QTfrontend/util/SDLInteraction.h
author sheepluva
Fri, 13 Nov 2015 23:46:19 +0100
branchsdl2transition
changeset 11378 011c5cc195cc
parent 11342 ed5a6478e710
child 12273 2eedf9e0cd6d
permissions -rw-r--r--
set engine window icon in sdl2
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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 definition
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 */
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#ifndef HEDGEWARS_SDLINTERACTION_H
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#define HEDGEWARS_SDLINTERACTION_H
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#include <QMap>
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#include <QStringList>
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#include <QSize>
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// workaround some strange Qt and SLD2 interaction
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#ifdef Q_OS_MAC
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#  ifdef MAC_OS_X_VERSION_MIN_REQUIRED
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#    undef MAC_OS_X_VERSION_MIN_REQUIRED
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#    define MAC_OS_X_VERSION_MIN_REQUIRED MAC_OS_X_VERSION_10_6
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#  endif
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#endif
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#include "SDL_mixer.h"
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/**
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 * @brief Class for interacting with SDL (used for music and keys)
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 *
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 * @see <a href="http://en.wikipedia.org/wiki/Singleton_pattern">singleton pattern</a>
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 */
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class SDLInteraction
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{
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    private:
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        /**
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         * @brief Class constructor of the <i>singleton</i>.
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         *
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         * Not to be used from outside the class,
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         * use the static {@link DataManager::instance()} instead.
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         *
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         * @see <a href="http://en.wikipedia.org/wiki/Singleton_pattern">singleton pattern</a>
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         */
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        SDLInteraction();
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        /// Initializes SDL for sound output if needed.
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        void SDLAudioInit();
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        bool m_audioInitialized; ///< true if audio is initialized already
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        Mix_Music * m_music; ///< pointer to the music channel of the mixer
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        QString m_musicTrack; ///< path to the music track;
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        bool m_isPlayingMusic; ///< true if music was started but not stopped again.
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        QMap<QString,Mix_Chunk*> * m_soundMap; ///< maps sound file paths to channels
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        int lastchannel; ///< channel of the last music played
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    public:
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        /**
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         * @brief Returns reference to the <i>singleton</i> instance of this class.
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         *
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         * @see <a href="http://en.wikipedia.org/wiki/Singleton_pattern">singleton pattern</a>
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         *
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         * @return reference to the instance.
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         */
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        static SDLInteraction & instance();
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        /// Class Destructor.
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        ~SDLInteraction();
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        /**
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         * @brief Returns available (screen) resolutions.
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         *
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         * @return list of resolutions in the format WIDTHxHEIGHT.
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         */
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        QStringList getResolutions() const;
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        /// Adds all available joystick controlls to the list of SDL keys.
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        void addGameControllerKeys() const;
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        /**
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         * @brief Plays a sound file.
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         *
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         * @param soundFile path of the sound file.
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         */
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        void playSoundFile(const QString & soundFile);
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        /**
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         * @brief Sets the music track to be played (or not).
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         *
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         * @param musicFile path of the music file.
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         */
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        void setMusicTrack(const QString & musicFile);
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        /// Starts the background music if not already playing.
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        void startMusic();
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        /// Fades out and stops the background music (if playing).
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        void stopMusic();
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        QSize getCurrentResolution();
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};
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#endif //HEDGEWARS_SDLINTERACTION_H
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