QTfrontend/ui/widget/selectWeapon.h
author sheepluva
Tue, 25 Oct 2011 19:46:59 +0200
changeset 6205 7764cbe4ddd7
parent 6060 fdfc01419815
child 6616 f77bb02b669f
permissions -rw-r--r--
remove any thread-safe stuff I introduced since it's not needed as unC0Rr pointed out it's not needed, we are single-threaded (thanks :D) from what I understood this time, Qt is clever enough to sequentialize all events and child destructions instead of spawning threads also some docs/comments

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2006-2008 Igor Ulyanov <iulyanov@gmail.com>
 * Copyright (c) 2008-2011 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 _SELECT_WEAPON_INCLUDED
#define _SELECT_WEAPON_INCLUDED

#include <QFrame>
#include <QMap>
#include <QList>

class QGridLayout;
class WeaponItem;
class QLineEdit;
class QSettings;

class SelWeaponItem : public QWidget
{
  Q_OBJECT

public:
  SelWeaponItem(bool allowInfinite, int iconNum, int wNum, QImage image, QImage imagegrey, QWidget* parent=0);

  unsigned char getItemsNum() const;
  void setItemsNum(const unsigned char num);
  void setEnabled(bool value);

 private:
  WeaponItem* item;
};

class SelWeaponWidget : public QFrame
{
  Q_OBJECT

 public:
  SelWeaponWidget(int numItems, QWidget* parent=0);
  QString getWeaponsString(const QString& name) const;
  QStringList getWeaponNames() const;

 public slots:
  void setDefault();
  void setWeapons(const QString& ammo);
  //sets the name of the current set
  void setWeaponsName(const QString& name);
  void deleteWeaponsName();
  void newWeaponsName();
  void save();
  void copy();

 signals:
  void weaponsChanged();
  void weaponsDeleted();

 private:
  //the name of the current weapon set
  QString curWeaponsName;

  QLineEdit* m_name;

  //storage for all the weapons sets
  QSettings* wconf;

  const int m_numItems;
  int operator [] (unsigned int weaponIndex) const;

  typedef QList<SelWeaponItem*> ItemsList;
  typedef QMap<int, ItemsList> twi;
  twi weaponItems;
  //layout element for each tab:
  QGridLayout* p1Layout;
  QGridLayout* p2Layout;
  QGridLayout* p3Layout;
  QGridLayout* p4Layout;
};

#endif // _SELECT_WEAPON_INCLUDED