Attempt to fix
issue #125. The password pop-up doesn't appear every time when going into the official server anymore, now it only does it when the password is blank. If a user enters an invalid password, the password is set blank to avoid the user going back to the official server just to be rejected. When entering an invalid password, the unknown error dialog doesn't show up anymore, but the connection lost to server one still does. This fixes the bug where the user would be spammed with error messages. The user can also now change his password in the settings page.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2007-2011 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#include "SDLs.h"
#include "SDL.h"
#include "SDL_mixer.h"
#include "hwconsts.h"
#include <QApplication>
extern char sdlkeys[1024][2][128];
extern char xb360buttons[][128];
extern char xb360dpad[128];
extern char xbox360axes[][128];
SDLInteraction::SDLInteraction()
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
musicInitialized = 0;
music = NULL;
if(SDL_NumJoysticks())
addGameControllerKeys();
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
}
SDLInteraction::~SDLInteraction()
{
if (musicInitialized == 1) {
if (music != NULL)
Mix_FreeMusic(music);
Mix_CloseAudio();
}
SDL_Quit();
}
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 + QApplication::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 + QApplication::translate("binds (keys)", xbox360axes[aid * 2])) : axis + QApplication::translate("binds (keys)", "(Up)")).toStdString().c_str());
// Entry for "Axis Down"
sprintf(sdlkeys[i][0], "j%da%dd", jid, aid);
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());
}
// 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 ? (QApplication::translate("binds (keys)", xb360dpad) + QString(" ")) : QApplication::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 + QApplication::translate("binds (keys)", "(Up)")).toStdString().c_str());
// Entry for "Hat Down"
sprintf(sdlkeys[i][0], "j%dh%dd", jid, hid);
sprintf(sdlkeys[i++][1], "%s", (hat + QApplication::translate("binds (keys)", "(Down)")).toStdString().c_str());
// Entry for "Hat Left"
sprintf(sdlkeys[i][0], "j%dh%dl", jid, hid);
sprintf(sdlkeys[i++][1], "%s", (hat + QApplication::translate("binds (keys)", "(Left)")).toStdString().c_str());
// Entry for "Hat Right"
sprintf(sdlkeys[i][0], "j%dh%dr", jid, hid);
sprintf(sdlkeys[i++][1], "%s", (hat + QApplication::translate("binds (keys)", "(Right)")).toStdString().c_str());
}
// 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) ? (QApplication::translate("binds (keys)", xb360buttons[bid]) + QString(" ")) : QApplication::translate("binds (keys)", "Button") + QString(" %1").arg(bid + 1))).toStdString().c_str());
}
// Close the game controller as we no longer need it
SDL_JoystickClose(joy);
}
// Terminate the list
sdlkeys[i][0][0] = '\0';
sdlkeys[i][1][0] = '\0';
}
void SDLInteraction::SDLMusicInit()
{
if (musicInitialized == 0) {
SDL_Init(SDL_INIT_AUDIO);
Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024);
musicInitialized = 1;
}
}
void SDLInteraction::StartMusic()
{
SDLMusicInit();
if (music == NULL) {
music = Mix_LoadMUS((datadir->absolutePath() + "/Music/main_theme.ogg").toLocal8Bit().constData());
}
Mix_VolumeMusic(MIX_MAX_VOLUME - 28);
Mix_FadeInMusic(music, -1, 1750);
}
void SDLInteraction::StopMusic()
{
if (music != NULL) {
// fade out music to finish 0,5 seconds from now
while(!Mix_FadeOutMusic(1000) && Mix_PlayingMusic()) {
SDL_Delay(100);
}
}
}