📄 appui.h
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// appui.h
//
// Copyright (c) 2003 Symbian Ltd. All rights reserved.
//
#ifndef __APPUI_H
#define __APPUI_H
#include <coecntrl.h>
#include <coeccntx.h>
#include <coemain.h>
#include <eikappui.h>
#include <eikapp.h>
#include <eikdoc.h>
#include <eikon.hrh>
#include <eikmenup.h>
#include <eikenv.h>
#include <battleships.rsg>
#include "battleships.hrh"
#include "engine.h"
// forward declarations
class CEikonEnv;
class CGameController;
class CGameAppUi;
class CGameDocument;
class CFleetView;
class COppFleetView;
class CMyFleetView;
class CSoundEffects;
class CFleetViewData;
// standard GUI application classes
class CGameAppUi : public CEikAppUi
{
public:
// construction/destruction
void ConstructL();
~CGameAppUi();
// view cache
inline CFleetView& ActiveView() const;
inline void SetActiveView(CFleetView& aFleetView);
inline CFleetViewData& FleetViewData();
private:
// from CEikAppUi
void HandleCommandL(TInt aCommand);
void DynInitMenuPaneL(TInt aResourceId, CEikMenuPane* aMenuPane);
void HandleModelChangeL();
// commands
void CmdStartL();
void CmdAbandonL();
void CmdResend();
void CmdZoomInL();
void CmdZoomOutL();
void CmdTerminateL();
void CmdDisplaySettingsL();
private:
// uses
CGameController* iController;
// has
CSoundEffects* iSoundEffects;
COppFleetView* iOppFleetView;
CMyFleetView* iMyFleetView;
//CHiderView* iHiderView;
CFleetView* iActiveView;
CFleetViewData* iFleetViewData;
};
class CGameDocument : public CEikDocument
{
public:
// construct/destruct
CGameDocument(CEikApplication& aApp);
void ConstructL();
~CGameDocument();
// framework - new, store and restore document
void NewDocumentL(); // reset doc when required
void RestoreL(const CStreamStore& aStore,const CStreamDictionary& aStreamDict);
void StoreL(CStreamStore& aStore,CStreamDictionary& aStreamDict) const;
private: // from CEikDocument
CEikAppUi* CreateAppUiL();
public:
CGameController* iController;
};
class CGameApplication : public CEikApplication
{
private: // from CApaApplication
CApaDocument* CreateDocumentL();
TUid AppDllUid() const;
};
inline CFleetView& CGameAppUi::ActiveView() const
{return *iActiveView;}
inline void CGameAppUi::SetActiveView(CFleetView& aFleetView)
{iActiveView = &aFleetView;}
inline CFleetViewData& CGameAppUi::FleetViewData()
{return *iFleetViewData;}
#endif
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