/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2014 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
*/
#include <QGridLayout>
#include <QHBoxLayout>
#include <QPushButton>
#include <QGroupBox>
#include <QComboBox>
#include <QLabel>
#include <QLineEdit>
#include <QMessageBox>
#include <QDataWidgetMapper>
#include <QSpinBox>
#include "ammoSchemeModel.h"
#include "pagescheme.h"
#include "FreqSpinBox.h"
QLayout * PageScheme::bodyLayoutDefinition()
{
QGridLayout * pageLayout = new QGridLayout();
QGroupBox * gb = new QGroupBox(this);
QGridLayout * gl = new QGridLayout();
gb->setLayout(gl);
QSizePolicy sp;
sp.setVerticalPolicy(QSizePolicy::MinimumExpanding);
sp.setHorizontalPolicy(QSizePolicy::Expanding);
pageLayout->addWidget(gb, 1,0,13,5);
gbGameModes = new QGroupBox(QGroupBox::tr("Game Modifiers"), gb);
gbBasicSettings = new QGroupBox(QGroupBox::tr("Basic Settings"), gb);
// TODO name stuff and put CSS into main style sheet
gbGameModes->setStyleSheet(".QGroupBox {"
"background-color: #130f2c; background-image:url();"
"}");
gbBasicSettings->setStyleSheet(".QGroupBox {"
"background-color: #130f2c; background-image:url();"
"}");
gbGameModes->setSizePolicy(sp);
gbBasicSettings->setSizePolicy(sp);
gl->addWidget(gbGameModes,0,0,1,3,Qt::AlignTop);
gl->addWidget(gbBasicSettings,0,3,1,3,Qt::AlignTop);
QGridLayout * glGMLayout = new QGridLayout(gbGameModes);
QGridLayout * glBSLayout = new QGridLayout(gbBasicSettings);
gbGameModes->setLayout(glGMLayout);
gbBasicSettings->setLayout(glBSLayout);
// Left
TBW_mode_Forts = new ToggleButtonWidget(gbGameModes, ":/res/btnForts@2x.png");
TBW_mode_Forts->setWhatsThis(tr("Defend your fort and destroy the opponents, two team colours max!"));
glGMLayout->addWidget(TBW_mode_Forts,0,0,1,1);
TBW_teamsDivide = new ToggleButtonWidget(gbGameModes, ":/res/btnTeamsDivide@2x.png");
TBW_teamsDivide->setWhatsThis(tr("Teams will start on opposite sides of the terrain, two team colours max!"));
glGMLayout->addWidget(TBW_teamsDivide,0,1,1,1);
TBW_solid = new ToggleButtonWidget(gbGameModes, ":/res/btnSolid@2x.png");
TBW_solid->setWhatsThis(tr("Land can not be destroyed!"));
glGMLayout->addWidget(TBW_solid,0,2,1,1);
TBW_border = new ToggleButtonWidget(gbGameModes, ":/res/btnBorder@2x.png");
TBW_border->setWhatsThis(tr("Add an indestructible border around the terrain"));
glGMLayout->addWidget(TBW_border,0,3,1,1);
TBW_lowGravity = new ToggleButtonWidget(gbGameModes, ":/res/btnLowGravity@2x.png");
TBW_lowGravity->setWhatsThis(tr("Lower gravity"));
glGMLayout->addWidget(TBW_lowGravity,0,4,1,1);
TBW_laserSight = new ToggleButtonWidget(gbGameModes, ":/res/btnLaserSight@2x.png");
TBW_laserSight->setWhatsThis(tr("Assisted aiming with laser sight"));
glGMLayout->addWidget(TBW_laserSight,1,0,1,1);
TBW_invulnerable = new ToggleButtonWidget(gbGameModes, ":/res/btnInvulnerable@2x.png");
TBW_invulnerable->setWhatsThis(tr("All hogs have a personal forcefield"));
glGMLayout->addWidget(TBW_invulnerable,1,1,1,1);
TBW_resethealth = new ToggleButtonWidget(gbGameModes, ":/res/btnResetHealth@2x.png");
TBW_resethealth->setWhatsThis(tr("All (living) hedgehogs are fully restored at the end of turn"));
glGMLayout->addWidget(TBW_resethealth,1,2,1,1);
TBW_vampiric = new ToggleButtonWidget(gbGameModes, ":/res/btnVampiric@2x.png");
TBW_vampiric->setWhatsThis(tr("Gain 80% of the damage you do back in health"));
glGMLayout->addWidget(TBW_vampiric,1,3,1,1);
TBW_karma = new ToggleButtonWidget(gbGameModes, ":/res/btnKarma@2x.png");
TBW_karma->setWhatsThis(tr("Share your opponents pain, share their damage"));
glGMLayout->addWidget(TBW_karma,1,4,1,1);
TBW_artillery = new ToggleButtonWidget(gbGameModes, ":/res/btnArtillery@2x.png");
TBW_artillery->setWhatsThis(tr("Your hogs are unable to move, put your artillery skills to the test"));
glGMLayout->addWidget(TBW_artillery,2,0,1,1);
TBW_randomorder = new ToggleButtonWidget(gbGameModes, ":/res/btnRandomOrder@2x.png");
TBW_randomorder->setWhatsThis(tr("Order of play is random instead of in room order."));
glGMLayout->addWidget(TBW_randomorder,2,1,1,1);
TBW_king = new ToggleButtonWidget(gbGameModes, ":/res/btnKing@2x.png");
TBW_king->setWhatsThis(tr("Play with a King. If he dies, your side dies."));
glGMLayout->addWidget(TBW_king,2,2,1,1);
TBW_placehog = new ToggleButtonWidget(gbGameModes, ":/res/btnPlaceHog@2x.png");
TBW_placehog->setWhatsThis(tr("Take turns placing your hedgehogs before the start of play."));
glGMLayout->addWidget(TBW_placehog,2,3,1,1);
TBW_sharedammo = new ToggleButtonWidget(gbGameModes, ":/res/btnSharedAmmo@2x.png");
TBW_sharedammo->setWhatsThis(tr("Ammo is shared between all teams that share a colour."));
glGMLayout->addWidget(TBW_sharedammo,2,4,1,1);
TBW_disablegirders = new ToggleButtonWidget(gbGameModes, ":/res/btnDisableGirders@2x.png");
TBW_disablegirders->setWhatsThis(tr("Disable girders when generating random maps."));
glGMLayout->addWidget(TBW_disablegirders,3,0,1,1);
TBW_disablelandobjects = new ToggleButtonWidget(gbGameModes, ":/res/btnDisableLandObjects@2x.png");
TBW_disablelandobjects->setWhatsThis(tr("Disable land objects when generating random maps."));
glGMLayout->addWidget(TBW_disablelandobjects,3,1,1,1);
TBW_aisurvival = new ToggleButtonWidget(gbGameModes, ":/res/btnAISurvival@2x.png");
TBW_aisurvival->setWhatsThis(tr("AI respawns on death."));
glGMLayout->addWidget(TBW_aisurvival,3,2,1,1);
TBW_infattack = new ToggleButtonWidget(gbGameModes, ":/res/btnInfAttack@2x.png");
TBW_infattack->setWhatsThis(tr("Attacking does not end your turn."));
glGMLayout->addWidget(TBW_infattack,3,3,1,1);
TBW_resetweps = new ToggleButtonWidget(gbGameModes, ":/res/btnResetWeps@2x.png");
TBW_resetweps->setWhatsThis(tr("Weapons are reset to starting values each turn."));
glGMLayout->addWidget(TBW_resetweps,3,4,1,1);
TBW_perhogammo = new ToggleButtonWidget(gbGameModes, ":/res/btnPerHogAmmo@2x.png");
TBW_perhogammo->setWhatsThis(tr("Each hedgehog has its own ammo. It does not share with the team."));
glGMLayout->addWidget(TBW_perhogammo,4,0,1,1);
TBW_nowind = new ToggleButtonWidget(gbGameModes, ":/res/btnNoWind@2x.png");
TBW_nowind->setWhatsThis(tr("You will not have to worry about wind anymore."));
glGMLayout->addWidget(TBW_nowind,4,1,1,1);
TBW_morewind = new ToggleButtonWidget(gbGameModes, ":/res/btnMoreWind@2x.png");
TBW_morewind->setWhatsThis(tr("Wind will affect almost everything."));
glGMLayout->addWidget(TBW_morewind,4,2,1,1);
TBW_tagteam = new ToggleButtonWidget(gbGameModes, ":/res/btnTagTeam@2x.png");
TBW_tagteam->setWhatsThis(tr("Teams in each clan take successive turns sharing their turn time."));
glGMLayout->addWidget(TBW_tagteam,4,3,1,1);
TBW_bottomborder = new ToggleButtonWidget(gbGameModes, ":/res/btnBottomBorder@2x.png");
TBW_bottomborder->setWhatsThis(tr("Add an indestructible border along the bottom"));
glGMLayout->addWidget(TBW_bottomborder,4,4,1,1);
// Right
QLabel * l;
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Damage Modifier"));
l->setWordWrap(true);
glBSLayout->addWidget(l,0,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconDamage.png"));
glBSLayout->addWidget(l,0,1,1,1);
SB_DamageModifier = new QSpinBox(gbBasicSettings);
SB_DamageModifier->setRange(10, 300);
SB_DamageModifier->setValue(100);
SB_DamageModifier->setSingleStep(25);
glBSLayout->addWidget(SB_DamageModifier,0,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Turn Time"));
l->setWordWrap(true);
glBSLayout->addWidget(l,1,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconTime.png"));
glBSLayout->addWidget(l,1,1,1,1);
SB_TurnTime = new QSpinBox(gbBasicSettings);
SB_TurnTime->setRange(1, 9999);
SB_TurnTime->setValue(45);
SB_TurnTime->setSingleStep(15);
glBSLayout->addWidget(SB_TurnTime,1,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Initial Health"));
l->setWordWrap(true);
glBSLayout->addWidget(l,2,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconHealth.png"));
glBSLayout->addWidget(l,2,1,1,1);
SB_InitHealth = new QSpinBox(gbBasicSettings);
SB_InitHealth->setRange(50, 200);
SB_InitHealth->setValue(100);
SB_InitHealth->setSingleStep(25);
glBSLayout->addWidget(SB_InitHealth,2,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Sudden Death Timeout"));
l->setWordWrap(true);
glBSLayout->addWidget(l,3,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconSuddenDeath.png"));
glBSLayout->addWidget(l,3,1,1,1);
SB_SuddenDeath = new QSpinBox(gbBasicSettings);
SB_SuddenDeath->setRange(0, 50);
SB_SuddenDeath->setValue(15);
SB_SuddenDeath->setSingleStep(3);
glBSLayout->addWidget(SB_SuddenDeath,3,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Sudden Death Water Rise"));
l->setWordWrap(true);
glBSLayout->addWidget(l,4,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconSuddenDeath.png")); // TODO: icon
glBSLayout->addWidget(l,4,1,1,1);
SB_WaterRise = new QSpinBox(gbBasicSettings);
SB_WaterRise->setRange(0, 100);
SB_WaterRise->setValue(47);
SB_WaterRise->setSingleStep(5);
glBSLayout->addWidget(SB_WaterRise,4,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Sudden Death Health Decrease"));
l->setWordWrap(true);
glBSLayout->addWidget(l,5,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconSuddenDeath.png")); // TODO: icon
glBSLayout->addWidget(l,5,1,1,1);
SB_HealthDecrease = new QSpinBox(gbBasicSettings);
SB_HealthDecrease->setRange(0, 100);
SB_HealthDecrease->setValue(5);
SB_HealthDecrease->setSingleStep(1);
glBSLayout->addWidget(SB_HealthDecrease,5,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("% Rope Length"));
l->setWordWrap(true);
glBSLayout->addWidget(l,6,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconRope.png"));
glBSLayout->addWidget(l,6,1,1,1);
SB_RopeModifier = new QSpinBox(gbBasicSettings);
SB_RopeModifier->setRange(25, 999);
SB_RopeModifier->setValue(100);
SB_RopeModifier->setSingleStep(25);
glBSLayout->addWidget(SB_RopeModifier,6,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Crate Drops"));
l->setWordWrap(true);
glBSLayout->addWidget(l,7,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconBox.png"));
glBSLayout->addWidget(l,7,1,1,1);
SB_CaseProb = new FreqSpinBox(gbBasicSettings);
SB_CaseProb->setRange(0, 9);
SB_CaseProb->setValue(5);
glBSLayout->addWidget(SB_CaseProb,7,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("% Health Crates"));
l->setWordWrap(true);
glBSLayout->addWidget(l,8,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconHealth.png")); // TODO: icon
glBSLayout->addWidget(l,8,1,1,1);
SB_HealthCrates = new QSpinBox(gbBasicSettings);
SB_HealthCrates->setRange(0, 100);
SB_HealthCrates->setValue(35);
SB_HealthCrates->setSingleStep(5);
glBSLayout->addWidget(SB_HealthCrates,8,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Health in Crates"));
l->setWordWrap(true);
glBSLayout->addWidget(l,9,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconHealth.png")); // TODO: icon
glBSLayout->addWidget(l,9,1,1,1);
SB_CrateHealth = new QSpinBox(gbBasicSettings);
SB_CrateHealth->setRange(0, 200);
SB_CrateHealth->setValue(25);
SB_CrateHealth->setSingleStep(5);
glBSLayout->addWidget(SB_CrateHealth,9,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Mines Time"));
l->setWordWrap(true);
glBSLayout->addWidget(l,10,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconTime.png")); // TODO: icon
glBSLayout->addWidget(l,10,1,1,1);
SB_MinesTime = new QSpinBox(gbBasicSettings);
SB_MinesTime->setRange(-1, 5);
SB_MinesTime->setValue(3);
SB_MinesTime->setSingleStep(1);
SB_MinesTime->setSpecialValueText(tr("Random"));
SB_MinesTime->setSuffix(" "+ tr("Seconds"));
glBSLayout->addWidget(SB_MinesTime,10,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Mines"));
l->setWordWrap(true);
glBSLayout->addWidget(l,11,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconMine.png")); // TODO: icon
glBSLayout->addWidget(l,11,1,1,1);
SB_Mines = new QSpinBox(gbBasicSettings);
SB_Mines->setRange(0, 200);
SB_Mines->setValue(0);
SB_Mines->setSingleStep(5);
glBSLayout->addWidget(SB_Mines,11,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("% Dud Mines"));
l->setWordWrap(true);
glBSLayout->addWidget(l,12,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconDud.png"));
glBSLayout->addWidget(l,12,1,1,1);
SB_MineDuds = new QSpinBox(gbBasicSettings);
SB_MineDuds->setRange(0, 100);
SB_MineDuds->setValue(0);
SB_MineDuds->setSingleStep(5);
glBSLayout->addWidget(SB_MineDuds,12,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Explosives"));
l->setWordWrap(true);
glBSLayout->addWidget(l,13,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconDamage.png"));
glBSLayout->addWidget(l,13,1,1,1);
SB_Explosives = new QSpinBox(gbBasicSettings);
SB_Explosives->setRange(0, 200);
SB_Explosives->setValue(0);
SB_Explosives->setSingleStep(3);
glBSLayout->addWidget(SB_Explosives,13,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Air Mines"));
l->setWordWrap(true);
glBSLayout->addWidget(l,14,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconMine.png")); // TODO: icon
glBSLayout->addWidget(l,14,1,1,1);
SB_AirMines = new QSpinBox(gbBasicSettings);
SB_AirMines->setRange(0, 200);
SB_AirMines->setValue(0);
SB_AirMines->setSingleStep(5);
glBSLayout->addWidget(SB_AirMines,14,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("% Get Away Time"));
l->setWordWrap(true);
glBSLayout->addWidget(l,15,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconTime.png"));
glBSLayout->addWidget(l,15,1,1,1);
SB_GetAwayTime = new QSpinBox(gbBasicSettings);
SB_GetAwayTime->setRange(0, 999);
SB_GetAwayTime->setValue(100);
SB_GetAwayTime->setSingleStep(25);
glBSLayout->addWidget(SB_GetAwayTime,15,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("World Edge"));
l->setWordWrap(true);
glBSLayout->addWidget(l,16,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconEarth.png"));
glBSLayout->addWidget(l,16,1,1,1);
CB_WorldEdge = new QComboBox(gbBasicSettings);
CB_WorldEdge->insertItem(0, tr("None (Default)"));
CB_WorldEdge->insertItem(1, tr("Wrap (World wraps)"));
CB_WorldEdge->insertItem(2, tr("Bounce (Edges reflect)"));
CB_WorldEdge->insertItem(3, tr("Sea (Edges connect to sea)"));
/* CB_WorldEdge->insertItem(4, tr("Skybox")); */
glBSLayout->addWidget(CB_WorldEdge,16,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Script parameter"));
l->setWordWrap(true);
glBSLayout->addWidget(l,17,0,1,1);
l = new QLabel(gbBasicSettings);
l->setFixedSize(32,32);
l->setPixmap(QPixmap(":/res/iconBox.png"));
glBSLayout->addWidget(l,17,1,1,1);
LE_ScriptParam = new QLineEdit(gbBasicSettings);
LE_ScriptParam->setMaxLength(240);
glBSLayout->addWidget(LE_ScriptParam,17,2,1,1);
l = new QLabel(gbBasicSettings);
l->setText(QLabel::tr("Scheme Name:"));
LE_name = new QLineEdit(this);
gl->addWidget(LE_name,15,1,1,5);
gl->addWidget(l,15,0,1,1);
return pageLayout;
}
QLayout * PageScheme::footerLayoutDefinition()
{
QHBoxLayout * bottomLayout = new QHBoxLayout();
selectScheme = new QComboBox(this);
bottomLayout->addWidget(selectScheme, 0);
BtnCopy = addButton(tr("Copy"), bottomLayout, 1);
BtnNew = addButton(tr("New"), bottomLayout, 2);
BtnDelete = addButton(tr("Delete"), bottomLayout, 3);
bottomLayout->setStretch(1,1);
bottomLayout->setStretch(2,1);
bottomLayout->setStretch(3,1);
return bottomLayout;
}
void PageScheme::connectSignals()
{
connect(BtnCopy, SIGNAL(clicked()), this, SLOT(copyRow()));
connect(BtnNew, SIGNAL(clicked()), this, SLOT(newRow()));
connect(BtnDelete, SIGNAL(clicked()), this, SLOT(deleteRow()));
mapper = new QDataWidgetMapper(this);
connect(selectScheme, SIGNAL(currentIndexChanged(int)), mapper, SLOT(setCurrentIndex(int)));
connect(selectScheme, SIGNAL(currentIndexChanged(int)), this, SLOT(schemeSelected(int)));
}
PageScheme::PageScheme(QWidget* parent) : AbstractPage(parent)
{
initPage();
}
void PageScheme::setModel(QAbstractItemModel * model)
{
mapper->setModel(model);
selectScheme->setModel(model);
mapper->addMapping(LE_name, 0);
mapper->addMapping(TBW_mode_Forts, 1);
mapper->addMapping(TBW_teamsDivide, 2);
mapper->addMapping(TBW_solid, 3);
mapper->addMapping(TBW_border, 4);
mapper->addMapping(TBW_lowGravity, 5);
mapper->addMapping(TBW_laserSight, 6);
mapper->addMapping(TBW_invulnerable, 7);
mapper->addMapping(TBW_resethealth, 8);
mapper->addMapping(TBW_vampiric, 9);
mapper->addMapping(TBW_karma, 10);
mapper->addMapping(TBW_artillery, 11);
mapper->addMapping(TBW_randomorder, 12);
mapper->addMapping(TBW_king, 13);
mapper->addMapping(TBW_placehog, 14);
mapper->addMapping(TBW_sharedammo, 15);
mapper->addMapping(TBW_disablegirders, 16);
mapper->addMapping(TBW_disablelandobjects, 17);
mapper->addMapping(TBW_aisurvival, 18);
mapper->addMapping(TBW_infattack, 19);
mapper->addMapping(TBW_resetweps, 20);
mapper->addMapping(TBW_perhogammo, 21);
mapper->addMapping(TBW_nowind, 22);
mapper->addMapping(TBW_morewind, 23);
mapper->addMapping(TBW_tagteam, 24);
mapper->addMapping(TBW_bottomborder, 25);
mapper->addMapping(SB_DamageModifier, 26);
mapper->addMapping(SB_TurnTime, 27);
mapper->addMapping(SB_InitHealth, 28);
mapper->addMapping(SB_SuddenDeath, 29);
mapper->addMapping(SB_CaseProb, 30);
mapper->addMapping(SB_MinesTime, 31);
mapper->addMapping(SB_Mines, 32);
mapper->addMapping(SB_MineDuds, 33);
mapper->addMapping(SB_Explosives, 34);
mapper->addMapping(SB_AirMines, 35);
mapper->addMapping(SB_HealthCrates, 36);
mapper->addMapping(SB_CrateHealth, 37);
mapper->addMapping(SB_WaterRise, 38);
mapper->addMapping(SB_HealthDecrease, 39);
mapper->addMapping(SB_RopeModifier, 40);
mapper->addMapping(SB_GetAwayTime, 41);
mapper->addMapping(CB_WorldEdge, 42, "currentIndex");
mapper->addMapping(LE_ScriptParam, 43);
mapper->toFirst();
}
void PageScheme::newRow()
{
QAbstractItemModel * model = mapper->model();
model->insertRow(-1);
selectScheme->setCurrentIndex(model->rowCount() - 1);
}
void PageScheme::copyRow()
{
QAbstractItemModel * model = mapper->model();
model->insertRow(selectScheme->currentIndex());
selectScheme->setCurrentIndex(model->rowCount() - 1);
}
void PageScheme::deleteRow()
{
int numberOfDefaultSchemes = ((AmmoSchemeModel*)mapper->model())->numberOfDefaultSchemes;
if (selectScheme->currentIndex() < numberOfDefaultSchemes)
{
QMessageBox deniedMsg(this);
deniedMsg.setIcon(QMessageBox::Warning);
deniedMsg.setWindowTitle(QMessageBox::tr("Schemes - Warning"));
deniedMsg.setText(QMessageBox::tr("Cannot delete default scheme '%1'!").arg(selectScheme->currentText()));
deniedMsg.setWindowModality(Qt::WindowModal);
deniedMsg.exec();
}
else
{
QMessageBox reallyDeleteMsg(this);
reallyDeleteMsg.setIcon(QMessageBox::Question);
reallyDeleteMsg.setWindowTitle(QMessageBox::tr("Schemes - Are you sure?"));
reallyDeleteMsg.setText(QMessageBox::tr("Do you really want to delete the game scheme '%1'?").arg(selectScheme->currentText()));
reallyDeleteMsg.setWindowModality(Qt::WindowModal);
reallyDeleteMsg.setStandardButtons(QMessageBox::Ok | QMessageBox::Cancel);
if (reallyDeleteMsg.exec() == QMessageBox::Ok)
{
QAbstractItemModel * model = mapper->model();
model->removeRow(selectScheme->currentIndex());
}
}
}
void PageScheme::schemeSelected(int n)
{
int c = ((AmmoSchemeModel*)mapper->model())->numberOfDefaultSchemes;
gbGameModes->setEnabled(n >= c);
gbBasicSettings->setEnabled(n >= c);
LE_name->setEnabled(n >= c);
}