
instance = new KGameDifficulty();
return instance;
}
#include "kgamedifficulty.moc"
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