Minor freezer changes, allow snow to accumulate on indestructible terrain too.
/*
* 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
*/
#ifndef GAMECONFIG_H
#define GAMECONFIG_H
#include <QSettings>
#include <QStringList>
#include <QRect>
#include <QEvent>
class HWForm;
class QSettings;
class GameUIConfig : public QSettings
{
Q_OBJECT
public:
HWForm * Form;
GameUIConfig(HWForm * FormWidgets, const QString & fileName);
QStringList GetTeamsList();
QRect vid_Resolution();
bool vid_Fullscreen();
quint32 translateQuality();
bool isSoundEnabled();
bool isFrontendSoundEnabled();
QString language();
bool isMusicEnabled();
bool isFrontendMusicEnabled();
bool isShowFPSEnabled();
bool isAltDamageEnabled();
bool appendDateTimeToRecordName();
quint8 volume();
quint8 timerInterval();
quint8 bitDepth();
QString netNick();
QByteArray netPasswordHash();
int netPasswordLength();
void setNetPasswordLength(int passwordLength);
bool isReducedQuality() const;
bool isFrontendEffects() const;
bool isFrontendFullscreen() const;
void resizeToConfigValues();
quint32 stereoMode() const;
#ifdef __APPLE__
#ifdef SPARKLE_ENABLED
bool isAutoUpdateEnabled();
#endif
#endif
void reloadValues(void);
signals:
void frontendFullscreen(bool value);
public slots:
void SaveOptions();
void updNetNick();
private:
bool netPasswordIsValid();
bool eventFilter(QObject *object, QEvent *event);
quint8 depth;
};
#endif