1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227
|
/*
This file is part of the KDE games library
Copyright (C) 2001 Andreas Beckermann <b_mann@gmx.de>
Copyright (C) 2007 Simon Hürlimann <simon.huerlimann@huerlisi.ch>
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 "kstandardgameaction.h"
#include <klocale.h>
#include <kaction.h>
#include <kactioncollection.h>
#include <kstandardshortcut.h>
#include <ktoggleaction.h>
#include <kconfig.h>
#include <kdebug.h>
#include <kicon.h>
#include <krecentfilesaction.h>
#undef I18N_NOOP2
#define I18N_NOOP2(ctx,txt) ctx, txt
struct KStandardGameActionInfo
{
KStandardGameAction::StandardGameAction id;
KStandardShortcut::StandardShortcut globalAccel; // if we reuse a global accel
int shortcut; // specific shortcut (NH: should be configurable)
const char* psName;
const char* psLabelContext;
const char* psLabel;
const char* psWhatsThis;
const char* psIconName;
const char* psToolTip;
};
const KStandardGameActionInfo g_rgActionInfo[] = {
// "game" menu
{ KStandardGameAction::New, KStandardShortcut::New, 0, "game_new", I18N_NOOP2("new game", "&New"), I18N_NOOP("Start a new game."), "document-new", I18N_NOOP("Start a new game") },
{ KStandardGameAction::Load, KStandardShortcut::Open, 0, "game_load", 0, I18N_NOOP("&Load..."), 0, "document-open", I18N_NOOP("Open a saved game...") },
{ KStandardGameAction::LoadRecent, KStandardShortcut::AccelNone, 0, "game_load_recent", 0, I18N_NOOP("Load &Recent"), 0, 0, I18N_NOOP("Open a recently saved game...") },
{ KStandardGameAction::Restart, KStandardShortcut::Reload, 0, "game_restart", 0, I18N_NOOP("Restart &Game"), 0, "view-refresh", I18N_NOOP("Restart the game") },
{ KStandardGameAction::Save, KStandardShortcut::Save, 0, "game_save", 0, I18N_NOOP("&Save"), 0, "document-save", I18N_NOOP("Save the current game") },
{ KStandardGameAction::SaveAs, KStandardShortcut::AccelNone, 0, "game_save_as", 0, I18N_NOOP("Save &As..."), 0, "document-save-as", I18N_NOOP("Save the current game to another file") },
{ KStandardGameAction::End, KStandardShortcut::End, 0, "game_end", 0, I18N_NOOP("&End Game"), 0, "window-close", I18N_NOOP("End the current game") },
{ KStandardGameAction::Pause, KStandardShortcut::AccelNone, Qt::Key_P, "game_pause", 0, I18N_NOOP("Pa&use"), 0, "media-playback-pause", I18N_NOOP("Pause the game") },
{ KStandardGameAction::Highscores, KStandardShortcut::AccelNone, Qt::CTRL+Qt::Key_H, "game_highscores", 0, I18N_NOOP("Show &High Scores"), 0, "games-highscores", I18N_NOOP("Show high scores") },
{ KStandardGameAction::ClearHighscores, KStandardShortcut::AccelNone, 0, "game_clear_highscores", 0, I18N_NOOP("&Clear High Scores"), 0, "clear_highscore", I18N_NOOP("Clear high scores") },
{ KStandardGameAction::Statistics, KStandardShortcut::AccelNone, 0, "game_statistics", 0, I18N_NOOP("Show Statistics"), 0, "highscore", I18N_NOOP("Show statistics") },
{ KStandardGameAction::ClearStatistics, KStandardShortcut::AccelNone, 0, "game_clear_statistics", 0, I18N_NOOP("&Clear Statistics"), 0, "flag", I18N_NOOP("Delete all-time statistics.") },
{ KStandardGameAction::Print, KStandardShortcut::Print, 0, "game_print", 0, I18N_NOOP("&Print..."), 0, "document-print", 0 },
{ KStandardGameAction::Quit, KStandardShortcut::Quit, 0, "game_quit", 0, I18N_NOOP("&Quit"), 0, "application-exit", I18N_NOOP("Quit the program") },
// "move" menu
{ KStandardGameAction::Repeat, KStandardShortcut::AccelNone, 0, "move_repeat", 0, I18N_NOOP("Repeat"), 0, 0, I18N_NOOP("Repeat the last move") },
{ KStandardGameAction::Undo, KStandardShortcut::Undo, 0, "move_undo", 0, I18N_NOOP("Und&o"), 0, "edit-undo", I18N_NOOP("Undo the last move") },
{ KStandardGameAction::Redo, KStandardShortcut::Redo, 0, "move_redo", 0, I18N_NOOP("Re&do"), 0, "edit-redo", I18N_NOOP("Redo the latest move") },
{ KStandardGameAction::Roll, KStandardShortcut::AccelNone, Qt::CTRL+Qt::Key_R, "move_roll", 0, I18N_NOOP("&Roll Dice"), 0, "roll", I18N_NOOP("Roll the dice") },
{ KStandardGameAction::EndTurn, KStandardShortcut::AccelNone, 0, "move_end_turn", 0, I18N_NOOP("End Turn"), 0, "games-endturn", 0 },
{ KStandardGameAction::Hint, KStandardShortcut::AccelNone, Qt::Key_H, "move_hint", 0, I18N_NOOP("&Hint"), 0, "games-hint", I18N_NOOP("Give a hint") },
{ KStandardGameAction::Demo, KStandardShortcut::AccelNone, Qt::Key_D, "move_demo", 0, I18N_NOOP("&Demo"), 0, "media-playback-start", I18N_NOOP("Play a demo") },
{ KStandardGameAction::Solve, KStandardShortcut::AccelNone, 0, "move_solve", 0, I18N_NOOP("&Solve"), 0, "games-solve", I18N_NOOP("Solve the game") },
// "settings" menu
{ KStandardGameAction::ChooseGameType, KStandardShortcut::AccelNone, 0, "options_choose_game_type", 0, I18N_NOOP("Choose Game &Type"), 0, 0, 0 },
{ KStandardGameAction::Carddecks, KStandardShortcut::AccelNone, 0, "options_configure_carddecks", 0, I18N_NOOP("Configure &Carddecks..."), 0, 0, 0 },
{ KStandardGameAction::ConfigureHighscores, KStandardShortcut::AccelNone, 0, "options_configure_highscores", 0, I18N_NOOP("Configure &High Scores..."), 0, 0, 0 },
{ KStandardGameAction::ActionNone, KStandardShortcut::AccelNone, 0, 0, 0, 0, 0, 0, 0 }
};
static const KStandardGameActionInfo* infoPtr( KStandardGameAction::StandardGameAction id )
{
for (uint i = 0; g_rgActionInfo[i].id!=KStandardGameAction::ActionNone; i++) {
if( g_rgActionInfo[i].id == id )
return &g_rgActionInfo[i];
}
return 0;
}
KAction* KStandardGameAction::create(StandardGameAction id, const QObject *recvr, const char *slot,
QObject* parent )
{
KAction* pAction = 0;
const KStandardGameActionInfo* pInfo = infoPtr( id );
kDebug(125) << "KStandardGameAction::create( " << id << "=" << (pInfo ? pInfo->psName : (const char*)0) << "," << parent << " )";
if( pInfo ) {
QString sLabel = i18nc(pInfo->psLabelContext, pInfo->psLabel);
bool do_connect = (recvr && slot); //both not 0
switch( id ) {
case LoadRecent:
pAction = new KRecentFilesAction(sLabel, parent);
if(do_connect)
QObject::connect( pAction, SIGNAL(urlSelected(KUrl)), recvr, slot);
break;
case Pause:
case Demo:
pAction = new KToggleAction(KIcon(QLatin1String( pInfo->psIconName )), sLabel, parent);
if(do_connect)
QObject::connect(pAction, SIGNAL(triggered(bool)), recvr, slot);
break;
case ChooseGameType:
pAction = new KSelectAction( KIcon(QLatin1String( pInfo->psIconName )), sLabel, parent);
if(do_connect)
QObject::connect( pAction, SIGNAL(triggered(int)), recvr, slot );
break;
default:
pAction = new KAction(KIcon(QLatin1String( pInfo->psIconName )), sLabel, parent);
if(do_connect)
QObject::connect(pAction, SIGNAL(triggered(bool)), recvr, slot);
break;
}
KShortcut cut = (pInfo->globalAccel==KStandardShortcut::AccelNone
? KShortcut(pInfo->shortcut)
: KStandardShortcut::shortcut(pInfo->globalAccel));
pAction->setShortcut(cut);
if (pInfo->psToolTip)
pAction->setToolTip(i18n(pInfo->psToolTip));
if (pInfo->psWhatsThis)
pAction->setWhatsThis(i18n(pInfo->psWhatsThis));
else if (pInfo->psToolTip)
pAction->setWhatsThis(i18n(pInfo->psToolTip));
pAction->setObjectName(QLatin1String( pInfo->psName ));
}
KActionCollection *collection = qobject_cast<KActionCollection *>(parent);
if (collection && pAction)
collection->addAction(pAction->objectName(), pAction);
return pAction;
}
const char* KStandardGameAction::name( StandardGameAction id )
{
const KStandardGameActionInfo* pInfo = infoPtr( id );
return (pInfo) ? pInfo->psName : 0;
}
KAction *KStandardGameAction::gameNew(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(New, recvr, slot, parent); }
KAction *KStandardGameAction::load(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Load, recvr, slot, parent); }
KRecentFilesAction *KStandardGameAction::loadRecent(const QObject *recvr, const char *slot,
QObject *parent)
{ return static_cast<KRecentFilesAction *>(KStandardGameAction::create(LoadRecent, recvr, slot, parent)); }
KAction *KStandardGameAction::save(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Save, recvr, slot, parent); }
KAction *KStandardGameAction::saveAs(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(SaveAs, recvr, slot, parent); }
KAction *KStandardGameAction::end(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(End, recvr, slot, parent); }
KToggleAction *KStandardGameAction::pause(const QObject *recvr, const char *slot,
QObject *parent)
{ return static_cast<KToggleAction *>(KStandardGameAction::create(Pause, recvr, slot, parent)); }
KAction *KStandardGameAction::highscores(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Highscores, recvr, slot, parent); }
KAction *KStandardGameAction::statistics(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Highscores, recvr, slot, parent); }
KAction *KStandardGameAction::clearStatistics(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(ClearStatistics, recvr, slot, parent); }
KAction *KStandardGameAction::print(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Print, recvr, slot, parent); }
KAction *KStandardGameAction::quit(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Quit, recvr, slot, parent); }
KAction *KStandardGameAction::repeat(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Repeat, recvr, slot, parent); }
KAction *KStandardGameAction::undo(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Undo, recvr, slot, parent); }
KAction *KStandardGameAction::redo(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Redo, recvr, slot, parent); }
KAction *KStandardGameAction::roll(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Roll, recvr, slot, parent); }
KAction *KStandardGameAction::endTurn(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(EndTurn, recvr, slot, parent); }
KAction *KStandardGameAction::carddecks(const QObject *recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Carddecks, recvr, slot, parent); }
KAction *KStandardGameAction::configureHighscores(const QObject*recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(ConfigureHighscores, recvr, slot, parent); }
KAction *KStandardGameAction::hint(const QObject*recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Hint, recvr, slot, parent); }
KToggleAction *KStandardGameAction::demo(const QObject*recvr, const char *slot,
QObject *parent)
{ return static_cast<KToggleAction *>(KStandardGameAction::create(Demo, recvr, slot, parent)); }
KAction *KStandardGameAction::solve(const QObject*recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Solve, recvr, slot, parent); }
KSelectAction *KStandardGameAction::chooseGameType(const QObject*recvr, const char *slot,
QObject *parent)
{ return static_cast<KSelectAction *>(KStandardGameAction::create(ChooseGameType, recvr, slot, parent)); }
KAction *KStandardGameAction::restart(const QObject*recvr, const char *slot,
QObject *parent)
{ return KStandardGameAction::create(Restart, recvr, slot, parent); }
|