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/*
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This file is part of the TDE games library
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Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License version 2 as published by the Free Software Foundation.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public License
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along with this library; see the file COPYING.LIB. If not, write to
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the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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Boston, MA 02110-1301, USA.
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*/
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// this class was shamelessy stolen from tdelibs/tdeui/kstdction.[cpp|h] and
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// after that just edited for our needs
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#ifndef KSTDGAMEACTION_H
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#define KSTDGAMEACTION_H
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class TDEAction;
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class TDEToggleAction;
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class TQObject;
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class TDEActionCollection;
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class TDERecentFilesAction;
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class TDESelectAction;
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#include <kdemacros.h>
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//-----------------------------------------------------------------------------
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/**
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* Replacement for KStdAction for TDE Games
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*
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* This class is an extension to the usual KStdAction class which provides
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* easy access to often used KDE actions
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*
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* Games often use different menu entries than other programs, e.g. games use
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* the menu "game" instead of "file". This class provides the entries which
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* differ from the usual KStdAction entries.
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*
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* @see KStdAction
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*
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* @author Andreas Beckermann <b_mann@gmx.de>
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*/
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// #### KDE4: transform in namespace
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class KDE_EXPORT KStdGameAction
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{
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public:
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/**
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* The standard menubar and toolbar actions.
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**/
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enum StdGameAction {
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// Game menu
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New=1, Load, LoadRecent, Save, SaveAs, End, Pause, Highscores,
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Print, Quit,
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// Move menu
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Repeat, Undo, Redo, Roll, EndTurn,
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// Settings menu
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Carddecks,
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ChooseGameType, // @since 3.2
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ConfigureHighscores, // @since 3.2
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Restart, // @since 3.2
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Hint, // @since 3.2
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Demo, // @since 3.2
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Solve, // @since 3.2
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ActionNone // @since 3.2
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};
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KStdGameAction();
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~KStdGameAction();
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/**
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* Creates an action corresponding to the
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* KStdAction::StdAction enum.
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* @since 3.2
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*/
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static TDEAction* create( StdGameAction id, const char *name,
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const TQObject *recvr, const char *slot,
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TDEActionCollection* parent );
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/**
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* @since 3.2
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*/
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static TDEAction* create( StdGameAction id,
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const TQObject *recvr, const char *slot,
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TDEActionCollection* parent )
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{ return create( id, 0, recvr, slot, parent ); }
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/**
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* Retrieve the action corresponding to the
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* KStdGameAction::StdGameAction enum.
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* @deprecated
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*/
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static TDEAction *action(StdGameAction act_enum, const TQObject *recvr = 0,
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const char *slot = 0, TDEActionCollection *parent = 0,
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const char *name = 0L );
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/**
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* This will return the internal name of a given standard action.
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* @since 3.2
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*/
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static const char* name( StdGameAction id );
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/**
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* This will return the internal name of a given standard action.
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* @deprecated
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*/
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static const char* stdName(StdGameAction act_enum);
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/**
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* Start a new game
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**/
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static TDEAction *gameNew(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Load a previousely saved game
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*/
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static TDEAction *load(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Load a recently loaded game.
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*/
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static TDERecentFilesAction *loadRecent(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Save the current game.
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*/
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static TDEAction *save(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Save the current game under a different filename.
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*/
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static TDEAction *saveAs(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Pause the game
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**/
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static TDEToggleAction *pause(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Show the highscores.
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*/
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static TDEAction *highscores(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* End the current game, but do not quit the program. Think of a "close"
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* entry.
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*/
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static TDEAction *end(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Print the current screen? Game? Whatever - hardly used in games but there
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* is at least one example (ktuberling)
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*/
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static TDEAction *print(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Quit the game.
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*/
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static TDEAction *quit(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Repeat the last move.
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**/
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static TDEAction *repeat(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Undo the last move
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**/
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static TDEAction *undo(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Redo the last move (which has been undone)
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**/
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static TDEAction *redo(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Roll die or dice
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**/
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static TDEAction *roll(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* End the current turn (not the game). Usually to let the next player
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* start
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**/
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static TDEAction *endTurn(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Display configure carddecks dialog.
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*/
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static TDEAction *carddecks(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Display configure highscores dialog.
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* @since 3.2
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*/
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static TDEAction *configureHighscores(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Give an advice/hint.
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* @since 3.2
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*/
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static TDEAction *hint(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Show a demo.
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* @since 3.2
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*/
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static TDEToggleAction *demo(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Solve the game.
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* @since 3.2
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*/
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static TDEAction *solve(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Choose game type.
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* @since 3.2
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*/
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static TDESelectAction *chooseGameType(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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/**
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* Restart game.
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* @since 3.2
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*/
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static TDEAction *restart(const TQObject *recvr = 0, const char *slot = 0,
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TDEActionCollection *parent = 0, const char *name = 0L );
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};
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#endif
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