void Settings::setDifficulty(int newDifficulty) { if (newDifficulty != difficulty()) { setValue(DIFFICULTY_KEY, newDifficulty); emit difficultyChanged(newDifficulty); } }
MainWindow::MainWindow() { m_main = new MainArea(); QGraphicsView* view = new QGraphicsView(m_main, this); view->setOptimizationFlags( QGraphicsView::DontClipPainter | QGraphicsView::DontSavePainterState | QGraphicsView::DontAdjustForAntialiasing ); // view->setViewportUpdateMode( QGraphicsView::FullViewportUpdate ); view->setCacheMode( QGraphicsView::CacheBackground ); view->setHorizontalScrollBarPolicy ( Qt::ScrollBarAlwaysOff ); view->setVerticalScrollBarPolicy ( Qt::ScrollBarAlwaysOff ); setCentralWidget(view); setupActions(); #ifndef Q_OS_QNX QLayout* l = layout(); Q_ASSERT(l); l->setSizeConstraint(QLayout::SetFixedSize); // setup status bar KStatusBar* bar = statusBar(); Q_ASSERT(bar); m_time_label = new QLabel(""); bar->addPermanentWidget(m_time_label); m_balls_label = new QLabel(""); bar->addWidget(m_balls_label); // bar->setItemAlignment(STATUSBAR_BALLS, Qt::AlignLeft); #endif connect(m_main, SIGNAL(changeGameTime(int)), this, SLOT(setGameTime(int))); connect(m_main, SIGNAL(changeBallNumber(int)), this, SLOT(setBallNumber(int))); connect(m_main, SIGNAL(changeState(bool)), this, SLOT(changeState(bool))); connect(m_main, SIGNAL(pause(bool)), this, SLOT(pause(bool))); #ifndef Q_OS_QNX stateChanged("playing", KXMLGUIClient::StateReverse); #endif connect(m_main, SIGNAL(starting()), this, SLOT(newGame())); connect(m_main, SIGNAL(gameOver(int)), this, SLOT(gameOver(int))); #ifndef Q_OS_QNX KGameDifficulty::init(this, this, SLOT(difficultyChanged(KGameDifficulty::standardLevel))); KGameDifficulty::setRestartOnChange(KGameDifficulty::RestartOnChange); KGameDifficulty::addStandardLevel(KGameDifficulty::Easy); KGameDifficulty::addStandardLevel(KGameDifficulty::Medium); KGameDifficulty::addStandardLevel(KGameDifficulty::Hard); KGameDifficulty::setLevel(KGameDifficulty::standardLevel(KollisionConfig::gameDifficulty())); #endif #ifdef Q_OS_QNX //setMinimumSize(m_main->sceneRect().size().toSize()); #endif }
void DifficultyProfile::setDifficulty(Difficulty difficulty) { m_difficulty = difficulty; emit difficultyChanged(); }
void ActivityInfo::setDifficulty(const int &difficulty) { m_difficulty = difficulty; emit difficultyChanged(); }
void Settings::setDifficulty(const Settings::Difficulty &difficulty) { _difficulty = difficulty; emit difficultyChanged(_difficulty); }