QTfrontend/util/SDLInteraction.cpp
author Wuzzy <Wuzzy2@mail.ru>
Mon, 17 Sep 2018 22:37:47 +0200
changeset 13819 4ed202f0428e
parent 13523 c5365f05d4de
child 14553 e1ae6d8e84b0
permissions -rw-r--r--
Easier back jumps in Basic Movement Training (fixes bug #692) The explanation of Back Jumping (2/2) has been simplified and the "hard" part has been made easier by lowering the girders. The original idea was that I wanted to force players to learn how to jump higher by delaying the 2nd backspace keypress. But this turned out that this section was too unfair and we have lost at least one player due to rage-quitting, according to feedback.

/*
 * Hedgewars, a free turn based strategy game
 * 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
 */

/**
 * @file
 * @brief SDLInteraction class implementation
 */

#include "SDL.h"
#include "SDL_mixer.h"

#include "HWApplication.h"
#include "sdlkeys.h"
#include "hwform.h" /* you know, we could just put a config singleton lookup function in gameuiconfig or something... */
#include "gameuiconfig.h"

#include "SDLInteraction.h"

#include "physfsrwops.h"

SDLInteraction & SDLInteraction::instance()
{
    static SDLInteraction instance;
    return instance;
}


SDLInteraction::SDLInteraction()
{

    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);

    m_audioInitialized = false;
    m_music = NULL;
    m_musicTrack = "";
    m_isPlayingMusic = false;
    lastchannel = 0;
    if(SDL_NumJoysticks())
        addGameControllerKeys();
    SDL_QuitSubSystem(SDL_INIT_JOYSTICK);

    m_soundMap = new QMap<QString,Mix_Chunk*>();
}


SDLInteraction::~SDLInteraction()
{
    stopMusic();
    if (m_audioInitialized)
    {
        if (m_music != NULL)
        {
            Mix_HaltMusic();
            Mix_FreeMusic(m_music);
        }
        Mix_CloseAudio();
    }
    SDL_Quit();

    delete m_soundMap;
}


QStringList SDLInteraction::getResolutions() const
{
    QStringList result;

    int modesNumber = SDL_GetNumDisplayModes(0);
    SDL_DisplayMode mode;

    for(int i = 0; i < modesNumber; ++i)
    {
        SDL_GetDisplayMode(0, i, &mode);

        if ((mode.w >= 640) && (mode.h >= 480))
            result << QString("%1x%2").arg(mode.w).arg(mode.h);
    }

    return result;
}


void SDLInteraction::addGameControllerKeys() const
{
    QStringList result;

#if SDL_VERSION_ATLEAST(2, 0, 0)
    int i = 0;
    while(i < 1024 && sdlkeys[i][1][0] != '\0')
        i++;

    // Iterate through all game controllers
    qDebug("Detecting controllers ...");
    for(int jid = 0; jid < SDL_NumJoysticks(); jid++)
    {
        SDL_Joystick* joy = SDL_JoystickOpen(jid);

        // Retrieve the game controller's name
        QString joyname = QString(SDL_JoystickNameForIndex(jid));

        // Strip "Controller (...)" that's added by some drivers (English only)
        joyname.replace(QRegExp("^Controller \\((.*)\\)$"), "\\1");

        qDebug("- Controller no. %d: %s", jid, qPrintable(joyname));

        // Connected Xbox 360 controller? Use specific button names then
        // Might be interesting to add 'named' buttons for the most often used gamepads
        bool isxb = joyname.contains("Xbox 360");

        // This part of the string won't change for multiple keys/hats, so keep it
        QString prefix = QString("%1 (%2): ").arg(joyname).arg(jid + 1);

        // Register entries for missing axes not assigned to sticks of this joystick/gamepad
        for(int aid = 0; aid < SDL_JoystickNumAxes(joy) && i < 1021; aid++)
        {
            QString axis = prefix + HWApplication::translate("binds (keys)", controlleraxis).arg(aid + 1);

            // Entry for "Axis Up"
            sprintf(sdlkeys[i][0], "j%da%du", jid, aid);
            sprintf(sdlkeys[i++][1], "%s", ((isxb && aid < 5) ? (prefix + HWApplication::translate("binds (keys)", xbox360axes[aid * 2])) : (axis.arg(HWApplication::translate("binds (keys)", controllerup)))).toUtf8().constData());

            // Entry for "Axis Down"
            sprintf(sdlkeys[i][0], "j%da%dd", jid, aid);
            sprintf(sdlkeys[i++][1], "%s", ((isxb && aid < 5) ? (prefix + HWApplication::translate("binds (keys)", xbox360axes[aid * 2 + 1])) : (axis.arg(HWApplication::translate("binds (keys)", controllerdown)))).toUtf8().constData());
        }

        // Register entries for all coolie hats of this joystick/gamepad
        for(int hid = 0; hid < SDL_JoystickNumHats(joy) && i < 1019; hid++)
        {
            // Again store the part of the string not changing for multiple uses
            QString hat = prefix + (isxb ? (HWApplication::translate("binds (keys)", xb360dpad) + QString(" ")) : HWApplication::translate("binds (keys)", controllerhat).arg(hid + 1));

            // Entry for "Hat Up"
            sprintf(sdlkeys[i][0], "j%dh%du", jid, hid);
            sprintf(sdlkeys[i++][1], "%s", hat.arg(HWApplication::translate("binds (keys)", controllerup)).toUtf8().constData());

            // Entry for "Hat Down"
            sprintf(sdlkeys[i][0], "j%dh%dd", jid, hid);
            sprintf(sdlkeys[i++][1], "%s", hat.arg(HWApplication::translate("binds (keys)", controllerdown)).toUtf8().constData());

            // Entry for "Hat Left"
            sprintf(sdlkeys[i][0], "j%dh%dl", jid, hid);
            sprintf(sdlkeys[i++][1], "%s", hat.arg(HWApplication::translate("binds (keys)", controllerleft)).toUtf8().constData());

            // Entry for "Hat Right"
            sprintf(sdlkeys[i][0], "j%dh%dr", jid, hid);
            sprintf(sdlkeys[i++][1], "%s", hat.arg(HWApplication::translate("binds (keys)", controllerright)).toUtf8().constData());
        }

        // Register entries for all buttons of this joystick/gamepad
        for(int bid = 0; bid < SDL_JoystickNumButtons(joy) && i < 1022; bid++)
        {
            // Buttons
            sprintf(sdlkeys[i][0], "j%db%d", jid, bid);
            sprintf(sdlkeys[i++][1], "%s", (prefix + ((isxb && bid < 10) ? (HWApplication::translate("binds (keys)", xb360buttons[bid]) + QString(" ")) : HWApplication::translate("binds (keys)", controllerbutton).arg(bid + 1))).toUtf8().constData());
        }
        // Close the game controller as we no longer need it
        SDL_JoystickClose(joy);
    }

    if(i >= 1024)
        i = 1023;

    // Terminate the list
    sdlkeys[i][0][0] = '\0';
    sdlkeys[i][1][0] = '\0';   
#endif
}


void SDLInteraction::SDLAudioInit()
{
    // don't init again
    if (m_audioInitialized)
        return;

    SDL_Init(SDL_INIT_AUDIO);
    if(!Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)) /* should we keep trying, or just turn off permanently? */
        m_audioInitialized = true;
}


void SDLInteraction::playSoundFile(const QString & soundFile)
{
    if (!HWForm::config || !HWForm::config->isFrontendSoundEnabled()) return;
    SDLAudioInit();
    if (!m_audioInitialized) return;
    if (!m_soundMap->contains(soundFile))
        m_soundMap->insert(soundFile, Mix_LoadWAV_RW(PHYSFSRWOPS_openRead(soundFile.toLocal8Bit().constData()), 1));

    //FIXME: this is a hack, but works as long as we have few concurrent playing sounds
    if (Mix_Playing(lastchannel) == false)
        lastchannel = Mix_PlayChannel(-1, m_soundMap->value(soundFile), 0);
}

void SDLInteraction::setMusicTrack(const QString & musicFile)
{
    bool wasPlayingMusic = m_isPlayingMusic;

    stopMusic();

    if (m_music != NULL)
    {
        Mix_FreeMusic(m_music);
        m_music = NULL;
    }

    m_musicTrack = musicFile;

    if (wasPlayingMusic)
        startMusic();
}


void SDLInteraction::startMusic()
{
    if (m_isPlayingMusic)
        return;

    m_isPlayingMusic = true;

    if (m_musicTrack.isEmpty())
        return;

    SDLAudioInit();
    if (!m_audioInitialized) return;

    if (m_music == NULL)
        m_music = Mix_LoadMUS_RW(PHYSFSRWOPS_openRead(m_musicTrack.toLocal8Bit().constData()), 0);

    Mix_VolumeMusic(MIX_MAX_VOLUME/4);
    Mix_FadeInMusic(m_music, -1, 1750);
}


void SDLInteraction::stopMusic()
{
    if (m_isPlayingMusic && (m_music != NULL))
    {
        // fade out music to finish 0,5 seconds from now
        while(!Mix_FadeOutMusic(1000) && Mix_PlayingMusic())
        {
            SDL_Delay(100);
        }
    }

    m_isPlayingMusic = false;
}


QSize SDLInteraction::getCurrentResolution()
{
    SDL_DisplayMode mode;

    SDL_GetDesktopDisplayMode(0, &mode);

    return QSize(mode.w, mode.h);
}