author | Wuzzy <Wuzzy2@mail.ru> |
Mon, 16 Sep 2019 17:53:19 +0200 | |
changeset 15416 | 2cde69c1c680 |
parent 14872 | 8bba7492558d |
permissions | -rw-r--r-- |
/* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2015 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 "sdlkeys.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" 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; int i; // Initialize sdlkeys_iskeyboard for (i=0; i<1024; i++) { // First 7 entries are mouse buttons (see sdlkeys.cpp) if ((i > 6) && (sdlkeys[i][0][0] != '\0')) sdlkeys_iskeyboard[i] = true; else sdlkeys_iskeyboard[i] = false; } if(SDL_NumJoysticks()) addGameControllerKeys(); // Add special "none" key at the end of list i = 0; while(i < 1024 && sdlkeys[i][1][0] != '\0') i++; sprintf(sdlkeys[i][0], "none"); sprintf(sdlkeys[i][1], "%s", HWApplication::translate("binds (keys)", unboundcontrol).toUtf8().constData()); 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; int modesNumber = SDL_GetNumDisplayModes(0); SDL_DisplayMode mode; for(int i = 0; i < modesNumber; ++i) { SDL_GetDisplayMode(0, i, &mode); if ((mode.w >= 640) && (mode.h >= 480)) result << QString("%1x%2").arg(mode.w).arg(mode.h); } return result; } void SDLInteraction::addGameControllerKeys() const { QStringList result; #if SDL_VERSION_ATLEAST(2, 0, 0) int i = 0; while(i < 1024 && sdlkeys[i][1][0] != '\0') i++; // Iterate through all game controllers qDebug("Detecting controllers ..."); for(int jid = 0; jid < SDL_NumJoysticks(); jid++) { SDL_Joystick* joy = SDL_JoystickOpen(jid); // Retrieve the game controller's name QString joyname = QString(SDL_JoystickNameForIndex(jid)); // Strip "Controller (...)" that's added by some drivers (English only) joyname.replace(QRegExp("^Controller \\((.*)\\)$"), "\\1"); qDebug("- Controller no. %d: %s", jid, qPrintable(joyname)); // 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++) { QString axis = prefix + HWApplication::translate("binds (keys)", controlleraxis).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.arg(HWApplication::translate("binds (keys)", controllerup)))).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.arg(HWApplication::translate("binds (keys)", controllerdown)))).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)", controllerhat).arg(hid + 1)); // Entry for "Hat Up" sprintf(sdlkeys[i][0], "j%dh%du", jid, hid); sprintf(sdlkeys[i++][1], "%s", hat.arg(HWApplication::translate("binds (keys)", controllerup)).toUtf8().constData()); // Entry for "Hat Down" sprintf(sdlkeys[i][0], "j%dh%dd", jid, hid); sprintf(sdlkeys[i++][1], "%s", hat.arg(HWApplication::translate("binds (keys)", controllerdown)).toUtf8().constData()); // Entry for "Hat Left" sprintf(sdlkeys[i][0], "j%dh%dl", jid, hid); sprintf(sdlkeys[i++][1], "%s", hat.arg(HWApplication::translate("binds (keys)", controllerleft)).toUtf8().constData()); // Entry for "Hat Right" sprintf(sdlkeys[i][0], "j%dh%dr", jid, hid); sprintf(sdlkeys[i++][1], "%s", hat.arg(HWApplication::translate("binds (keys)", controllerright)).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)", controllerbutton).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'; #endif } 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()), 0); Mix_VolumeMusic(MIX_MAX_VOLUME/4); 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; } QSize SDLInteraction::getCurrentResolution() { SDL_DisplayMode mode; SDL_GetDesktopDisplayMode(0, &mode); return QSize(mode.w, mode.h); }