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#include <config.h>
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#include <tqpushbutton.h>
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#include <tdeapplication.h>
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#include <klocale.h>
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#include <kglobal.h>
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#include <kmenubar.h>
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#include <tdetoolbar.h>
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#include <kiconloader.h>
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#include <tdeaction.h>
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#include <kstdaction.h>
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#include <kstdgameaction.h>
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#include "version.h"
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#include "gamecore.h"
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#include "mainwin.h"
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#include "mainwin.moc"
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#include "gameboard.h"
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// KonquestMainWindow
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MainWindow::MainWindow()
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{
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setCaption( i18n("Galactic Conquest") );
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setupGameBoard();
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setupTDEAction();
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setupGUI();
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}
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MainWindow::~MainWindow()
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{
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}
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void
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MainWindow::setupTDEAction()
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{
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KStdGameAction::gameNew( TQT_TQOBJECT(gameBoard), TQT_SLOT( startNewGame() ), actionCollection() );
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KStdGameAction::quit( TQT_TQOBJECT(this), TQT_SLOT( close() ), actionCollection() );
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endAction = KStdGameAction::end( TQT_TQOBJECT(gameBoard), TQT_SLOT( shutdownGame() ), actionCollection() );
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endAction->setEnabled(false);
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//AB: there is no icon for disabled - TDEToolBar::insertButton shows the
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//different state - TDEAction not :-(
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measureAction = new TDEAction( i18n("&Measure Distance"), "ruler", 0, TQT_TQOBJECT(gameBoard), TQT_SLOT( measureDistance() ), actionCollection(), "game_measure" );
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measureAction->setEnabled(false);
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standingAction = new TDEAction( i18n("&Show Standings"), "help", 0, TQT_TQOBJECT(gameBoard), TQT_SLOT( showScores() ), actionCollection(), "game_scores" );
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standingAction->setEnabled(false);
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fleetAction = new TDEAction( i18n("&Fleet Overview"), "launch", 0, TQT_TQOBJECT(gameBoard), TQT_SLOT( showFleets() ), actionCollection(), "game_fleets" );
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fleetAction->setEnabled(false);
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toolBar()->setBarPos( TDEToolBar::Left );
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toolBar()->setMovingEnabled( false );
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}
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void
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MainWindow::setupGameBoard()
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{
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gameBoard = new GameBoard( this );
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setCentralWidget(gameBoard);
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connect( gameBoard, TQT_SIGNAL( newGameState( GameState )), TQT_TQOBJECT(this), TQT_SLOT( gameStateChange( GameState ) ) );
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}
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void
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MainWindow::gameStateChange( GameState newState )
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{
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endAction->setEnabled( gameBoard->isGameInProgress() );
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measureAction->setEnabled( newState==SOURCE_PLANET );
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standingAction->setEnabled( newState==SOURCE_PLANET );
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fleetAction->setEnabled( newState==SOURCE_PLANET );
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}
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