QTfrontend/ui/widget/gamecfgwidget.cpp
author dag10
Sun, 27 Jan 2013 20:17:30 -0500
changeset 8453 06541556df53
parent 8434 4821897a0f10
child 8467 dc53b4b66fa0
permissions -rw-r--r--
Reorganized layout and appearance of rooms list page. Creating a new room uses a dialog prompt for the room name, which is preset to whatever your last room name was. Removed dotted rectangle around selected cell in rooms list. Removed bug where gamecfgwidget would be in master mode when joining a game as a slave. Can now join selected room when return is pressed. Can also move room selection while room search box has focus.

/*
 * 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
 */

#include <QResizeEvent>
#include <QGroupBox>
#include <QCheckBox>
#include <QGridLayout>
#include <QSpinBox>
#include <QLabel>
#include <QMessageBox>
#include <QTableView>
#include <QScrollBar>
#include <QTabWidget>
#include <QPushButton>
#include <QDebug>
#include <QList>

#include "gamecfgwidget.h"
#include "igbox.h"
#include "DataManager.h"
#include "hwconsts.h"
#include "ammoSchemeModel.h"
#include "proto.h"
#include "GameStyleModel.h"
#include "themeprompt.h"

GameCFGWidget::GameCFGWidget(QWidget* parent) :
    QGroupBox(parent)
    , mainLayout(this)
    , seedRegexp("\\{[0-9a-f]{8}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{12}\\}")
{
    mainLayout.setMargin(0);
    setMinimumHeight(310);
    setMaximumHeight(447);
    setMinimumWidth(470);
    setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);

    // Easy containers for the map/game options in either stacked or tabbed mode

    mapContainerFree = new QWidget();
    mapContainerTabbed = new QWidget();
    optionsContainerFree = new QWidget();
    optionsContainerTabbed = new QWidget();
    tabbed = false;

    // Container for when in tabbed mode

    tabs = new QTabWidget(this);
    tabs->setFixedWidth(470);
    tabs->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Expanding);
    tabs->addTab(mapContainerTabbed, tr("Map"));
    tabs->addTab(optionsContainerTabbed, tr("Game options"));
    tabs->setObjectName("gameCfgWidgetTabs");
    mainLayout.addWidget(tabs, 1);
    tabs->setVisible(false);

    // Container for when in stacked mode

    StackContainer = new QWidget();
    StackContainer->setObjectName("gameStackContainer");
    mainLayout.addWidget(StackContainer, 1);
    QVBoxLayout * stackLayout = new QVBoxLayout(StackContainer);

    // Map options

    pMapContainer = new HWMapContainer(mapContainerFree);
    stackLayout->addWidget(mapContainerFree, 0, Qt::AlignHCenter);
    pMapContainer->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
    pMapContainer->setFixedSize(width() - 14, 278);
    mapContainerFree->setFixedSize(pMapContainer->width(), pMapContainer->height());

    // Horizontal divider

    QFrame * divider = new QFrame();
    divider->setFrameShape(QFrame::HLine);
    divider->setFrameShadow(QFrame::Plain);
    stackLayout->addWidget(divider, 0, Qt::AlignBottom);
    //stackLayout->setRowMinimumHeight(1, 10);

    // Game options

    optionsContainerTabbed->setContentsMargins(0, 0, 0, 0);
    optionsContainerFree->setFixedSize(width() - 14, 140);
    stackLayout->addWidget(optionsContainerFree, 0, Qt::AlignHCenter);

    OptionsInnerContainer = new QWidget(optionsContainerFree);
    m_childWidgets << OptionsInnerContainer;
    OptionsInnerContainer->setFixedSize(optionsContainerFree->width(), optionsContainerFree->height());
    OptionsInnerContainer->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Preferred);
    GBoxOptionsLayout = new QGridLayout(OptionsInnerContainer);

    GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Style"), this), 1, 0);

    Scripts = new QComboBox(this);
    GBoxOptionsLayout->addWidget(Scripts, 1, 1);

    Scripts->setModel(DataManager::instance().gameStyleModel());
    m_curScript = Scripts->currentText();
    connect(Scripts, SIGNAL(currentIndexChanged(int)), this, SLOT(scriptChanged(int)));

    QWidget *SchemeWidget = new QWidget(this);
    GBoxOptionsLayout->addWidget(SchemeWidget, 2, 0, 1, 2);

    QGridLayout *SchemeWidgetLayout = new QGridLayout(SchemeWidget);
    SchemeWidgetLayout->setMargin(0);

    GameSchemes = new QComboBox(SchemeWidget);
    SchemeWidgetLayout->addWidget(GameSchemes, 0, 2);
    connect(GameSchemes, SIGNAL(currentIndexChanged(int)), this, SLOT(schemeChanged(int)));

    SchemeWidgetLayout->addWidget(new QLabel(QLabel::tr("Scheme"), SchemeWidget), 0, 0);

    QPixmap pmEdit(":/res/edit.png");

    QPushButton * goToSchemePage = new QPushButton(SchemeWidget);
    goToSchemePage->setWhatsThis(tr("Edit schemes"));
    goToSchemePage->setIconSize(pmEdit.size());
    goToSchemePage->setIcon(pmEdit);
    goToSchemePage->setMaximumWidth(pmEdit.width() + 6);
    SchemeWidgetLayout->addWidget(goToSchemePage, 0, 3);
    connect(goToSchemePage, SIGNAL(clicked()), this, SLOT(jumpToSchemes()));

    SchemeWidgetLayout->addWidget(new QLabel(QLabel::tr("Weapons"), SchemeWidget), 1, 0);

    WeaponsName = new QComboBox(SchemeWidget);
    SchemeWidgetLayout->addWidget(WeaponsName, 1, 2);

    connect(WeaponsName, SIGNAL(currentIndexChanged(int)), this, SLOT(ammoChanged(int)));

    QPushButton * goToWeaponPage = new QPushButton(SchemeWidget);
    goToWeaponPage->setWhatsThis(tr("Edit weapons"));
    goToWeaponPage->setIconSize(pmEdit.size());
    goToWeaponPage->setIcon(pmEdit);
    goToWeaponPage->setMaximumWidth(pmEdit.width() + 6);
    SchemeWidgetLayout->addWidget(goToWeaponPage, 1, 3);
    connect(goToWeaponPage, SIGNAL(clicked()), this, SLOT(jumpToWeapons()));

    bindEntries = new QCheckBox(SchemeWidget);
    bindEntries->setWhatsThis(tr("Game scheme will auto-select a weapon"));
    bindEntries->setChecked(true);
    bindEntries->setMaximumWidth(42);
    bindEntries->setStyleSheet( "QCheckBox::indicator:checked   { image: url(\":/res/lock.png\"); }"
                                "QCheckBox::indicator:unchecked { image: url(\":/res/unlock.png\");   }" );
    SchemeWidgetLayout->addWidget(bindEntries, 0, 1, 0, 1, Qt::AlignVCenter);

    connect(pMapContainer, SIGNAL(seedChanged(const QString &)), this, SLOT(seedChanged(const QString &)));
    connect(pMapContainer, SIGNAL(mapChanged(const QString &)), this, SLOT(mapChanged(const QString &)));
    connect(pMapContainer, SIGNAL(mapgenChanged(MapGenerator)), this, SLOT(mapgenChanged(MapGenerator)));
    connect(pMapContainer, SIGNAL(mazeSizeChanged(int)), this, SLOT(maze_sizeChanged(int)));
    connect(pMapContainer, SIGNAL(themeChanged(const QString &)), this, SLOT(themeChanged(const QString &)));
    connect(pMapContainer, SIGNAL(newTemplateFilter(int)), this, SLOT(templateFilterChanged(int)));
    connect(pMapContainer, SIGNAL(drawMapRequested()), this, SIGNAL(goToDrawMap()));
    connect(pMapContainer, SIGNAL(drawnMapChanged(const QByteArray &)), this, SLOT(onDrawnMapChanged(const QByteArray &)));

    connect(&DataManager::instance(), SIGNAL(updated()), this, SLOT(updateModelViews()));
}

void GameCFGWidget::setTabbed(bool tabbed)
{
    if (tabbed && !this->tabbed)
    { // Make tabbed
        tabs->setCurrentIndex(0);
        StackContainer->setVisible(false);
        tabs->setVisible(true);
        pMapContainer->setParent(mapContainerTabbed);
        OptionsInnerContainer->setParent(optionsContainerTabbed);
        pMapContainer->setVisible(true);
        setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Expanding);
        this->tabbed = true;
    }
    else if (!tabbed && this->tabbed)
    { // Make stacked
        pMapContainer->setParent(mapContainerFree);
        OptionsInnerContainer->setParent(optionsContainerFree);
        tabs->setVisible(false);
        StackContainer->setVisible(true);
        pMapContainer->setVisible(true);
        setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
        this->tabbed = false;
    }

    // Restore scrollbar palettes, since Qt seems to forget them easily when switching parents
    QList<QScrollBar *> allSBars = findChildren<QScrollBar *>();
    QPalette pal = palette();
    pal.setColor(QPalette::WindowText, QColor(0xff, 0xcc, 0x00));
    pal.setColor(QPalette::Button, QColor(0x00, 0x35, 0x1d));
    pal.setColor(QPalette::Base, QColor(0x00, 0x35, 0x1d));
    pal.setColor(QPalette::Window, QColor(0x00, 0x00, 0x00));

    for (int i = 0; i < allSBars.size(); ++i)
        allSBars.at(i)->setPalette(pal);
}

void GameCFGWidget::jumpToSchemes()
{
    emit goToSchemes(GameSchemes->currentIndex());
}

void GameCFGWidget::jumpToWeapons()
{
    emit goToWeapons(WeaponsName->currentIndex());
}

QVariant GameCFGWidget::schemeData(int column) const
{
    return GameSchemes->model()->data(GameSchemes->model()->index(GameSchemes->currentIndex(), column));
}

quint32 GameCFGWidget::getGameFlags() const
{
    quint32 result = 0;

    if (schemeData(1).toBool())
        result |= 0x00001000;       // fort
    if (schemeData(2).toBool())
        result |= 0x00000010;       // divide teams
    if (schemeData(3).toBool())
        result |= 0x00000004;       // solid land
    if (schemeData(4).toBool())
        result |= 0x00000008;       // border
    if (schemeData(5).toBool())
        result |= 0x00000020;       // low gravity
    if (schemeData(6).toBool())
        result |= 0x00000040;       // laser sight
    if (schemeData(7).toBool())
        result |= 0x00000080;       // invulnerable
    if (schemeData(8).toBool())
        result |= 0x00000100;       // mines
    if (schemeData(9).toBool())
        result |= 0x00000200;       // vampirism
    if (schemeData(10).toBool())
        result |= 0x00000400;       // karma
    if (schemeData(11).toBool())
        result |= 0x00000800;       // artillery
    if (schemeData(12).toBool())
        result |= 0x00002000;       // random
    if (schemeData(13).toBool())
        result |= 0x00004000;       // king
    if (schemeData(14).toBool())
        result |= 0x00008000;       // place hogs
    if (schemeData(15).toBool())
        result |= 0x00010000;       // shared ammo
    if (schemeData(16).toBool())
        result |= 0x00020000;       // disable girders
    if (schemeData(17).toBool())
        result |= 0x00040000;       // disable land obj
    if (schemeData(18).toBool())
        result |= 0x00080000;       // ai survival
    if (schemeData(19).toBool())
        result |= 0x00100000;       // infinite attacks
    if (schemeData(20).toBool())
        result |= 0x00200000;       // reset weaps
    if (schemeData(21).toBool())
        result |= 0x00400000;       // per hog ammo
    if (schemeData(22).toBool())
        result |= 0x00800000;       // no wind
    if (schemeData(23).toBool())
        result |= 0x01000000;       // more wind
    if (schemeData(24).toBool())
        result |= 0x02000000;       // tag team
    if (schemeData(25).toBool())
        result |= 0x04000000;       // bottom

    return result;
}

quint32 GameCFGWidget::getInitHealth() const
{
    return schemeData(28).toInt();
}

QByteArray GameCFGWidget::getFullConfig() const
{
    QList<QByteArray> bcfg;
    int mapgen = pMapContainer->get_mapgen();
    if (Scripts->currentIndex() > 0)
    {
        bcfg << QString("escript Scripts/Multiplayer/%1.lua").arg(Scripts->itemData(Scripts->currentIndex(), GameStyleModel::ScriptRole).toString()).toUtf8();
    }

    QString currentMap = pMapContainer->getCurrentMap();
    if (currentMap.size() > 0)
    {
        bcfg << QString("emap " + currentMap).toUtf8();

// engine should figure it out on its own
//        if(pMapContainer->getCurrentIsMission())
//            bcfg << QString("escript Maps/%1/map.lua").arg(currentMap).toUtf8();
    }
    bcfg << QString("etheme " + pMapContainer->getCurrentTheme()).toUtf8();

    bcfg << QString("eseed " + pMapContainer->getCurrentSeed()).toUtf8();
    bcfg << QString("e$gmflags %1").arg(getGameFlags()).toUtf8();
    bcfg << QString("e$damagepct %1").arg(schemeData(26).toInt()).toUtf8();
    bcfg << QString("e$turntime %1").arg(schemeData(27).toInt() * 1000).toUtf8();
    bcfg << QString("e$sd_turns %1").arg(schemeData(29).toInt()).toUtf8();
    bcfg << QString("e$casefreq %1").arg(schemeData(30).toInt()).toUtf8();
    bcfg << QString("e$minestime %1").arg(schemeData(31).toInt() * 1000).toUtf8();
    bcfg << QString("e$minesnum %1").arg(schemeData(32).toInt()).toUtf8();
    bcfg << QString("e$minedudpct %1").arg(schemeData(33).toInt()).toUtf8();
    bcfg << QString("e$explosives %1").arg(schemeData(34).toInt()).toUtf8();
    bcfg << QString("e$healthprob %1").arg(schemeData(35).toInt()).toUtf8();
    bcfg << QString("e$hcaseamount %1").arg(schemeData(36).toInt()).toUtf8();
    bcfg << QString("e$waterrise %1").arg(schemeData(37).toInt()).toUtf8();
    bcfg << QString("e$healthdec %1").arg(schemeData(38).toInt()).toUtf8();
    bcfg << QString("e$ropepct %1").arg(schemeData(39).toInt()).toUtf8();
    bcfg << QString("e$getawaytime %1").arg(schemeData(40).toInt()).toUtf8();
    bcfg << QString("e$template_filter %1").arg(pMapContainer->getTemplateFilter()).toUtf8();
    bcfg << QString("e$mapgen %1").arg(mapgen).toUtf8();



    switch (mapgen)
    {
        case MAPGEN_MAZE:
            bcfg << QString("e$maze_size %1").arg(pMapContainer->getMazeSize()).toUtf8();
            break;

        case MAPGEN_DRAWN:
        {
            QByteArray data = pMapContainer->getDrawnMapData();
            while(data.size() > 0)
            {
                QByteArray tmp = data;
                tmp.truncate(200);
                tmp.prepend("edraw ");
                bcfg << tmp;
                data.remove(0, 200);
            }
            break;
        }
        default:
            ;
    }

    QByteArray result;

    foreach(QByteArray ba, bcfg)
    HWProto::addByteArrayToBuffer(result, ba);

    return result;
}

void GameCFGWidget::setNetAmmo(const QString& name, const QString& ammo)
{
    bool illegal = ammo.size() != cDefaultAmmoStore->size();
    if (illegal)
    {
        QMessageBox illegalMsg(parentWidget());
        illegalMsg.setIcon(QMessageBox::Warning);
        illegalMsg.setWindowTitle(QMessageBox::tr("Error"));
        illegalMsg.setText(QMessageBox::tr("Cannot use the ammo '%1'!").arg(name));
        illegalMsg.setWindowModality(Qt::WindowModal);
        illegalMsg.exec();
    }

    int pos = WeaponsName->findText(name);
    if ((pos == -1) || illegal)   // prevent from overriding schemes with bad ones
    {
        WeaponsName->addItem(name, ammo);
        WeaponsName->setCurrentIndex(WeaponsName->count() - 1);
    }
    else
    {
        WeaponsName->setItemData(pos, ammo);
        WeaponsName->setCurrentIndex(pos);
    }
}

void GameCFGWidget::fullNetConfig()
{
    ammoChanged(WeaponsName->currentIndex());

    seedChanged(pMapContainer->getCurrentSeed());
    templateFilterChanged(pMapContainer->getTemplateFilter());
    themeChanged(pMapContainer->getCurrentTheme());

    schemeChanged(GameSchemes->currentIndex());
    scriptChanged(Scripts->currentIndex());

    mapgenChanged(pMapContainer->get_mapgen());
    maze_sizeChanged(pMapContainer->getMazeSize());

    // map must be the last
    QString map = pMapContainer->getCurrentMap();
    if (map.size())
        mapChanged(map);
}

void GameCFGWidget::setParam(const QString & param, const QStringList & slValue)
{
    if (slValue.size() == 1)
    {
        QString value = slValue[0];
        if (param == "MAP")
        {
            pMapContainer->setMap(value);
            return;
        }
        if (param == "SEED")
        {
            pMapContainer->setSeed(value);
            return;
        }
        if (param == "THEME")
        {
            pMapContainer->setTheme(value);
            return;
        }
        if (param == "TEMPLATE")
        {
            pMapContainer->setTemplateFilter(value.toUInt());
            return;
        }
        if (param == "MAPGEN")
        {
            pMapContainer->setMapgen((MapGenerator)value.toUInt());
            return;
        }
        if (param == "MAZE_SIZE")
        {
            pMapContainer->setMazeSize(value.toUInt());
            return;
        }
        if (param == "SCRIPT")
        {
            Scripts->setCurrentIndex(Scripts->findText(value));
            return;
        }
        if (param == "DRAWNMAP")
        {
            pMapContainer->setDrawnMapData(qUncompress(QByteArray::fromBase64(slValue[0].toLatin1())));
            return;
        }
    }

    if (slValue.size() == 2)
    {
        if (param == "AMMO")
        {
            setNetAmmo(slValue[0], slValue[1]);
            return;
        }
    }

    if (slValue.size() == 5)
    {
        if (param == "FULLMAPCONFIG")
        {
            QString seed = slValue[3];

            pMapContainer->setAllMapParameters(
                slValue[0],
                (MapGenerator)slValue[1].toUInt(),
                slValue[2].toUInt(),
                seed,
                slValue[4].toUInt()
            );
            return;
        }
    }

    qWarning("Got bad config param from net");
}

void GameCFGWidget::ammoChanged(int index)
{
    if (index >= 0)
    {
        emit paramChanged(
            "AMMO",
            QStringList() << WeaponsName->itemText(index) << WeaponsName->itemData(index).toString()
        );
    }
}

void GameCFGWidget::mapChanged(const QString & value)
{
    if(isEnabled() && pMapContainer->getCurrentIsMission())
    {
        Scripts->setEnabled(false);
        Scripts->setCurrentIndex(0);

        if (pMapContainer->getCurrentScheme() == "locked")
        {
            GameSchemes->setEnabled(false);
            GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
        }
        else
        {
            GameSchemes->setEnabled(true);
            int num = GameSchemes->findText(pMapContainer->getCurrentScheme());
            if (num != -1)
                GameSchemes->setCurrentIndex(num);
            else
                GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
        }

        if (pMapContainer->getCurrentWeapons() == "locked")
        {
            WeaponsName->setEnabled(false);
            WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
        }
        else
        {
            WeaponsName->setEnabled(true);
            int num = WeaponsName->findText(pMapContainer->getCurrentWeapons());
            if (num != -1)
                WeaponsName->setCurrentIndex(num);
            else
                WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
        }

        if (pMapContainer->getCurrentScheme() != "locked" && pMapContainer->getCurrentWeapons() != "locked")
            bindEntries->setEnabled(true);
        else
            bindEntries->setEnabled(false);
    }
    else
    {
        Scripts->setEnabled(true);
        GameSchemes->setEnabled(true);
        WeaponsName->setEnabled(true);
        bindEntries->setEnabled(true);
    }
    emit paramChanged("MAP", QStringList(value));
}

void GameCFGWidget::templateFilterChanged(int value)
{
    emit paramChanged("TEMPLATE", QStringList(QString::number(value)));
}

void GameCFGWidget::seedChanged(const QString & value)
{
    emit paramChanged("SEED", QStringList(value));
}

void GameCFGWidget::themeChanged(const QString & value)
{
    emit paramChanged("THEME", QStringList(value));
}

void GameCFGWidget::schemeChanged(int index)
{
    QStringList sl;

    int size = GameSchemes->model()->columnCount();
    for(int i = 0; i < size; ++i)
        sl << schemeData(i).toString();

    if (sl.size()!=1) emit paramChanged("SCHEME", sl);  // this is a stupid hack for the fact that SCHEME is being sent once, empty. Still need to find out why.

    if (isEnabled() && bindEntries->isEnabled() && bindEntries->isChecked())
    {
        QString schemeName = GameSchemes->itemText(index);
        for (int i = 0; i < WeaponsName->count(); i++)
        {
            QString weapName = WeaponsName->itemText(i);
            int res = QString::compare(weapName, schemeName, Qt::CaseSensitive);
            if (0 == res)
            {
                WeaponsName->setCurrentIndex(i);
                emit ammoChanged(i);
                break;
            }
        }
    }
}

void GameCFGWidget::scriptChanged(int index)
{
    const QString & name = Scripts->itemText(index);
    m_curScript = name;

    if(isEnabled() && index > 0)
    {
        QString scheme = Scripts->itemData(index, GameStyleModel::SchemeRole).toString();
        QString weapons = Scripts->itemData(index, GameStyleModel::WeaponsRole).toString();

        if (scheme == "locked")
        {
            GameSchemes->setEnabled(false);
            GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
        }
        else
        {
            GameSchemes->setEnabled(true);
            int num = GameSchemes->findText(scheme);
            if (num != -1)
                GameSchemes->setCurrentIndex(num);
            else
                GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
        }

        if (weapons == "locked")
        {
            WeaponsName->setEnabled(false);
            WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
        }
        else
        {
            WeaponsName->setEnabled(true);
            int num = WeaponsName->findText(weapons);
            if (num != -1)
                WeaponsName->setCurrentIndex(num);
            else
                WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
        }

        if (scheme != "locked" && weapons != "locked")
            bindEntries->setEnabled(true);
        else
            bindEntries->setEnabled(false);
    }
    else
    {
        GameSchemes->setEnabled(true);
        WeaponsName->setEnabled(true);
        bindEntries->setEnabled(true);
    }
    emit paramChanged("SCRIPT", QStringList(name));
}

void GameCFGWidget::mapgenChanged(MapGenerator m)
{
    emit paramChanged("MAPGEN", QStringList(QString::number(m)));
}

void GameCFGWidget::maze_sizeChanged(int s)
{
    emit paramChanged("MAZE_SIZE", QStringList(QString::number(s)));
}

void GameCFGWidget::resendSchemeData()
{
    schemeChanged(GameSchemes->currentIndex());
}

void GameCFGWidget::onDrawnMapChanged(const QByteArray & data)
{
    emit paramChanged("DRAWNMAP", QStringList(qCompress(data, 9).toBase64()));
}


void GameCFGWidget::updateModelViews()
{
    // restore game-style selection
    if (!m_curScript.isEmpty())
    {
        int idx = Scripts->findText(m_curScript);
        if (idx >= 0)
            Scripts->setCurrentIndex(idx);
        else
            Scripts->setCurrentIndex(0);
    }
}

bool GameCFGWidget::isMaster()
{
    return m_master;
}

void GameCFGWidget::setMaster(bool master)
{
    m_master = master;

    pMapContainer->setMaster(master);

    foreach (QWidget *widget, m_childWidgets)
        widget->setEnabled(master);
}