QTfrontend/util/SDLInteraction.cpp
author alfadur
Mon, 12 Mar 2018 00:59:47 +0100
changeset 13173 0e7eddfbce8a
parent 11342 ed5a6478e710
child 13519 31d0b0911cba
permissions -rw-r--r--
Fix minigun bullets sometimes failing to hit when shooting same thing twice in row alfadur says: “the stale collision cache is searched in, so if you shoot at same thing twice in a row, chances are it woudln't get hit”
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 */
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/**
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 * @file
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 * @brief SDLInteraction class implementation
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 */
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#include "SDL.h"
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#include "SDL_mixer.h"
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#include "HWApplication.h"
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#include "hwform.h" /* you know, we could just put a config singleton lookup function in gameuiconfig or something... */
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#include "gameuiconfig.h"
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#include "SDLInteraction.h"
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#include "physfsrwops.h"
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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::instance()
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{
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    static SDLInteraction instance;
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    return instance;
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}
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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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    m_audioInitialized = false;
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    m_music = NULL;
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    m_musicTrack = "";
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    m_isPlayingMusic = false;
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    lastchannel = 0;
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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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    m_soundMap = new QMap<QString,Mix_Chunk*>();
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}
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SDLInteraction::~SDLInteraction()
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{
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    stopMusic();
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    if (m_audioInitialized)
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    {
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        if (m_music != NULL)
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        {
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            Mix_HaltMusic();
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            Mix_FreeMusic(m_music);
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        }
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        Mix_CloseAudio();
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    }
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    SDL_Quit();
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    delete m_soundMap;
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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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    int modesNumber = SDL_GetNumDisplayModes(0);
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    SDL_DisplayMode mode;
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    for(int i = 0; i < modesNumber; ++i)
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    {
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        SDL_GetDisplayMode(0, i, &mode);
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        if ((mode.w >= 640) && (mode.h >= 480))
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            result << QString("%1x%2").arg(mode.w).arg(mode.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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#if SDL_VERSION_ATLEAST(2, 0, 0)
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// TODO or not TODO?
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#else
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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 + HWApplication::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 + HWApplication::translate("binds (keys)", xbox360axes[aid * 2])) : axis + HWApplication::translate("binds (keys)", "(Up)")).toUtf8().constData());
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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 + HWApplication::translate("binds (keys)", xbox360axes[aid * 2 + 1])) : axis + HWApplication::translate("binds (keys)", "(Down)")).toUtf8().constData());
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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 ? (HWApplication::translate("binds (keys)", xb360dpad) + QString(" ")) : HWApplication::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 + HWApplication::translate("binds (keys)", "(Up)")).toUtf8().constData());
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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 + HWApplication::translate("binds (keys)", "(Down)")).toUtf8().constData());
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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 + HWApplication::translate("binds (keys)", "(Left)")).toUtf8().constData());
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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 + HWApplication::translate("binds (keys)", "(Right)")).toUtf8().constData());
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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) ? (HWApplication::translate("binds (keys)", xb360buttons[bid]) + QString(" ")) : HWApplication::translate("binds (keys)", "Button") + QString(" %1").arg(bid + 1))).toUtf8().constData());
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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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    if(i >= 1024)
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        i = 1023;
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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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#endif
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}
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void SDLInteraction::SDLAudioInit()
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{
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    // don't init again
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    if (m_audioInitialized)
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        return;
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    SDL_Init(SDL_INIT_AUDIO);
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    if(!Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)) /* should we keep trying, or just turn off permanently? */
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        m_audioInitialized = true;
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}
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void SDLInteraction::playSoundFile(const QString & soundFile)
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{
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    if (!HWForm::config || !HWForm::config->isFrontendSoundEnabled()) return;
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    SDLAudioInit();
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    if (!m_audioInitialized) return;
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    if (!m_soundMap->contains(soundFile))
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        m_soundMap->insert(soundFile, Mix_LoadWAV_RW(PHYSFSRWOPS_openRead(soundFile.toLocal8Bit().constData()), 1));
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    //FIXME: this is a hack, but works as long as we have few concurrent playing sounds
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    if (Mix_Playing(lastchannel) == false)
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        lastchannel = Mix_PlayChannel(-1, m_soundMap->value(soundFile), 0);
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}
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void SDLInteraction::setMusicTrack(const QString & musicFile)
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{
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    bool wasPlayingMusic = m_isPlayingMusic;
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    stopMusic();
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    if (m_music != NULL)
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    {
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        Mix_FreeMusic(m_music);
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        m_music = NULL;
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    }
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    m_musicTrack = musicFile;
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    if (wasPlayingMusic)
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        startMusic();
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}
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void SDLInteraction::startMusic()
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{
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    if (m_isPlayingMusic)
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        return;
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    m_isPlayingMusic = true;
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    if (m_musicTrack.isEmpty())
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        return;
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    SDLAudioInit();
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    if (!m_audioInitialized) return;
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    if (m_music == NULL)
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        m_music = Mix_LoadMUS_RW(PHYSFSRWOPS_openRead(m_musicTrack.toLocal8Bit().constData()), 0);
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    Mix_VolumeMusic(MIX_MAX_VOLUME/4);
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    Mix_FadeInMusic(m_music, -1, 1750);
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}
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void SDLInteraction::stopMusic()
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{
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    if (m_isPlayingMusic && (m_music != NULL))
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    {
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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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        {
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            SDL_Delay(100);
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        }
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    }
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    m_isPlayingMusic = false;
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}
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QSize SDLInteraction::getCurrentResolution()
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{
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    SDL_DisplayMode mode;
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    SDL_GetDesktopDisplayMode(0, &mode);
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    return QSize(mode.w, mode.h);
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}