If 2 or more resolutions are available, use the 2nd in the list. This should (usually) be smaller than the desktop resolution, which should reduce noob fail (not realising part of interface is obscured)
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006-2011 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 GAMECONFIGWIDGET_H
#define GAMECONFIGWIDGET_H
#include <QWidget>
#include <QStringList>
#include <QGroupBox>
#include <QSpinBox>
#include <QRegExp>
#include "mapContainer.h"
class QCheckBox;
class QVBoxLayout;
class QLabel;
class QTableView;
class GameCFGWidget : public QGroupBox
{
Q_OBJECT
public:
GameCFGWidget(QWidget* parent);
quint32 getGameFlags() const;
quint32 getInitHealth() const;
QByteArray getFullConfig() const;
QComboBox * Scripts;
QComboBox * GameSchemes;
QComboBox * WeaponsName;
HWMapContainer* pMapContainer;
QTableView * tv;
QVariant schemeData(int column) const;
public slots:
void setParam(const QString & param, const QStringList & value);
void fullNetConfig();
void resendSchemeData();
signals:
void paramChanged(const QString & param, const QStringList & value);
void goToSchemes(int);
void goToWeapons(int);
void goToDrawMap();
private slots:
void ammoChanged(int index);
void mapChanged(const QString &);
void templateFilterChanged(int);
void seedChanged(const QString &);
void themeChanged(const QString &);
void schemeChanged(int);
void scriptChanged(int);
void jumpToSchemes();
void jumpToWeapons();
void mapgenChanged(MapGenerator m);
void maze_sizeChanged(int s);
void onDrawnMapChanged(const QByteArray & data);
private:
QGridLayout mainLayout;
QCheckBox * bindEntries;
QString curNetAmmoName;
QString curNetAmmo;
QRegExp seedRegexp;
void setNetAmmo(const QString& name, const QString& ammo);
};
#endif // GAMECONFIGWIDGET_H