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) 2005-2007 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
*/
#ifndef HWFORM_H
#define HWFORM_H
#include <QMainWindow>
#include <QStack>
#include <QTime>
#include "netserver.h"
#include "game.h"
#include "ui_hwform.h"
#include "SDLs.h"
class HWGame;
class HWTeam;
class HWNewNet;
class GameUIConfig;
class HWNetRegisterServer;
class QCloseEvent;
class HWForm : public QMainWindow
{
Q_OBJECT
public:
HWForm(QWidget *parent = 0);
Ui_HWForm ui;
private slots:
void GoToMain();
void GoToSinglePlayer();
void GoToSetup();
void GoToMultiplayer();
void GoToSaves();
void GoToDemos();
void GoToNet();
void GoToInfo();
void GoToTraining();
void GoToSelectWeapon();
void GoToSelectNewWeapon();
void GoToNetServer();
void GoToPage(quint8 id);
void GoBack();
void btnExitPressed();
void btnExitClicked();
void IntermediateSetup();
void NewTeam();
void EditTeam();
void TeamSave();
void TeamDiscard();
void SimpleGame();
void PlayDemo();
void StartTraining();
void NetConnect();
void NetConnectServer(const QString & host, quint16 port);
void NetConnectOfficialServer();
void NetStartServer();
void NetDisconnect();
void NetConnected();
void NetGameEnter();
void AddNetTeam(const HWTeam& team);
void StartMPGame();
void GameStateChanged(GameState gameState);
void ForcedDisconnect();
void ShowErrorMessage(const QString &);
void GetRecord(bool isDemo, const QByteArray & record);
void CreateNetGame();
void UpdateWeapons();
void onFrontendFullscreen(bool value);
void Music(bool checked);
void NetGameMaster();
void NetGameSlave();
void AsyncNetServerStart();
void NetLeftRoom();
private:
void _NetConnect(const QString & hostName, quint16 port, const QString & nick);
void UpdateTeamsLists(const QStringList* editable_teams=0);
void CreateGame(GameCFGWidget * gamecfg, TeamSelWidget* pTeamSelWidget, QString ammo);
void closeEvent(QCloseEvent *event);
void CustomizePalettes();
enum PageIDs {
ID_PAGE_SETUP_TEAM = 0,
ID_PAGE_SETUP = 1,
ID_PAGE_MULTIPLAYER = 2,
ID_PAGE_DEMOS = 3,
ID_PAGE_NET = 4,
ID_PAGE_NETGAME = 5,
ID_PAGE_INFO = 6,
ID_PAGE_MAIN = 7,
ID_PAGE_GAMESTATS = 8,
ID_PAGE_SINGLEPLAYER = 9,
ID_PAGE_TRAINING = 10,
ID_PAGE_SELECTWEAPON = 11,
ID_PAGE_NETSERVER = 12,
ID_PAGE_INGAME = 13,
ID_PAGE_ROOMSLIST = 14
};
HWGame * game;
HWTeam * editedTeam;
HWNewNet * hwnet;
GameUIConfig * config;
QStack<quint8> PagesStack;
HWNetServer* pnetserver;
HWNetRegisterServer* pRegisterServer;
QTime eggTimer;
SDLInteraction sdli;
void OnPageShown(quint8 id, quint8 lastid=0);
};
#endif