void RunnerWindow::createToolbar() { toolbar = new AmeToolBar(); addToolBar(toolbar); prevBtn = new AmeRectButton(AmeSystemIcon::GoPrevious, "Previous", this); connect(prevBtn, SIGNAL(clicked()), this, SLOT(onPrev())); nextBtn = new AmeRectButton(AmeSystemIcon::GoNext,"Next", this); connect(nextBtn, SIGNAL(clicked()), this, SLOT(onNext())); iconsBtn = new AmeRectButton(AmeSystemIcon::Icons, "Show as icons", this); listBtn = new AmeRectButton(AmeSystemIcon::List, "Show as list", this); columnsBtn = new AmeRectButton(AmeSystemIcon::Columns, "Show as list", this); toolbar->addWidget(prevBtn); toolbar->addWidget(nextBtn); toolbar->addSpace(60); toolbar->addWidget(iconsBtn); toolbar->addWidget(listBtn); toolbar->addWidget(columnsBtn); }
void ChessWidget::keyReleaseEvent(QKeyEvent * e) { if ( !e ) return; switch ( e->key() ) { case Qt::Key_F2: onSave(); break; case Qt::Key_F3: onLoad(); break; case Qt::Key_PageUp: onNext(); break; case Qt::Key_PageDown: onPrev(); break; case Qt::Key_C: if ( e->modifiers() & Qt::ControlModifier ) { onPutFEN(); } break; case Qt::Key_V: if ( e->modifiers() & Qt::ControlModifier ) { onGetFEN(); } break; } }
void ChessWidget::createMenu() { QMenu * gameMenu = menuBar()->addMenu(tr("&Game")); onNewAction_ = new QAction(tr("&New"), this); onNewAction_->setStatusTip(tr("Start new game")); onLoadAction_ = new QAction(tr("&Load"), this); onLoadAction_->setStatusTip(tr("Load previously saved game")); onSaveAction_ = new QAction(tr("&Save"), this); onSaveAction_->setStatusTip(tr("Save current game")); onPrevAction_ = new QAction(tr("&Undo move"), this); onPrevAction_->setStatusTip(tr("Undo last move. (only step of one color will be undone)")); onNextAction_ = new QAction(tr("&Redo move"), this); onNextAction_->setStatusTip(tr("Restore undone move")); onGoAction_ = new QAction(tr("&Go"), this); onGoAction_->setStatusTip(tr("Lets program make move")); onTurnBoardAction_ = new QAction(tr("&Turn board"), this); onTurnBoardAction_->setStatusTip(tr("Turn board to play another color")); onTurnBoardAction_->setCheckable(true); onTurnBoardAction_->setChecked(false); onHumanVsHumanAction_ = new QAction(tr("&Human vs. Human"), this); onHumanVsHumanAction_->setStatusTip(tr("Switch to Human with Human mode")); onHumanVsHumanAction_->setCheckable(true); onHumanVsHumanAction_->setChecked(false); QSettings settings(tr("Dimock"), tr("qchess")); onOpenBookAction_ = new QAction(tr("&Open book"), this); onOpenBookAction_->setStatusTip(tr("Use open book")); onOpenBookAction_->setCheckable(true); onOpenBookAction_->setChecked( settings.value(tr("open_book"), true).toBool() ); onSettingsAction_ = new QAction(tr("Settin&gs"), this); onSettingsAction_->setStatusTip(tr("Change game settings")); gameMenu->addAction(onNewAction_); gameMenu->addAction(onLoadAction_); gameMenu->addAction(onSaveAction_); gameMenu->addAction(onPrevAction_); gameMenu->addAction(onNextAction_); gameMenu->addAction(onGoAction_); gameMenu->addAction(onTurnBoardAction_); gameMenu->addAction(onOpenBookAction_); gameMenu->addSeparator(); gameMenu->addAction(onHumanVsHumanAction_); gameMenu->addSeparator(); gameMenu->addAction(onSettingsAction_); connect(onNewAction_, SIGNAL(triggered()), this, SLOT(onNew())); connect(onLoadAction_, SIGNAL(triggered()), this, SLOT(onLoad())); connect(onSaveAction_, SIGNAL(triggered()), this, SLOT(onSave())); connect(onPrevAction_, SIGNAL(triggered()), this, SLOT(onPrev())); connect(onNextAction_, SIGNAL(triggered()), this, SLOT(onNext())); connect(onGoAction_, SIGNAL(triggered()), this, SLOT(onGo())); connect(onTurnBoardAction_, SIGNAL(toggled(bool)), this, SLOT(onTurnBoard(bool))); connect(onHumanVsHumanAction_, SIGNAL(toggled(bool)), this, SLOT(onHumanWithHumanMode(bool))); connect(onOpenBookAction_, SIGNAL(toggled(bool)), this, SLOT(onUseOpenBook(bool))); connect(onSettingsAction_, SIGNAL(triggered()), this, SLOT(onSettings())); }