QTfrontend/ui/widget/gamecfgwidget.h
author alfadur
Wed, 07 Nov 2018 22:01:47 +0300
changeset 14181 c24a76f131d6
parent 13263 0f7623f722dc
child 14534 5230c063214a
permissions -rw-r--r--
implement basic land texturing
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 */
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#ifndef GAMECONFIGWIDGET_H
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#define GAMECONFIGWIDGET_H
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#include <QWidget>
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#include <QStringList>
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#include <QGroupBox>
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#include <QSpinBox>
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#include <QRegExp>
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#include "mapContainer.h"
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class QCheckBox;
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class QVBoxLayout;
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class QLabel;
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class QTableView;
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class QTabWidget;
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class GameCFGWidget : public QGroupBox
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{
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        Q_OBJECT
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        Q_PROPERTY(bool master READ isMaster WRITE setMaster)
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    public:
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        GameCFGWidget(QWidget* parent, bool randomWithoutDLC = false);
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        quint32 getGameFlags() const;
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        quint32 getInitHealth() const;
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        QByteArray getFullConfig() const;
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        QComboBox * Scripts;
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        QComboBox * GameSchemes;
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        QComboBox * WeaponsName;
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        QPushButton * goToSchemePage;
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        QPushButton * goToWeaponPage;
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        QLabel * ScriptsLabel;
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        QLabel * GameSchemesLabel;
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        QLabel * WeaponsNameLabel;
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        HWMapContainer* pMapContainer;
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        QVariant schemeData(int column) const;
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        bool isMaster();
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    public slots:
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        void setParam(const QString & param, const QStringList & value);
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        void fullNetConfig();
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        void resendSchemeData();
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        void resendAmmoData();
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        void setMaster(bool master);
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        void setTabbed(bool tabbed);
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    signals:
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        void paramChanged(const QString & param, const QStringList & value);
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        void goToSchemes(int);
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        void goToWeapons(int);
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        void goToDrawMap();
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    private slots:
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        void ammoChanged(int index);
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        void mapChanged(const QString &);
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        void templateFilterChanged(int);
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        void seedChanged(const QString &);
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        void themeChanged(const QString &);
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        void schemeChanged(int);
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        void scriptChanged(int);
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        void jumpToSchemes();
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        void jumpToWeapons();
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        void mapgenChanged(MapGenerator m);
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        void maze_sizeChanged(int s);
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        void slMapFeatureSizeChanged(int s);
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        void onDrawnMapChanged(const QByteArray & data);
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        void updateModelViews();
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    private:
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        QVBoxLayout mainLayout;
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        QCheckBox * bindEntries;
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        QString curNetAmmoName;
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        QString curNetAmmo;
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        QRegExp seedRegexp;
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        QString m_curScript;
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        bool m_master;
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        QList<QWidget *> m_childWidgets;
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        QGridLayout * GBoxOptionsLayout;
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        QWidget * OptionsInnerContainer;
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        QWidget * StackContainer;
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        QLabel * lblScript;
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        QLabel * lblScheme;
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        QLabel * lblWeapons;
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        QWidget * mapContainerFree;
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        QWidget * mapContainerTabbed;
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        QWidget * optionsContainerFree;
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        QWidget * optionsContainerTabbed;
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        bool tabbed;
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        QTabWidget * tabs;
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        void setNetAmmo(const QString& name, const QString& ammo);
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};
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#endif // GAMECONFIGWIDGET_H