I like the overall accumulation with a flat bottomed flake better. AA top w/o weird layers in middle
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006-2007 Igor Ulyanov <iulyanov@gmail.com>
* Copyright (c) 2007-2011 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 _HWMAP_CONTAINER_INCLUDED
#define _HWMAP_CONTAINER_INCLUDED
#include <QWidget>
#include <QGridLayout>
#include <QComboBox>
#include <QLabel>
#include <QByteArray>
#include <QLineEdit>
#include "hwmap.h"
#include "drawmapscene.h"
class QPushButton;
class IconedGroupBox;
class QListView;
class MapFileErrorException
{
};
class HWMapContainer : public QWidget
{
Q_OBJECT
public:
HWMapContainer(QWidget * parent=0);
QString getCurrentSeed() const;
QString getCurrentMap() const;
QString getCurrentTheme() const;
int getCurrentHHLimit() const;
QString getCurrentScheme() const;
QString getCurrentWeapons() const;
quint32 getTemplateFilter() const;
MapGenerator get_mapgen(void) const;
int getMazeSize(void) const;
bool getCurrentIsMission() const;
QByteArray getDrawnMapData();
DrawMapScene * getDrawMapScene();
void mapDrawingFinished();
QLineEdit* seedEdit;
public slots:
void askForGeneratedPreview();
void setSeed(const QString & seed);
void setMap(const QString & map);
void setTheme(const QString & theme);
void setTemplateFilter(int);
void setMapgen(MapGenerator m);
void setMazeSize(int size);
void setDrawnMapData(const QByteArray & ar);
void setAllMapParameters(const QString & map, MapGenerator m, int mazesize, const QString & seed, int tmpl);
signals:
void seedChanged(const QString & seed);
void mapChanged(const QString & map);
void themeChanged(const QString & theme);
void newTemplateFilter(int filter);
void mapgenChanged(MapGenerator m);
void mazeSizeChanged(int s);
void drawMapRequested();
void drawnMapChanged(const QByteArray & data);
private slots:
void setImage(const QImage newImage);
void setHHLimit(int hhLimit);
void mapChanged(int index);
void setRandomSeed();
void setRandomTheme();
void setRandomMap();
void setRandomStatic();
void setRandomMission();
void themeSelected(const QModelIndex & current, const QModelIndex &);
void addInfoToPreview(QPixmap image);
void seedEdited();
protected:
virtual void resizeEvent ( QResizeEvent * event );
private:
QGridLayout mainLayout;
QPushButton* imageButt;
QComboBox* chooseMap;
IconedGroupBox* gbThemes;
QListView* lvThemes;
HWMap* pMap;
QString m_seed;
QPushButton* seedSet;
QLabel* seedLabel;
int hhLimit;
int templateFilter;
QPixmap hhSmall;
QLabel* lblFilter;
QComboBox* cbTemplateFilter;
QLabel *maze_size_label;
QComboBox *cbMazeSize;
MapGenerator mapgen;
int numMissions;
DrawMapScene drawMapScene;
void intSetSeed(const QString & seed);
void intSetMap(const QString & map);
void intSetMapgen(MapGenerator m);
void intSetTemplateFilter(int);
void intSetMazeSize(int size);
void updatePreview();
};
#endif // _HWMAP_CONTAINER_INCLUDED