QTfrontend/ui/widget/selectWeapon.h
author Wuzzy <Wuzzy2@mail.ru>
Thu, 26 Oct 2017 22:49:39 +0200
changeset 12784 1f8a62d1609d
parent 12768 ad67a3804981
child 13319 fe85ba81b01b
permissions -rw-r--r--
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) 2006-2008 Igor Ulyanov <iulyanov@gmail.com>
 * 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 _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;
        void deletionDone();
        void init();

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

    signals:
        void weaponsDeleted(QString weaponsName);
        void weaponsAdded(QString weaponsName, QString ammo);
        void weaponsEdited(QString oldWeaponsName, QString newWeaponsName, QString ammo);

    private:
        //the name of the current weapon set
        QString curWeaponsName;
        //set to true while an entry is deleted. Used to avoid duplicate saving due to combobox change
        bool isDeleting;

        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;

        QString fixWeaponSet(const QString & s);
};

#endif // _SELECT_WEAPON_INCLUDED