Cache land texture update until frame render. This greately improves performance when there are many explosions, or you're using drilling weapon
/*
* 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());
}