author | koda |
Thu, 04 Apr 2013 18:47:09 +0200 | |
branch | 0.9.19 |
changeset 8857 | 0bdeea9d388e |
parent 8326 | 023a71940f26 |
child 9080 | 9b42757d7e71 |
permissions | -rw-r--r-- |
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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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/** |
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* @file |
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* @brief SDLInteraction class implementation |
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*/ |
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#include "SDL.h" |
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#include "SDL_mixer.h" |
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#include "HWApplication.h" |
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#include "hwform.h" /* you know, we could just put a config singleton lookup function in gameuiconfig or something... */ |
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#include "gameuiconfig.h" |
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#include "SDLInteraction.h" |
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#include "physfsrwops.h" |
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extern char sdlkeys[1024][2][128]; |
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extern char xb360buttons[][128]; |
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extern char xb360dpad[128]; |
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extern char xbox360axes[][128]; |
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SDLInteraction & SDLInteraction::instance() |
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{ |
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static SDLInteraction instance; |
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return instance; |
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} |
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SDLInteraction::SDLInteraction() |
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{ |
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK); |
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m_audioInitialized = false; |
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m_music = NULL; |
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m_musicTrack = ""; |
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m_isPlayingMusic = false; |
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if(SDL_NumJoysticks()) |
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addGameControllerKeys(); |
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SDL_QuitSubSystem(SDL_INIT_JOYSTICK); |
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m_soundMap = new QMap<QString,Mix_Chunk*>(); |
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} |
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SDLInteraction::~SDLInteraction() |
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{ |
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stopMusic(); |
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if (m_audioInitialized) |
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{ |
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if (m_music != NULL) |
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{ |
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Mix_HaltMusic(); |
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Mix_FreeMusic(m_music); |
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} |
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Mix_CloseAudio(); |
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} |
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SDL_Quit(); |
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delete m_soundMap; |
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} |
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QStringList SDLInteraction::getResolutions() const |
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{ |
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QStringList result; |
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SDL_Rect **modes; |
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modes = SDL_ListModes(NULL, SDL_FULLSCREEN); |
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if((modes == (SDL_Rect **)0) || (modes == (SDL_Rect **)-1)) |
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{ |
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result << "640x480"; |
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} |
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else |
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{ |
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for(int i = 0; modes[i]; ++i) |
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if ((modes[i]->w >= 640) && (modes[i]->h >= 480)) |
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result << QString("%1x%2").arg(modes[i]->w).arg(modes[i]->h); |
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} |
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return result; |
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} |
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void SDLInteraction::addGameControllerKeys() const |
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{ |
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QStringList result; |
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int i = 0; |
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while(i < 1024 && sdlkeys[i][1][0] != '\0') |
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i++; |
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// Iterate through all game controllers |
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for(int jid = 0; jid < SDL_NumJoysticks(); jid++) |
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{ |
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SDL_Joystick* joy = SDL_JoystickOpen(jid); |
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// Retrieve the game controller's name and strip "Controller (...)" that's added by some drivers (English only) |
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QString joyname = QString(SDL_JoystickName(jid)).replace(QRegExp("^Controller \\((.*)\\)$"), "\\1"); |
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// Connected Xbox 360 controller? Use specific button names then |
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// Might be interesting to add 'named' buttons for the most often used gamepads |
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bool isxb = joyname.contains("Xbox 360"); |
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// This part of the string won't change for multiple keys/hats, so keep it |
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QString prefix = QString("%1 (%2): ").arg(joyname).arg(jid + 1); |
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// Register entries for missing axes not assigned to sticks of this joystick/gamepad |
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for(int aid = 0; aid < SDL_JoystickNumAxes(joy) && i < 1021; aid++) |
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{ |
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// Again store the part of the string not changing for multiple uses |
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QString axis = prefix + HWApplication::translate("binds (keys)", "Axis") + QString(" %1 ").arg(aid + 1); |
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// Entry for "Axis Up" |
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sprintf(sdlkeys[i][0], "j%da%du", jid, aid); |
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sprintf(sdlkeys[i++][1], "%s", ((isxb && aid < 5) ? (prefix + HWApplication::translate("binds (keys)", xbox360axes[aid * 2])) : axis + HWApplication::translate("binds (keys)", "(Up)")).toUtf8().constData()); |
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// Entry for "Axis Down" |
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sprintf(sdlkeys[i][0], "j%da%dd", jid, aid); |
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sprintf(sdlkeys[i++][1], "%s", ((isxb && aid < 5) ? (prefix + HWApplication::translate("binds (keys)", xbox360axes[aid * 2 + 1])) : axis + HWApplication::translate("binds (keys)", "(Down)")).toUtf8().constData()); |
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} |
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// Register entries for all coolie hats of this joystick/gamepad |
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for(int hid = 0; hid < SDL_JoystickNumHats(joy) && i < 1019; hid++) |
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{ |
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// Again store the part of the string not changing for multiple uses |
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QString hat = prefix + (isxb ? (HWApplication::translate("binds (keys)", xb360dpad) + QString(" ")) : HWApplication::translate("binds (keys)", "Hat") + QString(" %1 ").arg(hid + 1)); |
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// Entry for "Hat Up" |
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sprintf(sdlkeys[i][0], "j%dh%du", jid, hid); |
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sprintf(sdlkeys[i++][1], "%s", (hat + HWApplication::translate("binds (keys)", "(Up)")).toUtf8().constData()); |
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// Entry for "Hat Down" |
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sprintf(sdlkeys[i][0], "j%dh%dd", jid, hid); |
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sprintf(sdlkeys[i++][1], "%s", (hat + HWApplication::translate("binds (keys)", "(Down)")).toUtf8().constData()); |
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// Entry for "Hat Left" |
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sprintf(sdlkeys[i][0], "j%dh%dl", jid, hid); |
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sprintf(sdlkeys[i++][1], "%s", (hat + HWApplication::translate("binds (keys)", "(Left)")).toUtf8().constData()); |
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// Entry for "Hat Right" |
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sprintf(sdlkeys[i][0], "j%dh%dr", jid, hid); |
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sprintf(sdlkeys[i++][1], "%s", (hat + HWApplication::translate("binds (keys)", "(Right)")).toUtf8().constData()); |
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} |
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// Register entries for all buttons of this joystick/gamepad |
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for(int bid = 0; bid < SDL_JoystickNumButtons(joy) && i < 1022; bid++) |
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{ |
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// Buttons |
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sprintf(sdlkeys[i][0], "j%db%d", jid, bid); |
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sprintf(sdlkeys[i++][1], "%s", (prefix + ((isxb && bid < 10) ? (HWApplication::translate("binds (keys)", xb360buttons[bid]) + QString(" ")) : HWApplication::translate("binds (keys)", "Button") + QString(" %1").arg(bid + 1))).toUtf8().constData()); |
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} |
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// Close the game controller as we no longer need it |
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SDL_JoystickClose(joy); |
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} |
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// Terminate the list |
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sdlkeys[i][0][0] = '\0'; |
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sdlkeys[i][1][0] = '\0'; |
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} |
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void SDLInteraction::SDLAudioInit() |
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{ |
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// don't init again |
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if (m_audioInitialized) |
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return; |
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SDL_Init(SDL_INIT_AUDIO); |
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if(!Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)) /* should we keep trying, or just turn off permanently? */ |
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m_audioInitialized = true; |
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} |
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|
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void SDLInteraction::playSoundFile(const QString & soundFile) |
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{ |
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if (!HWForm::config || !HWForm::config->isFrontendSoundEnabled()) return; |
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SDLAudioInit(); |
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if (!m_audioInitialized) return; |
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if (!m_soundMap->contains(soundFile)) |
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m_soundMap->insert(soundFile, Mix_LoadWAV_RW(PHYSFSRWOPS_openRead(soundFile.toLocal8Bit().constData()), 1)); |
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|
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//FIXME: this is a hack, but works as long as we have few concurrent playing sounds |
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if (Mix_Playing(lastchannel) == false) |
|
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lastchannel = Mix_PlayChannel(-1, m_soundMap->value(soundFile), 0); |
|
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} |
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|
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void SDLInteraction::setMusicTrack(const QString & musicFile) |
210 |
{ |
|
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bool wasPlayingMusic = m_isPlayingMusic; |
|
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||
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stopMusic(); |
|
214 |
||
215 |
if (m_music != NULL) |
|
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{ |
|
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Mix_FreeMusic(m_music); |
|
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m_music = NULL; |
|
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} |
|
220 |
||
221 |
m_musicTrack = musicFile; |
|
222 |
||
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if (wasPlayingMusic) |
|
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startMusic(); |
|
225 |
} |
|
226 |
||
227 |
||
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void SDLInteraction::startMusic() |
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{ |
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if (m_isPlayingMusic) |
231 |
return; |
|
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||
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m_isPlayingMusic = true; |
|
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|
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if (m_musicTrack.isEmpty()) |
236 |
return; |
|
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|
6166 | 238 |
SDLAudioInit(); |
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if (!m_audioInitialized) return; |
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|
241 |
if (m_music == NULL) |
|
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m_music = Mix_LoadMUS_RW(PHYSFSRWOPS_openRead(m_musicTrack.toLocal8Bit().constData())); |
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|
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Mix_VolumeMusic(MIX_MAX_VOLUME - 28); |
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Mix_FadeInMusic(m_music, -1, 1750); |
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} |
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|
6166 | 248 |
|
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void SDLInteraction::stopMusic() |
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{ |
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if (m_isPlayingMusic && (m_music != NULL)) |
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{ |
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// fade out music to finish 0,5 seconds from now |
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while(!Mix_FadeOutMusic(1000) && Mix_PlayingMusic()) |
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{ |
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SDL_Delay(100); |
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} |
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} |
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|
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m_isPlayingMusic = false; |
|
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261 |
} |
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|
262 |