QTfrontend/util/SDLInteraction.h
author Wuzzy <Wuzzy2@mail.ru>
Fri, 09 Mar 2018 02:03:03 +0100
changeset 13138 52d7672363c1
parent 12268 2eedf9e0cd6d
permissions -rw-r--r--
ACF7: Fix incorrect hog name used in speech bubble

/*
 * 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