separate landpixels/land despeckling results to avoid desyncing on blurry land due to extra despeckling passes. right now, this does mean landpixels edge-of-block recheck is not done
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006-2008 Igor Ulyanov <iulyanov@gmail.com>
* Copyright (c) 2008-2011 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 _SELECT_WEAPON_INCLUDED
#define _SELECT_WEAPON_INCLUDED
#include <QFrame>
#include <QMap>
#include <QList>
class QGridLayout;
class WeaponItem;
class QLineEdit;
class QSettings;
class SelWeaponItem : public QWidget
{
Q_OBJECT
public:
SelWeaponItem(bool allowInfinite, int iconNum, int wNum, QImage image, QImage imagegrey, QWidget* parent=0);
unsigned char getItemsNum() const;
void setItemsNum(const unsigned char num);
void setEnabled(bool value);
private:
WeaponItem* item;
};
class SelWeaponWidget : public QFrame
{
Q_OBJECT
public:
SelWeaponWidget(int numItems, QWidget* parent=0);
QString getWeaponsString(const QString& name) const;
QStringList getWeaponNames() const;
public slots:
void setDefault();
void setWeapons(const QString& ammo);
//sets the name of the current set
void setWeaponsName(const QString& name);
void deleteWeaponsName();
void newWeaponsName();
void save();
void copy();
signals:
void weaponsChanged();
void weaponsDeleted();
private:
//the name of the current weapon set
QString curWeaponsName;
QLineEdit* m_name;
//storage for all the weapons sets
QSettings* wconf;
const int m_numItems;
int operator [] (unsigned int weaponIndex) const;
typedef QList<SelWeaponItem*> ItemsList;
typedef QMap<int, ItemsList> twi;
twi weaponItems;
//layout element for each tab:
QGridLayout* p1Layout;
QGridLayout* p2Layout;
QGridLayout* p3Layout;
QGridLayout* p4Layout;
};
#endif // _SELECT_WEAPON_INCLUDED