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#include <stdio.h>
#include <time.h>
#include <stdlib.h>
#include <tdeapplication.h>
#include <tqtimer.h>
#include <tdelocale.h>
#include <tdecmdlineargs.h>
#include <tdeaboutdata.h>
#include <tdeconfig.h>
#include <tdeglobal.h>
#include <tdemenubar.h>
#include <tdemessagebox.h>
#include <tdepopupmenu.h>
#include <kstdaction.h>
#include <tdeaction.h>
#include <kstatusbar.h>
#include <kstdgameaction.h>
#include <klibloader.h>
#include <kdebug.h>
#include "newgame.h"
#include "main.h"
#include "graphics.h"
#include "physics.h"
#include "rules.h"
#include "interface.h"
#include "localplayer.h"
#include "global.h"
#include "config.h"
MainWindow::MainWindow()
{
// We have a statusbar, show it now
statusBar();
// Make a game menu
TDEPopupMenu *game_menu = new TDEPopupMenu(this);
_new_action = KStdGameAction::gameNew(this, TQ_SLOT(newGame()), actionCollection());
_new_action->plug(game_menu);
_end_action = KStdGameAction::end(this, TQ_SLOT(endGame()), actionCollection());
_end_action->plug(game_menu);
TDEAction *quit_action = KStdGameAction::quit(this, TQ_SLOT(close()), actionCollection());
quit_action->plug(game_menu);
menuBar()->insertItem(i18n("&Game"), game_menu);
// Make a settings menu
TDEPopupMenu *settings_menu = new TDEPopupMenu(this);
TDEAction *menubar_action = KStdAction::showMenubar(this, TQ_SLOT(toggleMenubar()), actionCollection());
menubar_action->plug(settings_menu);
TDEAction *statusbar_action = KStdAction::showStatusbar(this, TQ_SLOT(toggleStatusbar()), actionCollection());
statusbar_action->plug(settings_menu);
menuBar()->insertItem(i18n("&Settings"), settings_menu);
// Make a help menu
TDEPopupMenu *help_menu = helpMenu();
menuBar()->insertItem(i18n("&Help"), help_menu);
// Restore our window size
TDEGlobal::config()->setGroup("Window Settings");
restoreWindowSize(TDEGlobal::config());
_in_game = false;
_end_action->setEnabled(false);
}
MainWindow::~MainWindow()
{
TDEGlobal::config()->setGroup("Window Settings");
saveWindowSize(TDEGlobal::config());
}
void MainWindow::toggleMenubar()
{
if (!menuBar()->isHidden())
menuBar()->hide();
else
menuBar()->show();
}
void MainWindow::toggleStatusbar()
{
if (!statusBar()->isHidden())
statusBar()->hide();
else
statusBar()->show();
}
void MainWindow::newGame()
{
// Show the "New Game" dialog
newGameDialog *new_dialog = new newGameDialog(this, "newgame");
if (new_dialog->exec() == TQDialog::Accepted) {
// Reset our state
if (_in_game)
endGame();
// Recreate our basic objects
KueGlobal::_physics = new KuePhysics;
KueGlobal::_glWidget = new GLUserInterface(this);
setCentralWidget(KueGlobal::_glWidget);
// Set up the teams
TQValueList<KueTeam*> selectedTeams = new_dialog->selectedTeams();
KueGlobal::teams()->resize(selectedTeams.count());
for (unsigned int i = 0;i < KueGlobal::teams()->size(); i++)
{
KueGlobal::teams()->insert(i, selectedTeams.first());
selectedTeams.pop_front();
}
// Load the plugin the user requested
KLibFactory *factory = KLibLoader::self()->factory(new_dialog->selectedPlugin().filename.local8Bit());
// Do we even have an object factory?
if (!factory) {
kdWarning() << "Unable to retrieve KLibFactory for " << new_dialog->selectedPlugin().filename << endl;
delete new_dialog;
return;
}
// Actually request an object of type "KueKueGlobal::rules()"
TQObject *rules_object = factory->create(this, "KueGlobal::rules()", "KueRulesEngine");
// Did they return something at all?
if (!rules_object) {
kdWarning() << "Plugin unable to provide a KueRulesEngine" << endl;
delete new_dialog;
return;
}
// Is the object -actually- a KueRulesEngine?
// Some broken plugins may not check their object type parameter, so this is a sanity check
if (!rules_object->inherits("KueRulesEngine")) {
kdWarning() << "Plugin returned an object of an unexpected type" << endl;
delete rules_object;
delete new_dialog;
return;
}
// It checked out, set our KueGlobal::rules() to this object
KueGlobal::_rules = (KueRulesEngine*)rules_object;
connect(KueGlobal::physics(), TQ_SIGNAL(billiardHit(unsigned int, unsigned int)), KueGlobal::rules(), TQ_SLOT(billiardHit(unsigned int, unsigned int)));
connect(KueGlobal::physics(), TQ_SIGNAL(billiardSunk(unsigned int, unsigned int)), KueGlobal::rules(), TQ_SLOT(billiardSunk(unsigned int, unsigned int)));
connect(KueGlobal::physics(), TQ_SIGNAL(motionStopped()), KueGlobal::rules(), TQ_SLOT(motionStopped()));
connect(KueGlobal::rules(), TQ_SIGNAL(showMessage(const TQString &)), KueGlobal::mainWindow()->statusBar(), TQ_SLOT(message(const TQString &)));
connect(KueGlobal::rules(), TQ_SIGNAL(gameOver(const TQString &)), this, TQ_SLOT(endGame(const TQString &)));
_in_game = true;
_end_action->setEnabled(true);
KueGlobal::rules()->start();
KueGlobal::glWidget()->show();
}
delete new_dialog;
}
void MainWindow::endGame()
{
delete KueGlobal::_rules;
delete KueGlobal::_physics;
delete KueGlobal::_glWidget;
KueGlobal::_rules = nullptr;
KueGlobal::_physics = nullptr;
KueGlobal::_glWidget = nullptr;
statusBar()->message(TQString::null);
_in_game = false;
_end_action->setEnabled(false);
}
void MainWindow::endGame(const TQString &reason)
{
// Stop the physics engine
KueGlobal::physics()->stop();
// Notify the user
KMessageBox::information(this, reason, i18n("Game Over"));
// We do this delayed, because most modules don't (and can't) call this
// at a place where they are ready to have the entire game state
// destroyed
TQTimer::singleShot(0, this, TQ_SLOT(endGame()));
}
MainWindow* MainWindow::the()
{
if (!KueGlobal::_mainWindow)
KueGlobal::_mainWindow = new MainWindow;
return KueGlobal::_mainWindow;
}
// Program starts here
int main(int argc, char *argv[])
{
TDEAboutData aboutData("kue", I18N_NOOP("Kue"), VERSION,
I18N_NOOP("A simple billiards game"),
TDEAboutData::License_GPL,
I18N_NOOP("(c) 2002 Ryan Cumming"));
aboutData.addAuthor("Ryan Cumming", 0, "<bodnar42@phalynx.dhs.org>");
TDECmdLineArgs::init(argc, argv, &aboutData);
TDEApplication a;
TDEGlobal::locale()->insertCatalogue("libtdegames");
TDEGlobal::locale()->insertCatalogue("libkdehighscores");
MainWindow::the()->show();
return a.exec();
}
#include "main.moc"
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