QTfrontend/SDLs.cpp
author nemo
Wed, 11 Nov 2009 21:54:28 +0000
changeset 2616 6e2b341dc408
parent 2531 c7f841eb91fb
child 2948 3f21a9dc93d0
permissions -rw-r--r--
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2007 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 */
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#include "SDLs.h"
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#include "SDL.h"
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#include "SDL_mixer.h"
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#include "hwconsts.h"
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#include <QApplication>
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extern char sdlkeys[1024][2][128];
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extern char xb360buttons[][128];
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extern char xb360dpad[128];
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extern char xbox360axes[][128];
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SDLInteraction::SDLInteraction()
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{
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	SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
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	musicInitialized = 0;
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	music = NULL;
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	if(SDL_NumJoysticks())
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		addGameControllerKeys();
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	SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
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}
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SDLInteraction::~SDLInteraction()
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{
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	if (musicInitialized == 1) {
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		if (music != NULL)
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			Mix_FreeMusic(music);
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		Mix_CloseAudio();
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	}
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	SDL_Quit();
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}
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QStringList SDLInteraction::getResolutions() const
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{
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	QStringList result;
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	SDL_Rect **modes;
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	modes = SDL_ListModes(NULL, SDL_FULLSCREEN);
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	if((modes == (SDL_Rect **)0) || (modes == (SDL_Rect **)-1))
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	{
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		result << "640x480";
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	} else
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	{
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		for(int i = 0; modes[i]; ++i)
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			if ((modes[i]->w >= 640) && (modes[i]->h >= 480))
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				result << QString("%1x%2").arg(modes[i]->w).arg(modes[i]->h);
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	}
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	return result;
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}
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void SDLInteraction::addGameControllerKeys() const
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{
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	QStringList result;
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	int i = 0;
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	while(i < 1024 && sdlkeys[i][1][0] != '\0')
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		i++;
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	// Iterate through all game controllers
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	for(int jid = 0; jid < SDL_NumJoysticks(); jid++)
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	{
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		SDL_Joystick* joy = SDL_JoystickOpen(jid);
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		// Retrieve the game controller's name and strip "Controller (...)" that's added by some drivers (English only)
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		QString joyname = QString(SDL_JoystickName(jid)).replace(QRegExp("^Controller \\((.*)\\)$"), "\\1");
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		// Connected Xbox 360 controller? Use specific button names then
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		// Might be interesting to add 'named' buttons for the most often used gamepads
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		bool isxb = joyname.contains("Xbox 360");
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		// This part of the string won't change for multiple keys/hats, so keep it
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		QString prefix = QString("%1 (%2): ").arg(joyname).arg(jid + 1);
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		// Register entries for missing axes not assigned to sticks of this joystick/gamepad
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		for(int aid = 0; aid < SDL_JoystickNumAxes(joy) && i < 1021; aid++)
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		{
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			// Again store the part of the string not changing for multiple uses
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			QString axis = prefix + QApplication::translate("binds (keys)", "Axis") + QString(" %1 ").arg(aid + 1);
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			// Entry for "Axis Up"
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			sprintf(sdlkeys[i][0], "j%da%du", jid, aid);
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			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());
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			// Entry for "Axis Down"
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			sprintf(sdlkeys[i][0], "j%da%dd", jid, aid);
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			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());
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		}
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		// Register entries for all coolie hats of this joystick/gamepad
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		for(int hid = 0; hid < SDL_JoystickNumHats(joy) && i < 1019; hid++)
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		{
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			// Again store the part of the string not changing for multiple uses
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			QString hat = prefix + (isxb ? (QApplication::translate("binds (keys)", xb360dpad) + QString(" ")) : QApplication::translate("binds (keys)", "Hat") + QString(" %1 ").arg(hid + 1));
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			// Entry for "Hat Up"
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			sprintf(sdlkeys[i][0], "j%dh%du", jid, hid);			
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			sprintf(sdlkeys[i++][1], "%s", (hat + QApplication::translate("binds (keys)", "(Up)")).toStdString().c_str());
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			// Entry for "Hat Down"
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			sprintf(sdlkeys[i][0], "j%dh%dd", jid, hid);			
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			sprintf(sdlkeys[i++][1], "%s", (hat + QApplication::translate("binds (keys)", "(Down)")).toStdString().c_str());
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			// Entry for "Hat Left"
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			sprintf(sdlkeys[i][0], "j%dh%dl", jid, hid);			
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			sprintf(sdlkeys[i++][1], "%s", (hat + QApplication::translate("binds (keys)", "(Left)")).toStdString().c_str());
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			// Entry for "Hat Right"
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			sprintf(sdlkeys[i][0], "j%dh%dr", jid, hid);			
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			sprintf(sdlkeys[i++][1], "%s", (hat + QApplication::translate("binds (keys)", "(Right)")).toStdString().c_str());
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		}
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		// Register entries for all buttons of this joystick/gamepad
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		for(int bid = 0; bid < SDL_JoystickNumButtons(joy) && i < 1022; bid++)
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		{
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			// Buttons
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			sprintf(sdlkeys[i][0], "j%db%d", jid, bid);			
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			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());
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		}
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		// Close the game controller as we no longer need it
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		SDL_JoystickClose(joy);
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	}
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	// Terminate the list
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	sdlkeys[i][0][0] = '\0';
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	sdlkeys[i][1][0] = '\0';
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}
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void SDLInteraction::SDLMusicInit()
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{
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	if (musicInitialized == 0) {
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		SDL_Init(SDL_INIT_AUDIO);
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		Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024);
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		musicInitialized = 1;
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	}
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}
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void SDLInteraction::StartMusic()
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{
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	SDLMusicInit();
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	if (music == NULL) {
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		music = Mix_LoadMUS((datadir->absolutePath() + "/Music/main theme.ogg").toLocal8Bit().constData());
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	}
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	Mix_VolumeMusic(MIX_MAX_VOLUME - 28);
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	Mix_FadeInMusic(music, -1, 1750);
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}
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void SDLInteraction::StopMusic()
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{
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	if (music != NULL) {
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		// fade out music to finish 0,5 seconds from now
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		while(!Mix_FadeOutMusic(1000) && Mix_PlayingMusic()) {
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			SDL_Delay(100);
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		}
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	}
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}
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