QTfrontend/hwform.h
author blackmetalowiec
Wed, 07 Dec 2011 12:19:36 +0100
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child 6561 b2165583cdf5
permissions -rw-r--r--
Auto refresh room list after leaving room. Fixes issue #320 for voluntarily and involuntarily coming to room list.
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2005-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 */
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#ifndef HWFORM_H
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#define HWFORM_H
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#include <QMainWindow>
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#include <QStack>
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#include <QTime>
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#include <QPointer>
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#include <QPropertyAnimation>
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#include "netserver.h"
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#include "game.h"
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#include "ui_hwform.h"
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#include "SDLInteraction.h"
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#include "bgwidget.h"
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#ifdef __APPLE__
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#include "InstallController.h"
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#endif
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class HWGame;
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class HWTeam;
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class HWNamegen;
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class HWNewNet;
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class GameUIConfig;
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class HWNetRegisterServer;
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class QCloseEvent;
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class AmmoSchemeModel;
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class QSettings;
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class QSignalMapper;
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extern bool frontendEffects;
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extern QString playerHash;
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class HWForm : public QMainWindow
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{
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    Q_OBJECT
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public:
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    HWForm(QWidget *parent = 0, QString styleSheet = "");
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    Ui_HWForm ui;
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    GameUIConfig * config;
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    QSettings * gameSettings; // Same file GameUIConfig points to but without the baggage.  Needs sync() calls if you want to get GameUIConfig changes though
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    void updateXfire();
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    void PlayDemoQuick(const QString & demofilename);
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    void exit();
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    void setButtonDescription(QString desc);
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    void backDescription();
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private slots:
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    void GoToSaves();
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    void GoToDemos();
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    void GoToNet();
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    void GoToSelectWeapon();
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    void GoToSelectWeaponSet(int index);
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    void GoToSelectNewWeapon();
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    void GoToScheme(int index);
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    void GoToEditScheme();
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    void GoToNewScheme();
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    void GoToPage(int id);
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    void GoBack();
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    void OpenSnapshotFolder();
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    QString getDemoArguments();
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    void AssociateFiles();
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    void btnExitPressed();
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    void IntermediateSetup();
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    void NewTeam();
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    void EditTeam(const QString & teamName);
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    void AfterTeamEdit();
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    void DeleteTeam(const QString & teamName);
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    void DeleteScheme();
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    void DeleteWeaponSet();
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    void SimpleGame();
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    void PlayDemo();
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    void startTraining(const QString&);
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    void StartCampaign();
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    void NetConnect();
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    void NetConnectServer(const QString & host, quint16 port);
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    void NetConnectOfficialServer();
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    void NetStartServer();
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    void NetDisconnect();
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    void NetConnected();
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    void NetError(const QString & errmsg);
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    void NetWarning(const QString & wrnmsg);
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    void NetGameEnter();
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    void NetPassword(const QString & nick);
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    void NetNickTaken(const QString & nick);
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    void NetAuthFailed();
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    void NetTeamAccepted(const QString& team);
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    void AddNetTeam(const HWTeam& team);
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    void RemoveNetTeam(const HWTeam& team);
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    void StartMPGame();
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    void GameStateChanged(GameState gameState);
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    void ForcedDisconnect(const QString & reason);
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    void ShowErrorMessage(const QString &);
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    void GetRecord(bool isDemo, const QByteArray & record);
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    void CreateNetGame();
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    void UpdateWeapons();
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    void onFrontendFullscreen(bool value);
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    void Music(bool checked);
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    void UpdateCampaignPage(int index);
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    void NetGameChangeStatus(bool isMaster);
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    void NetGameMaster();
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    void NetGameSlave();
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    void AsyncNetServerStart();
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    void NetLeftRoom(const QString & reason);
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    void selectFirstNetScheme();
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    void saveDemoWithCustomName();
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private:
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    void _NetConnect(const QString & hostName, quint16 port, QString nick);
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    void UpdateTeamsLists(const QStringList* editable_teams=0);
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    void CreateGame(GameCFGWidget * gamecfg, TeamSelWidget* pTeamSelWidget, QString ammo);
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    void closeEvent(QCloseEvent *event);
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    void CustomizePalettes();
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    void resizeEvent(QResizeEvent * event);
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    //void keyReleaseEvent(QKeyEvent *event);
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    enum PageIDs {
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        ID_PAGE_SETUP_TEAM      =  0,
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        ID_PAGE_SETUP           =  1,
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        ID_PAGE_MULTIPLAYER     =  2,
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        ID_PAGE_DEMOS           =  3,
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        ID_PAGE_NET             =  4,
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        ID_PAGE_NETGAME         =  5,
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        ID_PAGE_INFO            =  6,
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        ID_PAGE_MAIN            =  7,
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        ID_PAGE_GAMESTATS       =  8,
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        ID_PAGE_SINGLEPLAYER    =  9,
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        ID_PAGE_TRAINING        = 10,
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        ID_PAGE_SELECTWEAPON    = 11,
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        ID_PAGE_NETSERVER       = 12,
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        ID_PAGE_INGAME          = 13,
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        ID_PAGE_ROOMSLIST       = 14,
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        ID_PAGE_CONNECTING      = 15,
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        ID_PAGE_SCHEME          = 16,
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        ID_PAGE_ADMIN           = 17,
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        ID_PAGE_NETTYPE         = 18,
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        ID_PAGE_CAMPAIGN        = 19,
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        ID_PAGE_DRAWMAP         = 20,
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        ID_PAGE_DATADOWNLOAD    = 21
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        };
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    QPointer<HWGame> game;
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    QPointer<HWNetServer> pnetserver;
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    QPointer<HWNetRegisterServer> pRegisterServer;
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    QPointer<HWTeam> editedTeam;
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    QPointer<HWNewNet> hwnet;
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    HWNamegen * namegen;
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    AmmoSchemeModel * ammoSchemeModel;
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    QStack<int> PagesStack;
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    QTime eggTimer;
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    BGWidget * wBackground;
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    QSignalMapper * pageSwitchMapper;
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    QByteArray m_lastDemo;
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    QPropertyAnimation *animationNewSlide;
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    QPropertyAnimation *animationOldSlide;
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    QPropertyAnimation *animationNewOpacity;
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    QPropertyAnimation *animationOldOpacity;
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#ifdef __APPLE__
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    InstallController * panel;
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#endif
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    void OnPageShown(quint8 id, quint8 lastid=0);
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};
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#endif