Use same macro for hiding video record button and keybinding
Modified my previous patch to use the already-in-place VIDEOREC macro (used previously just for hiding the button on the main menu) instead of creating another one.
https://google-melange.appspot.com/gci/task/view/google/gci2012/7948213
/*
* 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 DataManager class implementation
*/
#include <QMap>
#include <QStringList>
#include <QStandardItemModel>
#include <QFileInfo>
#include "hwconsts.h"
#include "HWApplication.h"
#include "sdlkeys.h"
#include "DataManager.h"
#include "GameStyleModel.h"
#include "HatModel.h"
#include "MapModel.h"
#include "ThemeModel.h"
DataManager::DataManager()
{
m_hatModel = NULL;
m_mapModel = NULL;
m_themeModel = NULL;
m_colorsModel = NULL;
m_bindsModel = NULL;
}
DataManager & DataManager::instance()
{
static DataManager instance;
return instance;
}
QStringList DataManager::entryList(
const QString & subDirectory,
QDir::Filters filters,
const QStringList & nameFilters
) const
{
QDir tmpDir(QString("physfs://%1").arg(subDirectory));
QStringList result = tmpDir.entryList(nameFilters, filters);
// sort case-insensitive
QMap<QString, QString> sortedFileNames;
foreach ( QString fn, result)
{
sortedFileNames.insert(fn.toLower(), fn);
}
result = sortedFileNames.values();
return result;
}
GameStyleModel * DataManager::gameStyleModel()
{
if (m_gameStyleModel == NULL) {
m_gameStyleModel = new GameStyleModel();
m_gameStyleModel->loadGameStyles();
}
return m_gameStyleModel;
}
HatModel * DataManager::hatModel()
{
if (m_hatModel == NULL) {
m_hatModel = new HatModel();
m_hatModel->loadHats();
}
return m_hatModel;
}
MapModel * DataManager::mapModel()
{
if (m_mapModel == NULL) {
m_mapModel = new MapModel();
m_mapModel->loadMaps();
}
return m_mapModel;
}
ThemeModel * DataManager::themeModel()
{
if (m_themeModel == NULL) {
m_themeModel = new ThemeModel();
m_themeModel->loadThemes();
}
return m_themeModel;
}
QStandardItemModel * DataManager::colorsModel()
{
if(m_colorsModel == NULL)
{
m_colorsModel = new QStandardItemModel();
int i = 0;
while(colors[i])
{
QStandardItem * item = new QStandardItem();
item->setData(QColor(colors[i]));
m_colorsModel->appendRow(item);
++i;
}
}
return m_colorsModel;
}
QStandardItemModel * DataManager::bindsModel()
{
if(m_bindsModel == NULL)
{
m_bindsModel = new QStandardItemModel();
for(int j = 0; sdlkeys[j][1][0] != '\0'; j++)
{
QStandardItem * item = new QStandardItem();
item->setData(HWApplication::translate("binds (keys)", sdlkeys[j][1]).contains(": ") ? HWApplication::translate("binds (keys)", sdlkeys[j][1]) : HWApplication::translate("binds (keys)", "Keyboard") + QString(": ") + HWApplication::translate("binds (keys)", sdlkeys[j][1]), Qt::DisplayRole);
item->setData(sdlkeys[j][0], Qt::UserRole + 1);
m_bindsModel->appendRow(item);
}
}
return m_bindsModel;
}
void DataManager::reload()
{
// removed for now (also code was a bit unclean, could lead to segfault if
// reload() is called before all members are initialized - because currently
// they are initialized in the getter methods rather than the constructor)
}
void DataManager::resetColors()
{
for(int i = colorsModel()->rowCount() - 1; i >= 0; --i)
{
m_colorsModel->item(i)->setData(QColor(colors[i]));
}
}