QTfrontend/util/SDLInteraction.cpp
author Wuzzy <Wuzzy2@mail.ru>
Thu, 11 Jul 2019 16:24:09 +0200
changeset 15236 c10e9261ab9c
parent 14872 8bba7492558d
permissions -rw-r--r--
Make lowest line of Splash image frames transparent to work around scaling issues The Splash image is scaled. Sometimes, the lowest line is repeated on the top, which caused some weird lines to appear above big splashes (e.g. piano). This has been done fully automated with a script. Only the alpha channel was changed. The color information is preserved.
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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 "sdlkeys.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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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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    int i;
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    // Initialize sdlkeys_iskeyboard
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    for (i=0; i<1024; i++) {
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        // First 7 entries are mouse buttons (see sdlkeys.cpp)
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        if ((i > 6) && (sdlkeys[i][0][0] != '\0'))
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            sdlkeys_iskeyboard[i] = true;
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        else
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            sdlkeys_iskeyboard[i] = false;
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    }
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    if(SDL_NumJoysticks())
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        addGameControllerKeys();
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    // Add special "none" key at the end of list
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    i = 0;
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    while(i < 1024 && sdlkeys[i][1][0] != '\0')
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        i++;
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    sprintf(sdlkeys[i][0], "none");
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    sprintf(sdlkeys[i][1], "%s", HWApplication::translate("binds (keys)", unboundcontrol).toUtf8().constData());
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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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    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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    qDebug("Detecting 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
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        QString joyname = QString(SDL_JoystickNameForIndex(jid));
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        // Strip "Controller (...)" that's added by some drivers (English only)
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        joyname.replace(QRegExp("^Controller \\((.*)\\)$"), "\\1");
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        qDebug("- Controller no. %d: %s", jid, qPrintable(joyname));
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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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            QString axis = prefix + HWApplication::translate("binds (keys)", controlleraxis).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.arg(HWApplication::translate("binds (keys)", controllerup)))).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.arg(HWApplication::translate("binds (keys)", controllerdown)))).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)", controllerhat).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.arg(HWApplication::translate("binds (keys)", controllerup)).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.arg(HWApplication::translate("binds (keys)", controllerdown)).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.arg(HWApplication::translate("binds (keys)", controllerleft)).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.arg(HWApplication::translate("binds (keys)", controllerright)).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)", controllerbutton).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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}