ACF5: Fix final animation being stuck when the cyborg's way to the right is blocked
Fixed with the new maxMoveTime parameter in AnimMove. If cyborg didn't reach its
destination in 7000ms, the move anim is skipped and the sequence just continues.
/*
* 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 RECORDER_H
#define RECORDER_H
#include <QString>
#include <QByteArray>
#include "tcpBase.h"
class GameUIConfig;
class VideoItem;
class HWRecorder : public TCPBase
{
Q_OBJECT
public:
HWRecorder(GameUIConfig * config, const QString & prefix);
virtual ~HWRecorder();
void EncodeVideo(const QByteArray & record);
bool simultaneousRun();
VideoItem * item; // used by pagevideos
QString name;
QString prefix;
protected:
// virtuals from TCPBase
virtual QStringList getArguments();
virtual void onClientRead();
virtual void onClientDisconnect();
signals:
void onProgress(float progress); // 0 < progress < 1
void encodingFinished(bool success);
private:
bool finished;
GameUIConfig * config;
};
#endif // RECORDER_H