void MainWindow::on_pbOpen_clicked() { QModelIndexList selRows = ui->tvGames->selectionModel()->selectedRows(); if(selRows.size() == 0) { std::cout << "No items selected" << std::endl; return; } QModelIndex selectedElement = selRows.at(0); QString text = _gamesModel->data(_gamesModel->index(selectedElement.row(), 0)).toString(); if(!openGame(text.toInt())) { QMessageBox msg; msg.setText(QString("Cannot open game #") + text); msg.exec(); } else { cout << "Open complete" << endl; ui->cbvGame->setChessboard(&_player->chessBoard()); } }
void MainWindow::openMain(){ scene->deleteLater(); scene = new Menu; connect(scene, SIGNAL(signalGame()), this, SLOT(openGame())); connect(scene, SIGNAL(signalEditor()), this, SLOT(openEditor())); connect(scene, SIGNAL(signalMusic()), this, SLOT(slotMusic())); connect(scene, SIGNAL(signalExit()), this, SLOT(exit())); setupView(); }
/** * @brief StartWindow::StartWindow * @param parent * Constructor of the StartWindow-class * connects the signals of the Buttons and the LineEdit */ StartWindow::StartWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::StartWindow) { ui->setupUi(this); server = new MyServer(this); socket = new MySocket(this); setW = new SetWindow(this); numb = 0; connect(ui->lineEdit, SIGNAL(editingFinished()), this, SLOT(getName())); connect(ui->startGameButton, SIGNAL(clicked()), this, SLOT(openGame())); connect(ui->joinGameButton, SIGNAL(clicked()), this, SLOT(joinGame())); }
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), scene(new Menu), view (new QGraphicsView) { music = Phonon::createPlayer(Phonon::MusicCategory, Phonon::MediaSource(":/music/Fly12.mp3")); music->play(); connect(music, SIGNAL(aboutToFinish()), this , SLOT(slotRepeat())); connect(scene, SIGNAL(signalGame()), this, SLOT(openGame())); connect(scene, SIGNAL(signalEditor()), this, SLOT(openEditor())); connect(scene, SIGNAL(signalExit()), this, SLOT(exit())); connect(scene, SIGNAL(signalMusic()), this, SLOT(slotMusic())); setupView(); }
void KJumpingCube::initKAction() { KStdGameAction::gameNew(this, SLOT(newGame()), actionCollection()); KStdGameAction::load(this, SLOT(openGame()), actionCollection()); KStdGameAction::save(this, SLOT(save()), actionCollection()); KStdGameAction::saveAs(this, SLOT(saveAs()), actionCollection()); KStdGameAction::quit(this, SLOT(close()), actionCollection()); hintAction = KStdGameAction::hint(view, SLOT(getHint()), actionCollection()); stopAction = new KAction(i18n("Stop &Thinking"), "stop", Qt::Key_Escape, this, SLOT(stop()), actionCollection(), "game_stop"); stopAction->setEnabled(false); undoAction = KStdGameAction::undo(this, SLOT(undo()), actionCollection()); undoAction->setEnabled(false); KStdAction::preferences(this, SLOT(showOptions()), actionCollection()); setupGUI(); }
bool MainWindow::nextExercise() { if (game_->multipleExercises()) { if (exercise_ != NULL) delete exercise_; exercise_ = game_->getNextExercise(exercise_->getTryScore()); if (exercise_ != NULL) setupExercise(); return true; } else { return openGame(false); } return false; }
pWidget::pWidget() #ifndef Q_OS_SYMBIAN : KXmlGuiWindow(0), #else : QMainWindow(0), #endif dill(0), m_dealer(0), m_bubbles(0) { setObjectName( "pwidget" ); current_pwidget = this; // KCrash::setEmergencySaveFunction(::saveGame); // Game // TODO actions #if 0 KStandardGameAction::gameNew(this, SLOT(newGame()), actionCollection()); KStandardGameAction::restart(this, SLOT(restart()), actionCollection()); KStandardGameAction::load(this, SLOT(openGame()), actionCollection()); recent = KStandardGameAction::loadRecent(this, SLOT(openGame(const KUrl&)), actionCollection()); recent->loadEntries(KGlobal::config()->group( QString() )); KStandardGameAction::save(this, SLOT(saveGame()), actionCollection()); KStandardGameAction::quit(this, SLOT(close()), actionCollection()); // Move undo = KStandardGameAction::undo(this, SLOT(undoMove()), actionCollection()); redo = KStandardGameAction::redo(this, SLOT(redoMove()), actionCollection()); KAction *a; a = actionCollection()->addAction("choose_game"); a->setText(i18n("&Choose Game...")); connect( a, SIGNAL( triggered( bool ) ), SLOT( chooseGame() ) ); a = actionCollection()->addAction("change_game_type"); a->setText(i18n("Change Game Type...")); connect( a, SIGNAL( triggered( bool ) ), SLOT( slotShowGameSelectionScreen() ) ); a = actionCollection()->addAction("random_set"); a->setText(i18n("Random Cards")); connect( a, SIGNAL( triggered( bool ) ), SLOT( slotPickRandom() ) ); a->setShortcuts( KShortcut( Qt::Key_F9 ) ); if (!qgetenv("KDE_DEBUG").isEmpty()) // developer shortcut { a = actionCollection()->addAction("snapshot"); a->setText(i18n("Take Game Preview Snapshots")); connect( a, SIGNAL( triggered( bool ) ), SLOT( slotSnapshot() ) ); a->setShortcuts( KShortcut( Qt::Key_F8 ) ); } a = actionCollection()->addAction("select_deck"); a->setText(i18n("Select Deck...")); connect( a, SIGNAL( triggered( bool ) ), SLOT( slotSelectDeck() ) ); a->setShortcuts( KShortcut( Qt::Key_F10 ) ); a = actionCollection()->addAction("game_stats"); a->setText(i18n("Statistics")); connect( a, SIGNAL( triggered( bool ) ), SLOT(showStats()) ); gamehelpaction = actionCollection()->addAction("help_game"); connect( gamehelpaction, SIGNAL( triggered( bool ) ), SLOT(helpGame())); gamehelpaction->setShortcuts( KShortcut( Qt::Key_F2 ) ); // Game type dependent actions hintaction = KStandardGameAction::hint( 0, 0, actionCollection() ); demoaction = KStandardGameAction::demo( 0, 0, actionCollection() ); drawaction = actionCollection()->addAction("move_draw"); drawaction->setText( i18nc("Take one or more cards from the deck, flip them, and place them in play", "Dra&w") ); drawaction->setIcon( KIcon("kpat") ); drawaction->setShortcut( Qt::Key_Space ); dealaction = actionCollection()->addAction("move_deal"); dealaction->setText( i18nc("Deal a new row of cards from the deck", "Dea&l") ); dealaction->setIcon( KIcon("kpat") ); dealaction->setShortcut( Qt::Key_Enter ); redealaction = actionCollection()->addAction("move_redeal"); redealaction->setText( i18nc("Collect the cards in play, shuffle them and redeal them", "&Redeal") ); redealaction->setIcon( KIcon("roll") ); redealaction->setShortcut( Qt::Key_R ); dropaction = actionCollection()->addAction("move_drop"); dropaction->setText( i18nc("Automatically move cards to the foundation piles", "Dro&p") ); dropaction->setIcon( KIcon("legalmoves") ); dropaction->setShortcut( Qt::Key_P ); // Configuration actions KConfigGroup cg(KGlobal::config(), settings_group ); autodropaction = new KToggleAction(i18n("&Enable Autodrop"), this); actionCollection()->addAction("enable_autodrop", autodropaction); connect( autodropaction, SIGNAL( triggered( bool ) ), SLOT(enableAutoDrop()) ); autodropaction->setChecked( cg.readEntry("Autodrop", true) ); solveraction = new KToggleAction(i18n("E&nable Solver"), this); actionCollection()->addAction("enable_solver", solveraction); connect( solveraction, SIGNAL( triggered( bool ) ), SLOT( enableSolver() ) ); solveraction->setChecked( cg.readEntry("Solver", true) ); rememberstateaction = new KToggleAction(i18n("&Remember State on Exit"), this); actionCollection()->addAction("remember_state", rememberstateaction); connect( rememberstateaction, SIGNAL( triggered( bool ) ), SLOT( enableRememberState() ) ); rememberstateaction->setChecked( cg.readEntry("RememberStateOnExit", false) ); #endif foreach( const DealerInfo * di, DealerInfoList::self()->games() ) { foreach( int id, di->ids ) m_dealer_map.insert( id, di ); if ( QString(di->name).toLower() == "freecell" ) m_freeCellId = di->ids.first(); }
void MainWindow::on_action_Open_Single_Exercise_triggered() { if (openGame(false)) updateMain(EXERCISE); }
// Exercise actions void MainWindow::on_action_Open_Game_triggered() { if (openGame(true)) updateMain(EXERCISE); }
/* VaultShopMain */ VaultShopMain::VaultShopMain() { // Basic Form Settings setWindowTitle("VaultShop " PLASMASHOP_VERSION); //setWindowIcon(QIcon(":/res/VaultShop.png")); // Set up actions fActions[kFileOpenVault] = new QAction(qStdIcon("document-open"), tr("&Load Vault..."), this); fActions[kFileSaveVault] = new QAction(qStdIcon("document-save"), tr("&Save Vault"), this); fActions[kFileExit] = new QAction(tr("E&xit"), this); fActions[kVaultOpenNode] = new QAction(tr("Subscribe to &Node..."), this); fActions[kNodeUnLink] = new QAction(tr("Remove"), this); fActions[kNodeLink] = new QAction(tr("Add Node..."), this); fActions[kNodeCreate] = new QAction(tr("Create Node"), this); fActions[kNodeUnsubscribe] = new QAction(tr("Un-subscribe"), this); //fActions[kNodeRenameVault] = new QAction(tr("Rename Vault..."), this); fActions[kFileOpenVault]->setShortcut(Qt::CTRL + Qt::Key_O); fActions[kFileSaveVault]->setShortcut(Qt::CTRL + Qt::Key_S); fActions[kFileExit]->setShortcut(Qt::ALT + Qt::Key_F4); fActions[kVaultOpenNode]->setShortcut(Qt::Key_F2); // Main Menus QMenu* fileMenu = menuBar()->addMenu(tr("&File")); fileMenu->addAction(fActions[kFileOpenVault]); fileMenu->addAction(fActions[kFileSaveVault]); fileMenu->addSeparator(); fileMenu->addAction(fActions[kFileExit]); QMenu* vaultMenu = menuBar()->addMenu(tr("&Vault")); vaultMenu->addAction(fActions[kVaultOpenNode]); // Toolbars QToolBar* fileTbar = addToolBar(tr("File Toolbar")); fileTbar->setObjectName("FileToolBar"); fileTbar->addAction(fActions[kFileOpenVault]); fileTbar->addAction(fActions[kFileSaveVault]); statusBar(); // Main Splitter QSplitter* splitter = new QSplitter(Qt::Horizontal, this); splitter->setObjectName("Splitter"); // Node Browser fVaultTree = new QTreeWidget(splitter); fVaultTree->setUniformRowHeights(true); fVaultTree->setHeaderHidden(true); fVaultTree->setContextMenuPolicy(Qt::CustomContextMenu); // Property Editor fNodeTab = new QTabWidget(splitter); fGenericEditor = new QVaultNode(fNodeTab); fNodeTab->addTab(fGenericEditor, tr("Node Properties")); fCustomEditor = NULL; fSavEditor = NULL; fEditorTabPreference = 0; // Layout splitter->addWidget(fVaultTree); splitter->addWidget(fNodeTab); setCentralWidget(splitter); splitter->setSizes(QList<int>() << 160 << 320); // Global UI Signals connect(fActions[kFileExit], SIGNAL(triggered()), this, SLOT(close())); connect(fActions[kFileOpenVault], SIGNAL(triggered()), this, SLOT(openGame())); connect(fActions[kFileSaveVault], SIGNAL(triggered()), this, SLOT(performSave())); connect(fActions[kVaultOpenNode], SIGNAL(triggered()), this, SLOT(openNode())); connect(fActions[kNodeUnLink], SIGNAL(triggered()), this, SLOT(unlinkNode())); connect(fActions[kNodeLink], SIGNAL(triggered()), this, SLOT(linkNode())); connect(fActions[kNodeCreate], SIGNAL(triggered()), this, SLOT(createNode())); connect(fActions[kNodeUnsubscribe], SIGNAL(triggered()), this, SLOT(closeNode())); //connect(fActions[kNodeRenameVault], SIGNAL(triggered()), this, SLOT(renameVault())); connect(fVaultTree, SIGNAL(currentItemChanged(QTreeWidgetItem*, QTreeWidgetItem*)), this, SLOT(treeItemChanged(QTreeWidgetItem*, QTreeWidgetItem*))); connect(fVaultTree, SIGNAL(customContextMenuRequested(const QPoint&)), this, SLOT(treeContextMenu(const QPoint&))); connect(fNodeTab, SIGNAL(currentChanged(int)), this, SLOT(tabChanged(int))); connect(fGenericEditor, SIGNAL(typeModified()), this, SLOT(typeModified())); connect(this, SIGNAL(nodeChanged(unsigned int)), this, SLOT(refreshNode(unsigned int))); // Load UI Settings QSettings settings("PlasmaShop", "VaultShop"); resize(settings.value("WinSize", QSize(480, 600)).toSize()); if (settings.contains("WinPos")) move(settings.value("WinPos").toPoint()); if (settings.value("WinMaximized", false).toBool()) showMaximized(); if (settings.contains("WinState")) restoreState(settings.value("WinState").toByteArray()); fLastDir = settings.value("LastDir").toString(); if (!fLastDir.isEmpty()) loadGame(fLastDir); }