QTfrontend/util/SDLInteraction.cpp
author Wuzzy <Wuzzy2@mail.ru>
Mon, 13 Nov 2017 22:14:45 +0100
changeset 12836 8610462e3d33
parent 11362 ed5a6478e710
child 13514 31d0b0911cba
permissions -rw-r--r--
Remove 2 unused number tags in Construction Mode GUI These numbers are shown aside the power tag, but the numbers never change. They don't serve any purpose and are just visual clutter and annoying, since they partially overlap. They are probably a leftover from copying code over from other scripts. With this changeset, only the power and turn time are left visible, as it is supposed to.
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  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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    lastchannel = 0;
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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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    int modesNumber = SDL_GetNumDisplayModes(0);
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    SDL_DisplayMode mode;
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    for(int i = 0; i < modesNumber; ++i)
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    {
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        SDL_GetDisplayMode(0, i, &mode);
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        if ((mode.w >= 640) && (mode.h >= 480))
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            result << QString("%1x%2").arg(mode.w).arg(mode.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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#if SDL_VERSION_ATLEAST(2, 0, 0)
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// TODO or not TODO?
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#else
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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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    if(i >= 1024)
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        i = 1023;
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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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#endif
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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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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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    //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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void SDLInteraction::setMusicTrack(const QString & musicFile)
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{
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    bool wasPlayingMusic = m_isPlayingMusic;
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    stopMusic();
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    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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    }
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    m_musicTrack = musicFile;
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    if (wasPlayingMusic)
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        startMusic();
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}
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void SDLInteraction::startMusic()
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{
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    if (m_isPlayingMusic)
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        return;
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    m_isPlayingMusic = true;
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    if (m_musicTrack.isEmpty())
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        return;
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    SDLAudioInit();
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    if (!m_audioInitialized) return;
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    if (m_music == NULL)
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        m_music = Mix_LoadMUS_RW(PHYSFSRWOPS_openRead(m_musicTrack.toLocal8Bit().constData()), 0);
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    Mix_VolumeMusic(MIX_MAX_VOLUME/4);
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    Mix_FadeInMusic(m_music, -1, 1750);
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}
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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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    m_isPlayingMusic = false;
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}
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QSize SDLInteraction::getCurrentResolution()
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{
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    SDL_DisplayMode mode;
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    SDL_GetDesktopDisplayMode(0, &mode);
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    return QSize(mode.w, mode.h);
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}