QTfrontend/SDLs.cpp
author nemo
Fri, 05 Nov 2010 18:56:12 -0400
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parent 3697 d5b30d6373fc
child 4594 5645462cc78f
permissions -rw-r--r--
revert attempts to block switching weapon while targetting in infinite attack mode. just getting too messy. probably best to allow any weapon to be targetted, and store the target in the gear and draw it there instead of uworld, but I'm leaving this alone
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2007-2010 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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#include "SDLs.h"
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#include "SDL.h"
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#include "SDL_mixer.h"
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#include "hwconsts.h"
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#include <QApplication>
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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()
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{
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    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
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    musicInitialized = 0;
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    music = NULL;
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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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}
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SDLInteraction::~SDLInteraction()
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{
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    if (musicInitialized == 1) {
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        if (music != NULL)
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            Mix_FreeMusic(music);
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        Mix_CloseAudio();
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    }
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    SDL_Quit();
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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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    } 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 + QApplication::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 + QApplication::translate("binds (keys)", xbox360axes[aid * 2])) : axis + QApplication::translate("binds (keys)", "(Up)")).toStdString().c_str());
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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 + QApplication::translate("binds (keys)", xbox360axes[aid * 2 + 1])) : axis + QApplication::translate("binds (keys)", "(Down)")).toStdString().c_str());
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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 ? (QApplication::translate("binds (keys)", xb360dpad) + QString(" ")) : QApplication::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 + QApplication::translate("binds (keys)", "(Up)")).toStdString().c_str());
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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 + QApplication::translate("binds (keys)", "(Down)")).toStdString().c_str());
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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 + QApplication::translate("binds (keys)", "(Left)")).toStdString().c_str());
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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 + QApplication::translate("binds (keys)", "(Right)")).toStdString().c_str());
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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) ? (QApplication::translate("binds (keys)", xb360buttons[bid]) + QString(" ")) : QApplication::translate("binds (keys)", "Button") + QString(" %1").arg(bid + 1))).toStdString().c_str());
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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::SDLMusicInit()
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{
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    if (musicInitialized == 0) {
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        SDL_Init(SDL_INIT_AUDIO);
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        Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024);
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        musicInitialized = 1;
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    }
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}
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void SDLInteraction::StartMusic()
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{
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    SDLMusicInit();
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    if (music == NULL) {
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        music = Mix_LoadMUS((datadir->absolutePath() + "/Music/main theme.ogg").toLocal8Bit().constData());
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    }
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    Mix_VolumeMusic(MIX_MAX_VOLUME - 28);
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    Mix_FadeInMusic(music, -1, 1750);
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}
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void SDLInteraction::StopMusic()
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{
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    if (music != NULL) {
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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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            SDL_Delay(100);
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        }
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    }
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}
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