/usr/include/libkdegamesprivate/kgamedifficulty.h is in libkdegames-dev 4:14.12.3-2.
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Copyright (c) 2007, Nicolas Roffet, <nicolas-kde@roffet.com>
Copyright (c) 2007, Pino Toscano, <toscano.pino@tiscali.it>
This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details.
You should have received a copy of the GNU Library General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef KGAMEDIFFICULTY_H
#define KGAMEDIFFICULTY_H
class QObject;
class KGameDifficultyPrivate;
class KXmlGuiWindow;
#include <QtCore/QMap>
#include <QtCore/QPair>
#include "libkdegamesprivate_export.h"
/**
* \class KGameDifficulty kgamedifficulty.h <KGameDifficulty>
*
* @brief KGameDifficuty manages the game difficulty levels in a standard way
*
* KGameDifficulty manages the difficulty levels of a game. The
* difficulty can be a type of game (like in KMines: small field / big
* field) or the AI skills (like in Bovo: how deep should the computer
* search to find the best move) or a combination of both of them. On
* the user point of view, it's not really different: either is the
* game easy or hard to play.
*
* KGameDifficulty provides standard actions on the main menu and a
* standard combo box in the status bar with the list of the
* difficulty levels. They both use the standard icon for
* "difficulty". Using KGameDifficulty instead of a custom
* implementation is better to provide a uniform user experience over
* all KDE games.
*
* It is possible to use standard difficulty levels (like "Easy",
* "Hard", ...) or define custom ones ("My level!"...). Using standard
* levels reduces the work of the translator teams and assures that
* the translation (for instance of "Medium") will not be different in
* different games (and it is better because it is uniform). In some
* games, it is no problem if the player changes the difficulty level
* during a running game. In others, it is: the current game should be
* given up and a new game should be started. In this case,
* KGameDifficulty provides a confirmation dialog so the game
* programmer does not have to manage this himself: he just has to
* tell KGameDifficulty when the game is running and when not.
*
* Code example: definition of the difficulty levels in the main window class.
* @code
* KGameDifficulty::init(this, this, SLOT(levelChanged(KGameDifficulty::standardLevel)));
* KGameDifficulty::addStandardLevel(KGameDifficulty::Easy);
* KGameDifficulty::addStandardLevel(KGameDifficulty::Medium);
* KGameDifficulty::addStandardLevel(KGameDifficulty::Hard);
* KGameDifficulty::setRestartOnChange(KGameDifficulty::NoRestartOnChange);
*
* // The default level (it should be read from the config file).
* KGameDifficulty::setLevel(KGameDifficulty::Medium);
*
* // And you also need to define the slot "levelChanged" to manage changes.
* // ...
* @endcode
*
* Note that this class is a singleton. So you can have only one current difficulty level per application.
*
* @author Nicolas Roffet, <nicolas-kde@roffet.com>
*/
class KDEGAMESPRIVATE_EXPORT KGameDifficulty
{
public:
/**
* @brief Behavior on change
*
* Does the game have to be restarted, when the player changes the difficulty level? In this case and if the game is running, a confirmation dialog is displayed and the player can cancel the change.
*/
enum onChange {
RestartOnChange, /**< The current game has to be canceled and a new game will be started on change. */
NoRestartOnChange /**< The current game can continue on change. */
};
/**
* @brief Standard difficulty levels
*
* If they fit the needs of the game, the standard appellations of the difficulty levels should be used.
*/
enum standardLevel {
RidiculouslyEasy = 10, /**< Level "Ridiculously easy" */
VeryEasy = 20, /**< Level "Very easy" */
Easy = 30, /**< Level "Easy" */
Medium = 40, /**< Level "Medium" */
Hard = 50, /**< Level "Hard" */
VeryHard = 60, /**< Level "Very hard" */
ExtremelyHard = 70, /**< Level "Extremely hard" */
Impossible = 80, /**< Level "Impossible" */
Configurable = 90, /**< Level "Custom". This is a special item to let the player configure the difficulty level. The configuration of the user level has to be implemented in each game using it with an adapted dialog. Example: In a minesweeper game like KMines, the player wants to define the number of rows, columns and mines. */
Custom = 100, /**< Any custom appellations for levels */
NoLevel = 110 /**< No level */
};
/**
* @brief Destructor
*/
virtual ~KGameDifficulty();
/**
* @brief Initialize the difficulty class
*
* You must call this class before using the singleton.
*
* @param window The window where to add menu items.
* @param recvr Object that receives the signals and have the following slots.
* @param slotStandard Slot to call when the player changed the difficulty level to a standard one. Slot should have the signature like: SLOT(levelChanged(KGameDifficulty::standardLevel))
* @param slotCustom Slot to call when the player changed the difficulty level to a custom one. (Optional). Slot should have the signature like: SLOT(customLevelChanged(int))
*/
static void init(KXmlGuiWindow* window, const QObject *recvr, const char* slotStandard, const char* slotCustom = 0);
/**
* @brief Set if a new game has to be started by change
*
* Default is RestartOnChange.
* @param restart Behavior on change
*/
static void setRestartOnChange(onChange restart);
/**
* @brief Add a standard difficulty level
*
* You should add all the standard difficulty levels you need after the initialization of the class.
* Standard difficulty levels are displayed before custom levels (if available).
* @param level Standard difficulty level to add
*/
static void addStandardLevel(standardLevel level);
/**
* @brief Remove a standard difficulty level
*
* @param level Standard difficulty level to remove
*/
static void removeStandardLevel(standardLevel level);
/**
* @brief Add a custom difficulty level
*
* If you need custom appellations like "8x8", "Coward", "Courageous", "Tired of life" or whatever, you can define them with this method.
* Custom difficulty levels are displayed after standard levels (if available).
* @param key Custom level identifier. (It must be distinct for every different level. Trying to add a new level with an allocated key replace the previous level.).
* @param appellation Custom level appellation.
*/
static void addCustomLevel(int key, const QString& appellation);
/**
* @brief Remove a custom difficulty level
*
* @param key Custom level identifier.
*/
static void removeCustomLevel(int key);
/**
* @brief Set if the difficulty level may be changed.
*
* If not, all the actions are disabled.
* Default is "true".
* @param enabled State.
*/
static void setEnabled(bool enabled);
/**
* @brief Set the new current difficulty level as a standard one
*
* @param level Standard level.
*/
static void setLevel(standardLevel level);
/**
* @brief Get the current standard difficulty level
*
* @return The current standard level, or customLevel if a custom level is selected, or noLevel if no difficulty level is selected.
*/
static standardLevel level();
/**
* @return current standard level string name
*/
static QString levelString();
/**
* @return current standard level name translated string
*/
static QPair<QByteArray, QString> localizedLevelString();
/**
* @return list of translated standard level string names
*/
static QMap<QByteArray, QString> localizedLevelStrings();
/**
* @return map with the weight order of untranslated standard level names matches value of standardLevel enum
* @since KDE 4.2
*/
static QMap<int, QByteArray> levelWeights();
/**
* @brief Set the new current difficulty level as a custom one
*
* This sets also the value of the standard level to "custom".
* @param key Custom level identifier.
*/
static void setLevelCustom(int key);
/**
* @brief Get the current custom difficulty level
*
* It does only make sense to get the current custom difficulty level, if the value of the level is "custom".
* @return The current custom level identifier.
*/
static int levelCustom();
/**
* @brief Set the game state: Running or not
*
* The game state should be defined if the current onChange value is restartByChange.
* Default: false.
* @param running Running state.
*/
static void setRunning(bool running);
private:
/**
* Private constructor: we are a singleton
*/
KGameDifficulty();
/**
* @brief Access to the unique instance of the class
*
* Be aware to call init first.
* @see init
*/
static KGameDifficulty* self();
static KGameDifficulty* instance;
friend class KGameDifficultyPrivate;
KGameDifficultyPrivate* const d;
Q_DISABLE_COPY(KGameDifficulty)
};
#endif //KGAMEDIFFICULTY_H
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