QTfrontend/gamecfgwidget.cpp
author unc0rr
Sat, 10 Jan 2009 17:58:05 +0000
changeset 1638 5e2189989fe8
parent 1628 4939254196d6
child 1782 e7589e37a6d6
permissions -rw-r--r--
- Update Spanish and Slovak translations - lupdate and lrelease

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2006, 2007 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program 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 General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 */

#include <QResizeEvent>
#include <QGroupBox>
#include <QCheckBox>
#include <QGridLayout>
#include <QSpinBox>
#include <QLabel>
#include <QMessageBox>

#include "gamecfgwidget.h"
#include "igbox.h"
#include "hwconsts.h"

GameCFGWidget::GameCFGWidget(QWidget* parent, bool externalControl) :
  QGroupBox(parent), mainLayout(this)
{
	mainLayout.setMargin(0);
//	mainLayout.setSizeConstraint(QLayout::SetMinimumSize);

	pMapContainer = new HWMapContainer(this);
	mainLayout.addWidget(pMapContainer, 0, 0);

	IconedGroupBox *GBoxOptions = new IconedGroupBox(this);
	GBoxOptions->setSizePolicy(QSizePolicy::Minimum, QSizePolicy::Minimum);
	mainLayout.addWidget(GBoxOptions);

	QGridLayout *GBoxOptionsLayout = new QGridLayout(GBoxOptions);
	
	CB_mode_Forts = new QCheckBox(GBoxOptions);
	CB_mode_Forts->setText(QCheckBox::tr("Forts mode"));
	GBoxOptionsLayout->addWidget(CB_mode_Forts, 0, 0, 1, 2);

	CB_teamsDivide = new QCheckBox(GBoxOptions);
	CB_teamsDivide->setText(QCheckBox::tr("Divide teams"));
	GBoxOptionsLayout->addWidget(CB_teamsDivide, 1, 0, 1, 2);

	CB_solid = new QCheckBox(GBoxOptions);
	CB_solid->setText(QCheckBox::tr("Solid land"));
	GBoxOptionsLayout->addWidget(CB_solid, 2, 0, 1, 2);

	L_TurnTime = new QLabel(QLabel::tr("Turn time"), GBoxOptions);
	L_InitHealth = new QLabel(QLabel::tr("Initial health"), GBoxOptions);
	GBoxOptionsLayout->addWidget(L_TurnTime, 3, 0);
	GBoxOptionsLayout->addWidget(L_InitHealth, 4, 0);
	GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Weapons"), GBoxOptions), 5, 0);

	SB_TurnTime = new QSpinBox(GBoxOptions);
	SB_TurnTime->setRange(1, 99);
	SB_TurnTime->setValue(45);
	SB_TurnTime->setSingleStep(15);
	
	SB_InitHealth = new QSpinBox(GBoxOptions);
	SB_InitHealth->setRange(50, 200);
	SB_InitHealth->setValue(100);
	SB_InitHealth->setSingleStep(25);
	GBoxOptionsLayout->addWidget(SB_TurnTime, 3, 1);
	GBoxOptionsLayout->addWidget(SB_InitHealth, 4, 1);
	
	WeaponsName = new QComboBox(GBoxOptions);
	GBoxOptionsLayout->addWidget(WeaponsName, 5, 1);

	connect(SB_InitHealth, SIGNAL(valueChanged(int)), this, SIGNAL(initHealthChanged(int)));
	connect(SB_TurnTime, SIGNAL(valueChanged(int)), this, SIGNAL(turnTimeChanged(int)));
	connect(CB_mode_Forts, SIGNAL(toggled(bool)), this, SIGNAL(fortsModeChanged(bool)));
	connect(CB_teamsDivide, SIGNAL(toggled(bool)), this, SIGNAL(teamsDivideChanged(bool)));
	connect(CB_solid, SIGNAL(toggled(bool)), this, SIGNAL(solidChanged(bool)));
	connect(WeaponsName, SIGNAL(currentIndexChanged(int)), this, SLOT(ammoChanged(int)));

	connect(pMapContainer, SIGNAL(seedChanged(const QString &)), this, SIGNAL(seedChanged(const QString &)));
	connect(pMapContainer, SIGNAL(mapChanged(const QString &)), this, SIGNAL(mapChanged(const QString &)));
	connect(pMapContainer, SIGNAL(themeChanged(const QString &)), this, SIGNAL(themeChanged(const QString &)));
}

quint32 GameCFGWidget::getGameFlags() const
{
	quint32 result = 0;

	if (CB_mode_Forts->isChecked())
		result |= 0x01;
	if (CB_teamsDivide->isChecked())
		result |= 0x10;
	if (CB_solid->isChecked())
		result |= 0x04;

	return result;
}

QString GameCFGWidget::getCurrentSeed() const
{
  return pMapContainer->getCurrentSeed();
}

QString GameCFGWidget::getCurrentMap() const
{
  return pMapContainer->getCurrentMap();
}

QString GameCFGWidget::getCurrentTheme() const
{
  return pMapContainer->getCurrentTheme();
}

quint32 GameCFGWidget::getInitHealth() const
{
	return SB_InitHealth->value();
}

quint32 GameCFGWidget::getTurnTime() const
{
	return SB_TurnTime->value();
}

QStringList GameCFGWidget::getFullConfig() const
{
	QStringList sl;
	sl.append("eseed " + getCurrentSeed());
	sl.append(QString("e$gmflags %1").arg(getGameFlags()));
	sl.append(QString("e$turntime %1").arg(getTurnTime() * 1000));
	QString currentMap = getCurrentMap();
	if (currentMap.size() > 0)
		sl.append("emap " + currentMap);
	sl.append("etheme " + getCurrentTheme());
	return sl;
}

void GameCFGWidget::setSeed(const QString & seed)
{
	pMapContainer->setSeed(seed);
}

void GameCFGWidget::setMap(const QString & map)
{
	pMapContainer->setMap(map);
}

void GameCFGWidget::setTheme(const QString & theme)
{
	pMapContainer->setTheme(theme);
}

void GameCFGWidget::setInitHealth(int health)
{
	SB_InitHealth->setValue(health);
}

void GameCFGWidget::setTurnTime(int time)
{
	SB_TurnTime->setValue(time);
}

void GameCFGWidget::setFortsMode(bool value)
{
	CB_mode_Forts->setChecked(value);
}

void GameCFGWidget::setTeamsDivide(bool value)
{
	CB_teamsDivide->setChecked(value);
}

void GameCFGWidget::setSolid(bool value)
{
	CB_solid->setChecked(value);
}

void GameCFGWidget::setNetAmmo(const QString& name, const QString& ammo)
{
	if (ammo.size() != cDefaultAmmoStore->size())
		QMessageBox::critical(this, tr("Error"), tr("Illegal ammo scheme"));

	int pos = WeaponsName->findText(name);
	if (pos == -1) {
		WeaponsName->addItem(name, ammo);
		WeaponsName->setCurrentIndex(WeaponsName->count() - 1);
	} else {
		WeaponsName->setItemData(pos, ammo);
		WeaponsName->setCurrentIndex(pos);
	}
}

void GameCFGWidget::ammoChanged(int index)
{
	if (index >= 0)
		emit newWeaponScheme(WeaponsName->itemText(index), WeaponsName->itemData(index).toString());
}