Huge Smaxx patch with some fixes by me:
- support for non power of two textures
- modelview matrix calculation optimizations
- health effect when picking up health crates or using vampirism
- rc plane training time trial
- fix visual gear drawing position (might require recheck)
- gamepad support
- reordered options in frontend
- updated binding options (subcaptions, descriptions and localizable names)
- cfg-dir parameter for frontend (allows teams/settings to sit on a usb flash drive for example)
- icons for chatroom user list
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2007 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 "hwconsts.h"
#include <QApplication>
extern char sdlkeys[1024][2][128];
extern char xb360buttons[][128];
extern char xb360dpad[128];
extern char xbox360axes[][128];
bool hardware;
extern char *programname;
SDLInteraction::SDLInteraction()
{
music = -1;
hardware = false;
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
if(SDL_NumJoysticks())
addGameControllerKeys();
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
}
SDLInteraction::~SDLInteraction()
{
SDL_Quit();
openal_close();
}
void SDLInteraction::setHardwareSound(bool hardware_snd)
{
hardware = hardware_snd;
}
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++)
{
// Axis 2 on xbox 360 is left/right trigger but those are used as buttons anyway so skip it
if(aid == 2 && isxb)
continue;
// 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::StartMusic()
{
OpenAL_Init();
if (music < 0) {
music = openal_loadfile(QString(datadir->absolutePath() + "/Music/main theme.ogg").toLocal8Bit().constData());
openal_toggleloop(music);
}
openal_setvolume(music, 60);
openal_fadein(music, 30);
}
void SDLInteraction::StopMusic()
{
if (music >= 0) openal_fadeout(music, 40);
}
//we need thjs wrapper because of some issues with windows drivers
//beware that this cause a slight delay when playing the first sound
void OpenAL_Init()
{
if (!openal_ready())
openal_init(programname, hardware ? 1 : 0, 5);
}