QTfrontend/util/SDLInteraction.cpp
author nemo
Mon, 08 Dec 2014 10:14:47 -0500
changeset 10635 8e8b320eefad
parent 10248 7b9b44a051f8
child 10938 91c75537fba0
permissions -rw-r--r--
nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2014 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 "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"

extern char sdlkeys[1024][2][128];
extern char xb360buttons[][128];
extern char xb360dpad[128];
extern char xbox360axes[][128];


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;

    SDL_Rect **modes;

    modes = SDL_ListModes(NULL, SDL_FULLSCREEN);

    if((modes == (SDL_Rect **)0) || (modes == (SDL_Rect **)-1))
    {
        result << "640x480";
    }
    else
    {
        for(int i = 0; modes[i]; ++i)
            if ((modes[i]->w >= 640) && (modes[i]->h >= 480))
                result << QString("%1x%2").arg(modes[i]->w).arg(modes[i]->h);
    }

    return result;
}


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

    int i = 0;
    while(i < 1024 && sdlkeys[i][1][0] != '\0')
        i++;

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

        // Retrieve the game controller's name and strip "Controller (...)" that's added by some drivers (English only)
        QString joyname = QString(SDL_JoystickName(jid)).replace(QRegExp("^Controller \\((.*)\\)$"), "\\1");

        // 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++)
        {
            // Again store the part of the string not changing for multiple uses
            QString axis = prefix + HWApplication::translate("binds (keys)", "Axis") + QString(" %1 ").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 + HWApplication::translate("binds (keys)", "(Up)")).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 + HWApplication::translate("binds (keys)", "(Down)")).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)", "Hat") + QString(" %1 ").arg(hid + 1));

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

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

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

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


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()));

    Mix_VolumeMusic(MIX_MAX_VOLUME - 28);
    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;
}