QTfrontend/itemNum.h
author nemo
Fri, 05 Nov 2010 18:56:12 -0400
changeset 4140 1563b216f243
parent 2377 f3fab2b09e0c
child 4412 c9a78ba03679
permissions -rw-r--r--
revert attempts to block switching weapon while targetting in infinite attack mode. just getting too messy. probably best to allow any weapon to be targetted, and store the target in the gear and draw it there instead of uworld, but I'm leaving this alone

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2006-2008 Ulyanov Igor <iulyanov@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 <QFrame>
#include <QImage>

#ifndef _ITEM_NUM_INCLUDED
#define _ITEM_NUM_INCLUDED

class ItemNum : public QFrame
{
  Q_OBJECT

  public:
    void setInfinityState(bool value);
    unsigned char getItemsNum() const;
    void setItemsNum(const unsigned char num);

  private:
    QImage m_im;
    bool infinityState;

  protected:
    ItemNum(const QImage& im, QWidget * parent, unsigned char min=2, unsigned char max=8);
    virtual QSize sizeHint () const;
    virtual ~ItemNum()=0;

    bool nonInteractive;
    unsigned char minItems;
    unsigned char maxItems;
    unsigned char numItems;

    // from QWidget
    virtual void mousePressEvent ( QMouseEvent * event );
    virtual void paintEvent(QPaintEvent* event);

    // to be implemented in child
    virtual void incItems()=0;
    virtual void decItems()=0;
};

#endif // _ITEM_NUM_INCLUDED