frontlib: prevent writing a "binds" section of the team file when there are no binds
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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 <QPointer>
#include <QPropertyAnimation>
#include <QUrl>
#include <QNetworkReply>
#include <QNetworkRequest>
#include <QNetworkAccessManager>
#include "netserver.h"
#include "game.h"
#include "ui_hwform.h"
#include "SDLInteraction.h"
#include "bgwidget.h"
#ifdef __APPLE__
#include "InstallController.h"
#endif
class HWGame;
class HWTeam;
class HWNamegen;
class HWNewNet;
class GameUIConfig;
class HWNetRegisterServer;
class QCloseEvent;
class AmmoSchemeModel;
class QSettings;
class QSignalMapper;
extern bool frontendEffects;
extern QString playerHash;
class HWForm : public QMainWindow
{
Q_OBJECT
public:
HWForm(QWidget *parent = 0, QString styleSheet = "");
Ui_HWForm ui;
static GameUIConfig * config;
static QSettings * gameSettings; // Same file GameUIConfig points to but without the baggage. Needs sync() calls if you want to get GameUIConfig changes though
void updateXfire();
void PlayDemoQuick(const QString & demofilename);
void exit();
void setButtonDescription(QString desc);
void backDescription();
private slots:
void GoToSaves();
void GoToDemos();
void GoToNet();
void GoToSelectWeapon();
void GoToSelectWeaponSet(int index);
void GoToSelectNewWeapon();
void GoToScheme(int index);
void GoToEditScheme();
void GoToNewScheme();
void GoToPage(int id);
void GoBack();
void OpenSnapshotFolder();
QString getDemoArguments();
void AssociateFiles();
void btnExitPressed();
void IntermediateSetup();
void NewTeam();
void EditTeam(const QString & teamName);
void AfterTeamEdit();
void DeleteTeam(const QString & teamName);
void DeleteScheme();
void DeleteWeaponSet();
void SimpleGame();
void PlayDemo();
void startTraining(const QString&);
void StartCampaign();
void NetConnect();
void NetConnectServer(const QString & host, quint16 port);
void NetConnectOfficialServer();
void NetStartServer();
void NetDisconnect();
void NetConnected();
void NetError(const QString & errmsg);
void NetWarning(const QString & wrnmsg);
void NetGameEnter();
void NetPassword(const QString & nick);
void NetNickTaken(const QString & nick);
void NetAuthFailed();
void NetTeamAccepted(const QString& team);
void AddNetTeam(const HWTeam& team);
void RemoveNetTeam(const HWTeam& team);
void StartMPGame();
void GameStateChanged(GameState gameState);
void ForcedDisconnect(const QString & reason);
void ShowErrorMessage(const QString &);
void GetRecord(bool isDemo, const QByteArray & record);
void CreateNetGame();
void UpdateWeapons();
void onFrontendFullscreen(bool value);
void onFrontendEffects(bool value);
void Music(bool checked);
void UpdateCampaignPage(int index);
//Starts the transmission process for the feedback
void SendFeedback();
//Make a xml representation of the issue to be created
bool CreateIssueXml();
//Called the first time when receiving authorization token from google,
//second time when receiving the response after posting the issue
void finishedSlot(QNetworkReply* reply);
//Filter the auth token from the reply from google
bool getAuthToken(QString str);
void NetGameChangeStatus(bool isMaster);
void NetGameMaster();
void NetGameSlave();
void AsyncNetServerStart();
void NetLeftRoom(const QString & reason);
void selectFirstNetScheme();
void saveDemoWithCustomName();
private:
void _NetConnect(const QString & hostName, quint16 port, QString nick);
void UpdateTeamsLists(const QStringList* editable_teams=0);
void CreateGame(GameCFGWidget * gamecfg, TeamSelWidget* pTeamSelWidget, QString ammo);
void closeEvent(QCloseEvent *event);
void CustomizePalettes();
void resizeEvent(QResizeEvent * event);
//void keyReleaseEvent(QKeyEvent *event);
enum PageIDs
{
ID_PAGE_SETUP_TEAM ,
ID_PAGE_SETUP ,
ID_PAGE_MULTIPLAYER ,
ID_PAGE_DEMOS ,
ID_PAGE_NET ,
ID_PAGE_NETGAME ,
ID_PAGE_INFO ,
ID_PAGE_MAIN ,
ID_PAGE_GAMESTATS ,
ID_PAGE_SINGLEPLAYER ,
ID_PAGE_TRAINING ,
ID_PAGE_SELECTWEAPON ,
ID_PAGE_NETSERVER ,
ID_PAGE_INGAME ,
ID_PAGE_ROOMSLIST ,
ID_PAGE_CONNECTING ,
ID_PAGE_SCHEME ,
ID_PAGE_ADMIN ,
ID_PAGE_NETTYPE ,
ID_PAGE_CAMPAIGN ,
ID_PAGE_DRAWMAP ,
ID_PAGE_DATADOWNLOAD ,
ID_PAGE_FEEDBACK ,
MAX_PAGE
};
QPointer<HWGame> game;
QPointer<HWNetServer> pnetserver;
QPointer<HWNetRegisterServer> pRegisterServer;
QPointer<HWTeam> editedTeam;
QPointer<HWNewNet> hwnet;
HWNamegen * namegen;
AmmoSchemeModel * ammoSchemeModel;
QStack<int> PagesStack;
QTime eggTimer;
BGWidget * wBackground;
QSignalMapper * pageSwitchMapper;
QByteArray m_lastDemo;
QNetworkAccessManager * nam;
QString issueXml;
QString authToken;
QPropertyAnimation *animationNewSlide;
QPropertyAnimation *animationOldSlide;
QPropertyAnimation *animationNewOpacity;
QPropertyAnimation *animationOldOpacity;
#ifdef __APPLE__
InstallController * panel;
#endif
void OnPageShown(quint8 id, quint8 lastid=0);
};
#endif