QTfrontend/selectWeapon.h
author unc0rr
Fri, 30 Jan 2009 14:56:27 +0000
changeset 1777 88674c291331
parent 1509 34f7dd4efe84
child 2369 c3eb11f1ab3a
permissions -rw-r--r--
Implement initial sound volume option
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2006-2008 Ulyanov Igor <iulyanov@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 _SELECT_WEAPON_INCLUDED
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#define _SELECT_WEAPON_INCLUDED
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#include <QFrame>
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#include <map>
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class QGridLayout;
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class WeaponItem;
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class QLineEdit;
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class QSettings;
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class SelWeaponItem : public QWidget
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{
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  Q_OBJECT
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public:
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  SelWeaponItem(int iconNum, int wNum, QWidget* parent=0);
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  unsigned char getItemsNum() const;
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  void setItemsNum(const unsigned char num);
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 private:
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  WeaponItem* item;
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};
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class SelWeaponWidget : public QFrame
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{
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  Q_OBJECT
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 public:
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  SelWeaponWidget(int numItems, QWidget* parent=0);
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  QString getWeaponsString(const QString& name) const;
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  QStringList getWeaponNames() const;
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 public slots:
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  void setDefault();
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  void setWeapons(const QString& ammo);
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  void setWeaponsName(const QString& name);
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  void deleteWeaponsName();
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  void save();
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 signals:
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  void weaponsChanged();
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  void weaponsDeleted();
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 private:
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  QString curWeaponsName;
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  QLineEdit* m_name;
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  QSettings* wconf;
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  const int m_numItems;
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  int operator [] (unsigned int weaponIndex) const;
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  typedef std::map<int, SelWeaponItem*> twi;
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  twi weaponItems;
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  QGridLayout* pLayout;
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};
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#endif // _SELECT_WEAPON_INCLUDED