1. Add IFDEFs for video recording
2. Options for video recording were hardcoded in engine,
now they are hardcoded in frontend and passed to engine thru command line
(later it will be possible to change them in frontend)
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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
*/
#ifndef HWFORM_H
#define HWFORM_H
#include <QMainWindow>
#include <QStack>
#include <QTime>
#include <QPointer>
#include <QPropertyAnimation>
#include <QUrl>
#include <QNetworkReply>
#include <QNetworkRequest>
#include <QNetworkAccessManager>
#include "netserver.h"
#include "game.h"
#include "ui_hwform.h"
#include "SDLInteraction.h"
#include "bgwidget.h"
#ifdef __APPLE__
#include "InstallController.h"
#endif
class HWGame;
class HWTeam;
class HWNamegen;
class HWNewNet;
class GameUIConfig;
class HWNetRegisterServer;
class QCloseEvent;
class AmmoSchemeModel;
class QSettings;
class QSignalMapper;
extern bool frontendEffects;
extern QString playerHash;
class HWForm : public QMainWindow
{
Q_OBJECT
public:
HWForm(QWidget *parent = 0, QString styleSheet = "");
Ui_HWForm ui;
static GameUIConfig * config;
static QSettings * gameSettings; // Same file GameUIConfig points to but without the baggage. Needs sync() calls if you want to get GameUIConfig changes though
void updateXfire();
void PlayDemoQuick(const QString & demofilename);
void exit();
void setButtonDescription(QString desc);
void backDescription();
private slots:
void GoToSaves();
void GoToDemos();
void GoToNet();
void GoToSelectWeapon();
void GoToSelectWeaponSet(int index);
void GoToSelectNewWeapon();
void GoToScheme(int index);
void GoToEditScheme();
void GoToNewScheme();
void GoToPage(int id);
void GoBack();
void OpenSnapshotFolder();
QString getDemoArguments();
void AssociateFiles();
void btnExitPressed();
void IntermediateSetup();
void NewTeam();
void EditTeam(const QString & teamName);
void AfterTeamEdit();
void DeleteTeam(const QString & teamName);
void DeleteScheme();
void DeleteWeaponSet();
void SimpleGame();
void PlayDemo();
void startTraining(const QString&);
void StartCampaign();
void NetConnect();
void NetConnectServer(const QString & host, quint16 port);
void NetConnectOfficialServer();
void NetStartServer();
void NetDisconnect();
void NetConnected();
void NetError(const QString & errmsg);
void NetWarning(const QString & wrnmsg);
void NetGameEnter();
void NetPassword(const QString & nick);
void NetNickTaken(const QString & nick);
void NetAuthFailed();
void NetTeamAccepted(const QString& team);
void AddNetTeam(const HWTeam& team);
void RemoveNetTeam(const HWTeam& team);
void StartMPGame();
void GameStateChanged(GameState gameState);
void ForcedDisconnect(const QString & reason);
void ShowErrorMessage(const QString &);
void GetRecord(RecordType type, const QByteArray & record);
void CreateNetGame();
void UpdateWeapons();
void onFrontendFullscreen(bool value);
void onFrontendEffects(bool value);
void Music(bool checked);
void UpdateCampaignPage(int index);
//Starts the transmission process for the feedback
void SendFeedback();
//Make a xml representation of the issue to be created
bool CreateIssueXml();
//Called the first time when receiving authorization token from google,
//second time when receiving the response after posting the issue
void finishedSlot(QNetworkReply* reply);
//Filter the auth token from the reply from google
bool getAuthToken(QString str);
void NetGameChangeStatus(bool isMaster);
void NetGameMaster();
void NetGameSlave();
void AsyncNetServerStart();
void NetLeftRoom(const QString & reason);
void selectFirstNetScheme();
void saveDemoWithCustomName();
private:
void _NetConnect(const QString & hostName, quint16 port, QString nick);
void UpdateTeamsLists(const QStringList* editable_teams=0);
void CreateGame(GameCFGWidget * gamecfg, TeamSelWidget* pTeamSelWidget, QString ammo);
void closeEvent(QCloseEvent *event);
void CustomizePalettes();
void resizeEvent(QResizeEvent * event);
//void keyReleaseEvent(QKeyEvent *event);
enum PageIDs
{
ID_PAGE_SETUP_TEAM ,
ID_PAGE_SETUP ,
ID_PAGE_MULTIPLAYER ,
ID_PAGE_DEMOS ,
ID_PAGE_NET ,
ID_PAGE_NETGAME ,
ID_PAGE_INFO ,
ID_PAGE_MAIN ,
ID_PAGE_GAMESTATS ,
ID_PAGE_SINGLEPLAYER ,
ID_PAGE_TRAINING ,
ID_PAGE_SELECTWEAPON ,
ID_PAGE_NETSERVER ,
ID_PAGE_INGAME ,
ID_PAGE_ROOMSLIST ,
ID_PAGE_CONNECTING ,
ID_PAGE_SCHEME ,
ID_PAGE_ADMIN ,
ID_PAGE_NETTYPE ,
ID_PAGE_CAMPAIGN ,
ID_PAGE_DRAWMAP ,
ID_PAGE_DATADOWNLOAD ,
ID_PAGE_FEEDBACK ,
MAX_PAGE
};
QPointer<HWGame> game;
QPointer<HWNetServer> pnetserver;
QPointer<HWNetRegisterServer> pRegisterServer;
QPointer<HWTeam> editedTeam;
QPointer<HWNewNet> hwnet;
HWNamegen * namegen;
AmmoSchemeModel * ammoSchemeModel;
QStack<int> PagesStack;
QTime eggTimer;
BGWidget * wBackground;
QSignalMapper * pageSwitchMapper;
QByteArray m_lastDemo;
QNetworkAccessManager * nam;
QString issueXml;
QString authToken;
QPropertyAnimation *animationNewSlide;
QPropertyAnimation *animationOldSlide;
QPropertyAnimation *animationNewOpacity;
QPropertyAnimation *animationOldOpacity;
#ifdef __APPLE__
InstallController * panel;
#endif
void OnPageShown(quint8 id, quint8 lastid=0);
};
#endif