use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
/*
* 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
*/
/**
* @file
* @brief SDLInteraction class definition
*/
#ifndef HEDGEWARS_SDLINTERACTION_H
#define HEDGEWARS_SDLINTERACTION_H
#include <QMap>
#include <QStringList>
#include "SDL_mixer.h"
/**
* @brief Class for interacting with SDL (used for music and keys)
*
* @see <a href="http://en.wikipedia.org/wiki/Singleton_pattern">singleton pattern</a>
*/
class SDLInteraction
{
private:
/**
* @brief Class constructor of the <i>singleton</i>.
*
* Not to be used from outside the class,
* use the static {@link HWDataManager::instance()} instead.
*
* @see <a href="http://en.wikipedia.org/wiki/Singleton_pattern">singleton pattern</a>
*/
SDLInteraction();
/// Initializes SDL for sound output if needed.
void SDLAudioInit();
bool m_audioInitialized; ///< true if audio is initialized already
Mix_Music * m_music; ///< pointer to the music channel of the mixer
QString m_musicTrack; ///< path to the music track;
bool m_isPlayingMusic; ///< true if music was started but not stopped again.
QMap<QString,Mix_Chunk*> * m_soundMap; ///< maps sound file paths to channels
int lastchannel; ///< channel of the last music played
public:
/**
* @brief Returns reference to the <i>singleton</i> instance of this class.
*
* @see <a href="http://en.wikipedia.org/wiki/Singleton_pattern">singleton pattern</a>
*
* @return reference to the instance.
*/
static SDLInteraction & instance();
/// Class Destructor.
~SDLInteraction();
/**
* @brief Returns available (screen) resolutions.
*
* @return list of resolutions in the format WIDTHxHEIGHT.
*/
QStringList getResolutions() const;
/// Adds all available joystick controlls to the list of SDL keys.
void addGameControllerKeys() const;
/**
* @brief Plays a sound file.
*
* @param soundFile path of the sound file.
*/
void playSoundFile(const QString & soundFile);
/**
* @brief Sets the music track to be played (or not).
*
* @param musicFile path of the music file.
*/
void setMusicTrack(const QString & musicFile);
/// Starts the background music if not already playing.
void startMusic();
/// Fades out and stops the background music (if playing).
void stopMusic();
};
#endif //HEDGEWARS_SDLINTERACTION_H