QTfrontend/ui/widget/selectWeapon.h
author koda
Fri, 18 Nov 2011 00:32:52 +0100
changeset 6394 f0a9042e7387
parent 6060 fdfc01419815
child 6616 f77bb02b669f
permissions -rw-r--r--
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.

/*
 * 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