ACF7: Fix possible Lua error spam in intro sequence
This was caused by a race of onGearDelete vs AnimationSetup. If AnimationSetup came first,
it uses old values from the natives table. The solution is to force the code to guarantee
that AnimationSetup always coms after deleting gears in the natives table.
/*
* 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 definition
*/
#ifndef HEDGEWARS_SDLINTERACTION_H
#define HEDGEWARS_SDLINTERACTION_H
#include <QMap>
#include <QStringList>
#include <QSize>
// workaround some strange Qt and SLD2 interaction
#ifdef Q_OS_MAC
# ifdef MAC_OS_X_VERSION_MIN_REQUIRED
# undef MAC_OS_X_VERSION_MIN_REQUIRED
# define MAC_OS_X_VERSION_MIN_REQUIRED MAC_OS_X_VERSION_10_6
# endif
#endif
#include "SDL_mixer.h"
/**
* @brief Class for interacting with SDL (used for music and keys)
*
* @see <a href="https://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 DataManager::instance()} instead.
*
* @see <a href="https://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="https://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();
QSize getCurrentResolution();
};
#endif //HEDGEWARS_SDLINTERACTION_H