QTfrontend/hwform.h
author Wuzzy <Wuzzy2@mail.ru>
Thu, 03 Jan 2019 19:46:48 +0100
changeset 14535 5ac181cb2396
parent 14491 6ab8335fe0a6
child 14622 1d3f8cf48831
permissions -rw-r--r--
Fix bee targeting fail across wrap world edge Previously, the bee always aimed for the light area, no matter where you actually put the target. It also got confused whenever it flew across the wrap world edge. How the bee works now: 1) The placed bee target is *not* recalculated when it was placed in the "gray" part of the wrap world edge. This allows for more fine-tuning. 1a) Place target in light area: bee aims for target light area 1b) Place target in gray area: bee aims for target, but flies to gray area first 2) Bee target is recalculated whenever bee passes the wrap world edge.

/*
 * 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 GameSchemeModel;
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 GoToTraining();

        void NetConnectQuick(const QString & host, quint16 port);
        void PlayDemoQuick(const QString & demofilename);

    private slots:
        void GoToSaves();
        void GoToDemos();
        void GoToNet();
        void GoToHelp();
        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 UpdateTrainingPageTeam(int index);
        void InitCampaignPage();
        void RestoreSingleplayerTeamSelection();
        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;
        GameSchemeModel * gameSchemeModel;
        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