Make lowest line of Splash image frames transparent to work around scaling issues
The Splash image is scaled. Sometimes, the lowest line is repeated on the top, which caused some weird lines to appear above big splashes (e.g. piano).
This has been done fully automated with a script. Only the alpha channel was changed. The color information is preserved.
/*
* 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 GAME_H
#define GAME_H
#include <QString>
#include "team.h"
#include "namegen.h"
#include "tcpBase.h"
class GameUIConfig;
class GameCFGWidget;
class TeamSelWidget;
enum GameType
{
gtNone = 0,
gtLocal = 1,
gtQLocal = 2,
gtDemo = 3,
gtNet = 4,
gtTraining = 5,
gtCampaign = 6,
gtSave = 7,
};
enum GameState
{
gsNotStarted = 0,
gsStarted = 1,
gsInterrupted = 2,
gsFinished = 3,
gsStopped = 4,
gsDestroyed = 5,
gsHalted = 6
};
enum RecordType
{
rtDemo,
rtSave,
rtNeither,
};
bool checkForDir(const QString & dir);
// last game info
extern QList<QVariant> lastGameStartArgs;
extern GameType lastGameType;
extern GameCFGWidget * lastGameCfg;
extern QString lastGameAmmo;
extern TeamSelWidget * lastGameTeamSel;
class HWGame : public TCPBase
{
Q_OBJECT
public:
HWGame(GameUIConfig * config, GameCFGWidget * gamecfg, QString ammo, TeamSelWidget* pTeamSelWidget = 0);
virtual ~HWGame();
void AddTeam(const QString & team);
void PlayDemo(const QString & demofilename, bool isSave);
void PlayOfficialServerDemo();
void StartLocal();
void StartQuick();
void StartNet();
void StartTraining(const QString & file, const QString & subFolder, const QString & trainTeam);
void StartCampaign(const QString & camp, const QString & campScript, const QString & campTeam);
void abort();
GameState gameState;
bool netSuspend;
protected:
virtual QStringList getArguments();
virtual void onClientRead();
virtual void onClientDisconnect();
signals:
void SendNet(const QByteArray & msg);
void SendChat(const QString & msg);
void SendTeamMessage(const QString & msg);
void GameStateChanged(GameState gameState);
void GameStats(char type, const QString & info);
void HaveRecord(RecordType type, const QByteArray & record);
void ErrorMessage(const QString &);
void CampStateChanged(int);
void TrainingStateChanged(int);
void SendConsoleCommand(const QString & command);
public slots:
void FromNet(const QByteArray & msg);
void FromNetChat(const QString & msg);
void FromNetWarning(const QString & msg);
void FromNetError(const QString & msg);
private:
char msgbuf[MAXMSGCHARS];
QString ammostr;
GameUIConfig * config;
GameCFGWidget * gamecfg;
TeamSelWidget* m_pTeamSelWidget;
GameType gameType;
QByteArray m_netSendBuffer;
void commonConfig();
void SendConfig();
void SendQuickConfig();
void SendNetConfig();
void SendTrainingConfig();
void SendCampaignConfig();
void ParseMessage(const QByteArray & msg);
void SetGameState(GameState state);
void sendCampaignVar(const QByteArray & varToSend);
void writeCampaignVar(const QByteArray &varVal);
void sendMissionVar(const QByteArray & varToSend);
void writeMissionVar(const QByteArray &varVal);
void flushNetBuffer();
};
#endif