mark up sprites for uStore loading. critical is for ones needed for proper gameplay, checksum is for ones where the game will desync if they don't match. will add checksumming next...
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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"
#include "campaign.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;
void exit();
void setButtonDescription(QString desc);
void backDescription();
void GoToVideos();
void NetConnectQuick(const QString & host, quint16 port);
void PlayDemoQuick(const QString & demofilename);
private slots:
void GoToSaves();
void GoToDemos();
void GoToNet();
void GoToEditWeapons();
void GoToNewWeapons();
void GoToWeapons(int index);
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&, 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 NetNickRegistered(const QString & nick);
void NetNickNotRegistered(const QString & nick);
void NetNickTaken(const QString & nick);
void NetAuthFailed();
void askRoomPassword();
bool RetryDialog(const QString & title, const QString & label);
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 ShowFatalErrorMessage(const QString &);
void GetRecord(RecordType type, const QByteArray & record);
void CreateNetGame();
void UpdateWeapons();
void DeleteWeapons(QString weaponsName);
void AddWeapons(QString weaponsName, QString ammo);
void EditWeapons(QString oldWeaponsName, QString newWeaponsName, QString ammo);
void onFrontendFullscreen(bool value);
void onFrontendEffects(bool value);
void Music(bool checked);
void UpdateCampaignPage(int index);
void UpdateCampaignPageTeam(int index);
void UpdateCampaignPageProgress(int index);
void UpdateCampaignPageMission(int index);
void InitCampaignPage();
void showFeedbackDialog();
void showFeedbackDialogNetChecked();
void NetGameChangeStatus(bool isMaster);
void NetGameMaster();
void NetGameSlave();
void AsyncNetServerStart();
void NetLeftRoom(const QString & reason);
void selectFirstNetScheme();
void saveDemoWithCustomName();
void openRegistrationPage();
void startGame();
void restartGame();
void FromNetProxySlot(const QByteArray &);
private:
void _NetConnect(const QString & hostName, quint16 port, QString nick);
int AskForNickAndPwd(void);
void UpdateTeamsLists();
void CreateGame(GameCFGWidget * gamecfg, TeamSelWidget* pTeamSelWidget, QString ammo);
void closeEvent(QCloseEvent *event);
void CustomizePalettes();
void resizeEvent(QResizeEvent * event);
QString stringifyPageId(quint32 id);
//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_CAMPAIGN ,
ID_PAGE_DRAWMAP ,
ID_PAGE_DATADOWNLOAD ,
ID_PAGE_VIDEOS ,
MAX_PAGE
};
QPointer<HWGame> game;
QPointer<HWNetServer> pnetserver;
QPointer<HWNetRegisterServer> pRegisterServer;
QPointer<HWTeam> editedTeam;
QPointer<HWNewNet> hwnet;
HWNamegen * namegen;
AmmoSchemeModel * ammoSchemeModel;
QStack<int> PagesStack;
QString previousCampaignName;
QString previousTeamName;
QList<MissionInfo> campaignMissionInfo;
QTime eggTimer;
BGWidget * wBackground;
QSignalMapper * pageSwitchMapper;
QByteArray m_lastDemo;
QPropertyAnimation *animationNewSlide;
QPropertyAnimation *animationOldSlide;
QPropertyAnimation *animationNewOpacity;
QPropertyAnimation *animationOldOpacity;
#ifdef __APPLE__
InstallController * panel;
#endif
void OnPageShown(quint8 id, quint8 lastid=0);
};
#endif