KDEGames

kgamedifficulty.h
1/*
2 SPDX-FileCopyrightText: 2007 Nicolas Roffet <nicolas-kde@roffet.com>
3 SPDX-FileCopyrightText: 2007 Pino Toscano <toscano.pino@tiscali.it>
4 SPDX-FileCopyrightText: 2011-2012 Stefan Majewsky <majewsky@gmx.net>
5
6 SPDX-License-Identifier: LGPL-2.0-only
7*/
8
9#ifndef KGAMEDIFFICULTY_H
10#define KGAMEDIFFICULTY_H
11
12// own
13#include "kdegames_export.h"
14// Qt
15#include <QMetaType>
16#include <QObject>
17// Std
18#include <memory>
19
20/**
21 * @class KGameDifficultyLevel kgamedifficulty.h <KGameDifficultyLevel>
22 * @see KGameDifficulty
23 */
24class KDEGAMES_EXPORT KGameDifficultyLevel : public QObject
25{
26 Q_OBJECT
27 Q_DISABLE_COPY(KGameDifficultyLevel)
28 Q_PROPERTY(bool default READ isDefault)
29 Q_PROPERTY(int hardness READ hardness)
30 Q_PROPERTY(QByteArray key READ key)
31 Q_PROPERTY(QString title READ title)
32 Q_PROPERTY(StandardLevel standardLevel READ standardLevel)
33
34public:
36 Custom = -1, ///< standardLevel() returns this for custom levels.
37 RidiculouslyEasy = 10,
38 VeryEasy = 20,
39 Easy = 30,
40 Medium = 40,
41 Hard = 50,
42 VeryHard = 60,
43 ExtremelyHard = 70,
44 Impossible = 80
45 };
46 Q_ENUM(StandardLevel)
47
48 /// Refer to the getters' documentation for details on the params.
49 KGameDifficultyLevel(int hardness, const QByteArray &key, const QString &title, bool isDefault = false);
50 explicit KGameDifficultyLevel(StandardLevel level, bool isDefault = false);
51 ~KGameDifficultyLevel() override;
52
53 /// @return whether this level is the default level when no selection has
54 /// been stored (e.g. on first startup)
55 bool isDefault() const;
56 /// @return a numeric key which is used to sort the levels by difficulty
57 /// (smaller values mean easier levels)
58 /// @note For standard levels, this equals the numeric value of the level
59 /// in the StandardLevel enumeration.
60 int hardness() const;
61 /// @return a @b non-localized key for this level
62 QByteArray key() const;
63 /// @return a @b localized title for this level
64 QString title() const;
65 /// @return the standard level which was used to create this level, or
66 /// KGameDifficultyLevel::Custom for custom levels
67 StandardLevel standardLevel() const;
68
69private:
70 std::unique_ptr<class KGameDifficultyLevelPrivate> const d_ptr;
71 Q_DECLARE_PRIVATE(KGameDifficultyLevel)
72};
73
74/**
75 * @class KGameDifficulty kgamedifficulty.h <KGameDifficulty>
76 * @brief KGameDifficulty manages difficulty levels of a game in a standard way.
77 *
78 * The difficulty can be a type of game (like in KMines: small or big field) or
79 * the AI skills (like in Bovo: how deep should the computer search to find the
80 * best move) or a combination of both of them. On the user point of view, it's
81 * not really different: either is the game easy or hard to play.
82 *
83 * KGameDifficulty contains a list of KGameDifficultyLevel instances. One of
84 * these levels is selected; this selection will be recorded when the
85 * application is closed. A set of standard difficulty levels is provided by
86 * KGameDifficultyLevel, but custom levels can be defined at the same time.
87 */
88class KDEGAMES_EXPORT KGameDifficulty : public QObject
89{
90 Q_OBJECT
91 Q_DISABLE_COPY(KGameDifficulty)
92 // Use currentLevel in game logic and selectedLevel in level selection UI.
93 Q_PROPERTY(const KGameDifficultyLevel *currentLevel READ currentLevel WRITE select NOTIFY currentLevelChanged)
94 Q_PROPERTY(const KGameDifficultyLevel *selectedLevel READ currentLevel WRITE select NOTIFY selectedLevelChanged)
95 Q_PROPERTY(bool editable READ isEditable WRITE setEditable NOTIFY editableChanged)
96 Q_PROPERTY(bool gameRunning READ isGameRunning WRITE setGameRunning NOTIFY gameRunningChanged)
97
98public:
99 /// @return a singleton instance of KGameDifficulty
100 static KGameDifficulty *global();
101 /// A shortcut for KGameDifficulty::global()->currentLevel()->standardLevel().
102 static KGameDifficultyLevel::StandardLevel globalLevel();
103
104public:
105 explicit KGameDifficulty(QObject *parent = nullptr);
106 /// Destroys this instance and all DifficultyLevel instances in it.
107 ~KGameDifficulty() override;
108
109 /// Adds a difficulty level to this instance. This will not affect the
110 /// currentLevel() if there is one.
111 void addLevel(KGameDifficultyLevel *level);
112 /// A shortcut for addLevel(new KGameDifficultyLevel(@a level)).
113 void addStandardLevel(KGameDifficultyLevel::StandardLevel level, bool isDefault = false);
114 /// This convenience method adds a range of standard levels to this
115 /// instance (including the boundaries). For example:
116 /// @code
117 /// difficulty.addStandardLevelRange(
118 /// KGameDifficultyLevel::Easy,
119 /// KGameDifficultyLevel::VeryHard
120 ///);
121 /// @endcode
122 /// This adds the levels "Easy", "Medium", "Hard" and "Very hard".
124 /// @overload
125 /// This overload allows to specify a @a defaultLevel.
126 void
128
129 /// @return a list of all difficulty levels, sorted by hardness
131 /// @return the current difficulty level
132 ///
133 /// After the KGameDifficulty object has been created, the current
134 /// difficulty level will not be determined until this method is called
135 /// for the first time. This allows the application developer to set up
136 /// the difficulty levels before KGameDifficulty retrieves the last
137 /// selected level from the configuration file.
138 const KGameDifficultyLevel *currentLevel() const;
139
140 /// @return whether the difficulty level selection may be edited
141 bool isEditable() const;
142 /// @return whether a running game has been marked @see setGameRunning
143 bool isGameRunning() const;
144 /// Set whether the difficulty level selection may be edited. The
145 /// default value is true.
146 void setEditable(bool editable);
147 /// KGameDifficulty has optional protection against changing the
148 /// difficulty level while a game is running. If setGameRunning(true) has
149 /// been called, and select() is called to select a new difficulty level,
150 /// the user will be asked for confirmation.
151 void setGameRunning(bool running);
153 /// Emitted when the editability changes. @see setEditable
154 void editableChanged(bool editable);
155 /// Emitted when a running game has been marked or unmarked. @see setGameRunning
156 void gameRunningChanged(bool gameRunning);
157 /// Emitted when a new difficulty level has been selected.
159 /// Emitted after every call to select(), even when the user has rejected
160 /// the change. This is useful to reset a difficulty level selection UI
161 /// after a rejected change.
163public Q_SLOTS:
164 /// Select a new difficulty level. The given level must already have been
165 /// added to this instance.
166 /// @note This does nothing if isEditable() is false. If a game is
167 /// running (according to setGameRunning()), the user will be asked for
168 /// confirmation before the new difficulty level is selected.
169 void select(const KGameDifficultyLevel *level);
170
171private:
172 std::unique_ptr<class KGameDifficultyPrivate> const d_ptr;
173 Q_DECLARE_PRIVATE(KGameDifficulty)
174};
175
176Q_DECLARE_METATYPE(const KGameDifficultyLevel *)
177
178class KXmlGuiWindow;
179
180/**
181 * @namespace KGameDifficultyGUI
182 *
183 * The namespace for methods to integrate KGameDifficulty into the UI.
184 *
185 * @see KGameDifficulty
186 */
187// TODO KDE5: move this into a separate QtWidgets support library
188namespace KGameDifficultyGUI
189{
190/// Install standard GUI components for the manipulation of the given
191/// KGameDifficulty instance in the given @a window.
192///
193/// Without a second parameter, the KGameDifficulty::global() singleton is used.
194KDEGAMES_EXPORT void init(KXmlGuiWindow *window, KGameDifficulty *difficulty = nullptr);
195}
196
197#endif // KGAMEDIFFICULTY_H
KGameDifficulty manages difficulty levels of a game in a standard way.
void selectedLevelChanged(const KGameDifficultyLevel *level)
Emitted after every call to select(), even when the user has rejected the change.
void editableChanged(bool editable)
Emitted when the editability changes.
void gameRunningChanged(bool gameRunning)
Emitted when a running game has been marked or unmarked.
void currentLevelChanged(const KGameDifficultyLevel *level)
Emitted when a new difficulty level has been selected.
The namespace for methods to integrate KGameDifficulty into the UI.
void init(KXmlGuiWindow *window, KGameDifficulty *difficulty=nullptr)
Install standard GUI components for the manipulation of the given KGameDifficulty instance in the giv...
Q_ENUM(...)
Q_PROPERTY(...)
Q_SIGNALSQ_SIGNALS
Q_SLOTSQ_SLOTS
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