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301 lines
5.9 KiB
301 lines
5.9 KiB
/* Yo Emacs, this -*- C++ -*-
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Copyright (C) 1999-2001 Jens Hoefkens
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jens@hoefkens.com
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program 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
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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$Id$
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*/
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#ifndef __KBGENGINE_H
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#define __KBGENGINE_H
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include <tqobject.h>
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class TQTimer;
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class TQPopupMenu;
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class KDialogBase;
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class KBgtqStatus;
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/**
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*
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* Abstract class for a generic backgammon engine. Real engines have
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* to inherit this and implement the interfaces.
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*
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* Engines can and will use the following global events described in
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* the file eventsrc:
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*
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* "game over l"
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* "game over w"
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*
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* "roll"
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* "roll or double"
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*
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* "move"
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* "invitation"
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*
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* @short Abstract base class for backgammon engines
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* @author Jens Hoefkens <jens@hoefkens.com>
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*
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*/
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class KBgEngine:public TQObject
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{
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Q_OBJECT
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TQ_OBJECT
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public:
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enum Command { Redo, Undo, Roll, Cube, Done, Load };
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/**
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* Constructor
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*/
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KBgEngine (TQWidget * tqparent = 0, TQString * name = 0, TQPopupMenu * pmenu = 0);
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/**
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* Destructor
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*/
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virtual ~KBgEngine ();
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/**
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* Fills the engine-specific page into the notebook
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*/
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virtual void getSetupPages (KDialogBase * nb) = 0;
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/**
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* Called after the user clicked ok in the setup dialog. Time
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* to save settings.
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*/
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virtual void setupOk () = 0;
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/**
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* The user cancelled the setup
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*/
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virtual void setupCancel () = 0;
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/**
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* Set engine defaults
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*/
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virtual void setupDefault () = 0;
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/**
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* Called when the windows are about to be hidden. Engines
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* should hide all their child windows.
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*
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* The default implementation does nothing.
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*/
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virtual void hideEvent ()
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{
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}
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/**
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* Called when the windows are about to be shown. Engines
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* should show all visible child windows.
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*
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* The default implementation does nothing.
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*/
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virtual void showEvent ()
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{
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}
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/**
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* Start the engine. This is called pretty much right after
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* the constructor. While the constructor may not have any
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* user interaction, it is possible to display dialogs in
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* start.
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*
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* The default implementation does nothing.
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*/
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virtual void start ()
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{
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}
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/**
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* Check with the engine if we can quit. This may require user
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* interaction.
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*
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* The default implementation returns true.
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*/
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virtual bool queryClose ()
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{
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return true;
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}
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/**
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* About to be closed. Let the engine exit properly.
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*
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* The default implementation returns true.
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*/
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virtual bool queryExit ()
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{
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return true;
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}
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/**
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* Set the length of the commit timeout. Negative values
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* disable the feature.
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*/
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void setCommit (const double com = 2.5);
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public slots:
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/**
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* Read user settings from the config file
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*/
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virtual void readConfig () = 0;
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/**
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* Save user settings to the config file
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*/
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virtual void saveConfig () = 0;
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/**
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* Roll dice for the player w
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*/
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virtual void rollDice (const int w) = 0;
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/**
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* Double the cube of player w
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*/
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virtual void doubleCube (const int w) = 0;
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/**
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* A move has been made on the board - see the board class
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* for the format of the string s
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*/
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virtual void handleMove (TQString * s) = 0;
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/**
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* Undo the last move
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*/
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virtual void undo () = 0;
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/**
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* Redo the last move
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*/
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virtual void redo () = 0;
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/**
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* Roll dice for whoevers turn it is
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*/
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virtual void roll () = 0;
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/**
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* Double the cube for whoevers can double right now
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*/
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virtual void cube () = 0;
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/**
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* Reload the board to the last known sane state
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*/
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virtual void load () = 0;
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/**
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* Commit a move
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*/
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virtual void done () = 0;
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/**
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* Process the string cmd
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*/
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virtual void handleCommand (const TQString & cmd) = 0;
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/**
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* Start a new game
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*/
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virtual void newGame ()
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{
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}
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/**
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* Can we start a new game?
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*/
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virtual bool haveNewGame ()
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{
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return false;
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}
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signals:
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/**
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* The text identifies the current game status - could be put
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* into the main window caption
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*/
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void statText (const TQString & msg);
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/**
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* Text that should be displayed in the ongoing message window
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*/
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void infoText (const TQString & msg);
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/**
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* Emit the most recent game state
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*/
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void newState (const KBgtqStatus &);
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/**
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* Tell the board that we need the current state of the board.
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*/
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void getState (KBgtqStatus *);
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/**
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* Starts/ends the edit mode of the board
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*/
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void setEditMode (const bool f);
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/**
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* Toggle RO/RW flag of the board
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*/
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void allowMoving (const bool fl);
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/**
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* Announce that we will accept/reject the command cmd from
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* now on
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*/
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void allowCommand (int cmd, bool f);
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/**
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* Tell the board to undo the last move
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*/
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void undoMove ();
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/**
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* Tell the board to redo the last undone move
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*/
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void redoMove ();
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protected:
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/**
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* Context menu for the board
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*/
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TQPopupMenu * menu;
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/**
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* Commit timer
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*/
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TQTimer *ct;
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int cl;
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};
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#endif // __KBGENGINE_H
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