QTfrontend/ui/widget/selectWeapon.h
author alfadur
Wed, 27 Mar 2024 02:57:44 +0300
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thread server reference through dispatch to ensure rooms can be auto dropped
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2006-2008 Igor Ulyanov <iulyanov@gmail.com>
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 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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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; version 2 of the License
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 *
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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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 *
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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 St, Fifth Floor, Boston, MA  02110-1301  USA
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 */
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#ifndef _SELECT_WEAPON_INCLUDED
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#define _SELECT_WEAPON_INCLUDED
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#include <QFrame>
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#include <QMap>
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#include <QList>
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class QGridLayout;
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class WeaponItem;
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class QLineEdit;
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class QSettings;
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class SelWeaponItem : public QWidget
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{
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        Q_OBJECT
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    public:
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        SelWeaponItem(bool allowInfinite, int iconNum, int wNum, QImage image, QImage imagegrey, QWidget* parent=0);
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        unsigned char getItemsNum() const;
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        void setItemsNum(const unsigned char num);
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        void setEnabled(bool value);
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    private:
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        WeaponItem* item;
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};
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class SelWeaponWidget : public QFrame
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{
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        Q_OBJECT
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    public:
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        SelWeaponWidget(int numItems, QWidget* parent=0);
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        QString getWeaponsString(const QString& name) const;
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        QStringList getWeaponNames() const;
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        void deletionDone();
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        void init();
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    public slots:
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        void setDefault();
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        void setWeapons(const QString& ammo);
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        //sets the name of the current set
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        void setWeaponsName(const QString& name);
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        void switchWeapons(const QString& name);
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        void deleteWeaponsName();
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        void newWeaponsName();
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        void save();
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        void copy();
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    signals:
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        void weaponsDeleted(QString weaponsName);
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        void weaponsAdded(QString weaponsName, QString ammo);
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        void weaponsEdited(QString oldWeaponsName, QString newWeaponsName, QString ammo);
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    private:
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        //the name of the current weapon set
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        QString curWeaponsName;
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        //set to true while an entry is deleted. Used to avoid duplicate saving due to combobox change
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        bool isDeleting;
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        QLineEdit* m_name;
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        //storage for all the weapons sets
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        QMap<QString, QString>* wconf;
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        const int m_numItems;
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        int operator [] (unsigned int weaponIndex) const;
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        typedef QList<SelWeaponItem*> ItemsList;
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        typedef QMap<int, ItemsList> twi;
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        twi weaponItems;
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        //layout element for each tab:
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        QGridLayout* p1Layout;
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        QGridLayout* p2Layout;
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        QGridLayout* p3Layout;
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        QGridLayout* p4Layout;
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        QString fixWeaponSet(const QString & s);
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        int readWeaponValue(const QChar chr, int max);
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};
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#endif // _SELECT_WEAPON_INCLUDED