Ensure that Clan ammo always takes precedence over Per Hog Ammo in the flags. It'd be best for the user sake if these buttons acted more like radio buttons.
/*
* 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
*/
/**
* @file
* @brief SDLInteraction class definition
*/
#ifndef HEDGEWARS_SDLINTERACTION_H
#define HEDGEWARS_SDLINTERACTION_H
#include <QMap>
#include <QStringList>
#include "SDL_mixer.h"
/**
* @brief Class for interacting with SDL (used for music and keys)
*
* @see <a href="http://en.wikipedia.org/wiki/Singleton_pattern">singleton pattern</a>
*/
class SDLInteraction
{
private:
/**
* @brief Class constructor of the <i>singleton</i>.
*
* Not to be used from outside the class,
* use the static {@link DataManager::instance()} instead.
*
* @see <a href="http://en.wikipedia.org/wiki/Singleton_pattern">singleton pattern</a>
*/
SDLInteraction();
/// Initializes SDL for sound output if needed.
void SDLAudioInit();
bool m_audioInitialized; ///< true if audio is initialized already
Mix_Music * m_music; ///< pointer to the music channel of the mixer
QString m_musicTrack; ///< path to the music track;
bool m_isPlayingMusic; ///< true if music was started but not stopped again.
QMap<QString,Mix_Chunk*> * m_soundMap; ///< maps sound file paths to channels
int lastchannel; ///< channel of the last music played
public:
/**
* @brief Returns reference to the <i>singleton</i> instance of this class.
*
* @see <a href="http://en.wikipedia.org/wiki/Singleton_pattern">singleton pattern</a>
*
* @return reference to the instance.
*/
static SDLInteraction & instance();
/// Class Destructor.
~SDLInteraction();
/**
* @brief Returns available (screen) resolutions.
*
* @return list of resolutions in the format WIDTHxHEIGHT.
*/
QStringList getResolutions() const;
/// Adds all available joystick controlls to the list of SDL keys.
void addGameControllerKeys() const;
/**
* @brief Plays a sound file.
*
* @param soundFile path of the sound file.
*/
void playSoundFile(const QString & soundFile);
/**
* @brief Sets the music track to be played (or not).
*
* @param musicFile path of the music file.
*/
void setMusicTrack(const QString & musicFile);
/// Starts the background music if not already playing.
void startMusic();
/// Fades out and stops the background music (if playing).
void stopMusic();
};
#endif //HEDGEWARS_SDLINTERACTION_H