QTfrontend/hwform.h
author nemo
Sat, 09 Jun 2012 09:53:15 -0400
changeset 7206 ce46b56ae9f5
parent 7004 45d43f372107
child 7180 53ffc8853008
child 7201 dc17ffdf0702
permissions -rw-r--r--
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 */
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#ifndef HWFORM_H
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#define HWFORM_H
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#include <QMainWindow>
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#include <QStack>
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#include <QTime>
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#include <QPointer>
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#include <QPropertyAnimation>
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#include <QUrl>
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#include <QNetworkReply>
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#include <QNetworkRequest>
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#include <QNetworkAccessManager>
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#include "netserver.h"
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#include "game.h"
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#include "ui_hwform.h"
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#include "SDLInteraction.h"
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#include "bgwidget.h"
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#ifdef __APPLE__
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#include "InstallController.h"
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#endif
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class HWGame;
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class HWTeam;
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class HWNamegen;
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class HWNewNet;
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class GameUIConfig;
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class HWNetRegisterServer;
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class QCloseEvent;
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class AmmoSchemeModel;
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class QSettings;
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class QSignalMapper;
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extern bool frontendEffects;
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extern QString playerHash;
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class HWForm : public QMainWindow
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{
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        Q_OBJECT
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    public:
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        HWForm(QWidget *parent = 0, QString styleSheet = "");
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        Ui_HWForm ui;
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        static GameUIConfig * config;
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        static QSettings * gameSettings; // Same file GameUIConfig points to but without the baggage.  Needs sync() calls if you want to get GameUIConfig changes though
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        void updateXfire();
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        void PlayDemoQuick(const QString & demofilename);
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        void exit();
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        void setButtonDescription(QString desc);
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        void backDescription();
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    private slots:
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        void GoToSaves();
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        void GoToDemos();
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        void GoToNet();
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        void GoToSelectWeapon();
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        void GoToSelectWeaponSet(int index);
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        void GoToSelectNewWeapon();
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        void GoToScheme(int index);
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        void GoToEditScheme();
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        void GoToNewScheme();
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        void GoToPage(int id);
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        void GoBack();
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        void OpenSnapshotFolder();
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        QString getDemoArguments();
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        void AssociateFiles();
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        void btnExitPressed();
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        void IntermediateSetup();
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        void NewTeam();
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        void EditTeam(const QString & teamName);
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        void AfterTeamEdit();
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        void DeleteTeam(const QString & teamName);
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        void DeleteScheme();
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        void DeleteWeaponSet();
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        void SimpleGame();
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        void PlayDemo();
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        void startTraining(const QString&);
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        void StartCampaign();
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        void NetConnect();
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        void NetConnectServer(const QString & host, quint16 port);
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        void NetConnectOfficialServer();
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        void NetStartServer();
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        void NetDisconnect();
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        void NetConnected();
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        void NetError(const QString & errmsg);
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        void NetWarning(const QString & wrnmsg);
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        void NetGameEnter();
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        void NetPassword(const QString & nick);
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        void NetNickTaken(const QString & nick);
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        void NetAuthFailed();
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        void NetTeamAccepted(const QString& team);
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        void AddNetTeam(const HWTeam& team);
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        void RemoveNetTeam(const HWTeam& team);
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        void StartMPGame();
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        void GameStateChanged(GameState gameState);
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        void ForcedDisconnect(const QString & reason);
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        void ShowErrorMessage(const QString &);
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        void GetRecord(bool isDemo, const QByteArray & record);
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        void CreateNetGame();
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        void UpdateWeapons();
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        void onFrontendFullscreen(bool value);
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        void onFrontendEffects(bool value);
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        void Music(bool checked);
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        void UpdateCampaignPage(int index);
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        //Starts the transmission process for the feedback
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        void SendFeedback();
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        //Make a xml representation of the issue to be created
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        bool CreateIssueXml();
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        //Called the first time when receiving authorization token from google,
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        //second time when receiving the response after posting the issue
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        void finishedSlot(QNetworkReply* reply);
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        //Filter the auth token from the reply from google
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        bool getAuthToken(QString str);
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        void NetGameChangeStatus(bool isMaster);
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        void NetGameMaster();
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        void NetGameSlave();
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        void AsyncNetServerStart();
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        void NetLeftRoom(const QString & reason);
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        void selectFirstNetScheme();
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        void saveDemoWithCustomName();
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    private:
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        void _NetConnect(const QString & hostName, quint16 port, QString nick);
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        void UpdateTeamsLists(const QStringList* editable_teams=0);
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        void CreateGame(GameCFGWidget * gamecfg, TeamSelWidget* pTeamSelWidget, QString ammo);
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        void closeEvent(QCloseEvent *event);
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        void CustomizePalettes();
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        void resizeEvent(QResizeEvent * event);
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        //void keyReleaseEvent(QKeyEvent *event);
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        enum PageIDs
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        {
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            ID_PAGE_SETUP_TEAM     ,
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            ID_PAGE_SETUP          ,
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            ID_PAGE_MULTIPLAYER    ,
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            ID_PAGE_DEMOS          ,
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            ID_PAGE_NET            ,
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            ID_PAGE_NETGAME        ,
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            ID_PAGE_INFO           ,
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            ID_PAGE_MAIN           ,
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            ID_PAGE_GAMESTATS      ,
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            ID_PAGE_SINGLEPLAYER   ,
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            ID_PAGE_TRAINING       ,
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            ID_PAGE_SELECTWEAPON   ,
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            ID_PAGE_NETSERVER      ,
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            ID_PAGE_INGAME         ,
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            ID_PAGE_ROOMSLIST      ,
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            ID_PAGE_CONNECTING     ,
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            ID_PAGE_SCHEME         ,
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            ID_PAGE_ADMIN          ,
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            ID_PAGE_NETTYPE        ,
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            ID_PAGE_CAMPAIGN       ,
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            ID_PAGE_DRAWMAP        ,
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            ID_PAGE_DATADOWNLOAD   ,
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            ID_PAGE_FEEDBACK	   ,
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	    MAX_PAGE
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        };
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        QPointer<HWGame> game;
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        QPointer<HWNetServer> pnetserver;
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        QPointer<HWNetRegisterServer> pRegisterServer;
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        QPointer<HWTeam> editedTeam;
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        QPointer<HWNewNet> hwnet;
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        HWNamegen * namegen;
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        AmmoSchemeModel * ammoSchemeModel;
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        QStack<int> PagesStack;
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        QTime eggTimer;
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        BGWidget * wBackground;
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        QSignalMapper * pageSwitchMapper;
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        QByteArray m_lastDemo;
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        QNetworkAccessManager * nam;
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        QString issueXml;
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        QString authToken;
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        QPropertyAnimation *animationNewSlide;
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        QPropertyAnimation *animationOldSlide;
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        QPropertyAnimation *animationNewOpacity;
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        QPropertyAnimation *animationOldOpacity;
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#ifdef __APPLE__
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        InstallController * panel;
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#endif
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        void OnPageShown(quint8 id, quint8 lastid=0);
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};
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#endif