/* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2013 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *//** * @file * @brief SDLInteraction class implementation */#include "SDL.h"#include "SDL_mixer.h"#include "HWApplication.h"#include "hwform.h" /* you know, we could just put a config singleton lookup function in gameuiconfig or something... */#include "gameuiconfig.h"#include "SDLInteraction.h"#include "physfsrwops.h"extern char sdlkeys[1024][2][128];extern char xb360buttons[][128];extern char xb360dpad[128];extern char xbox360axes[][128];SDLInteraction & SDLInteraction::instance(){ static SDLInteraction instance; return instance;}SDLInteraction::SDLInteraction(){ SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK); m_audioInitialized = false; m_music = NULL; m_musicTrack = ""; m_isPlayingMusic = false; if(SDL_NumJoysticks()) addGameControllerKeys(); SDL_QuitSubSystem(SDL_INIT_JOYSTICK); m_soundMap = new QMap<QString,Mix_Chunk*>();}SDLInteraction::~SDLInteraction(){ stopMusic(); if (m_audioInitialized) { if (m_music != NULL) { Mix_HaltMusic(); Mix_FreeMusic(m_music); } Mix_CloseAudio(); } SDL_Quit(); delete m_soundMap;}QStringList SDLInteraction::getResolutions() const{ QStringList result; SDL_Rect **modes; modes = SDL_ListModes(NULL, SDL_FULLSCREEN); if((modes == (SDL_Rect **)0) || (modes == (SDL_Rect **)-1)) { result << "640x480"; } else { for(int i = 0; modes[i]; ++i) if ((modes[i]->w >= 640) && (modes[i]->h >= 480)) result << QString("%1x%2").arg(modes[i]->w).arg(modes[i]->h); } return result;}void SDLInteraction::addGameControllerKeys() const{ QStringList result; int i = 0; while(i < 1024 && sdlkeys[i][1][0] != '\0') i++; // Iterate through all game controllers for(int jid = 0; jid < SDL_NumJoysticks(); jid++) { SDL_Joystick* joy = SDL_JoystickOpen(jid); // Retrieve the game controller's name and strip "Controller (...)" that's added by some drivers (English only) QString joyname = QString(SDL_JoystickName(jid)).replace(QRegExp("^Controller \\((.*)\\)$"), "\\1"); // Connected Xbox 360 controller? Use specific button names then // Might be interesting to add 'named' buttons for the most often used gamepads bool isxb = joyname.contains("Xbox 360"); // This part of the string won't change for multiple keys/hats, so keep it QString prefix = QString("%1 (%2): ").arg(joyname).arg(jid + 1); // Register entries for missing axes not assigned to sticks of this joystick/gamepad for(int aid = 0; aid < SDL_JoystickNumAxes(joy) && i < 1021; aid++) { // Again store the part of the string not changing for multiple uses QString axis = prefix + HWApplication::translate("binds (keys)", "Axis") + QString(" %1 ").arg(aid + 1); // Entry for "Axis Up" sprintf(sdlkeys[i][0], "j%da%du", jid, aid); sprintf(sdlkeys[i++][1], "%s", ((isxb && aid < 5) ? (prefix + HWApplication::translate("binds (keys)", xbox360axes[aid * 2])) : axis + HWApplication::translate("binds (keys)", "(Up)")).toUtf8().constData()); // Entry for "Axis Down" sprintf(sdlkeys[i][0], "j%da%dd", jid, aid); 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()); } // Register entries for all coolie hats of this joystick/gamepad for(int hid = 0; hid < SDL_JoystickNumHats(joy) && i < 1019; hid++) { // Again store the part of the string not changing for multiple uses QString hat = prefix + (isxb ? (HWApplication::translate("binds (keys)", xb360dpad) + QString(" ")) : HWApplication::translate("binds (keys)", "Hat") + QString(" %1 ").arg(hid + 1)); // Entry for "Hat Up" sprintf(sdlkeys[i][0], "j%dh%du", jid, hid); sprintf(sdlkeys[i++][1], "%s", (hat + HWApplication::translate("binds (keys)", "(Up)")).toUtf8().constData()); // Entry for "Hat Down" sprintf(sdlkeys[i][0], "j%dh%dd", jid, hid); sprintf(sdlkeys[i++][1], "%s", (hat + HWApplication::translate("binds (keys)", "(Down)")).toUtf8().constData()); // Entry for "Hat Left" sprintf(sdlkeys[i][0], "j%dh%dl", jid, hid); sprintf(sdlkeys[i++][1], "%s", (hat + HWApplication::translate("binds (keys)", "(Left)")).toUtf8().constData()); // Entry for "Hat Right" sprintf(sdlkeys[i][0], "j%dh%dr", jid, hid); sprintf(sdlkeys[i++][1], "%s", (hat + HWApplication::translate("binds (keys)", "(Right)")).toUtf8().constData()); } // Register entries for all buttons of this joystick/gamepad for(int bid = 0; bid < SDL_JoystickNumButtons(joy) && i < 1022; bid++) { // Buttons sprintf(sdlkeys[i][0], "j%db%d", jid, bid); 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()); } // Close the game controller as we no longer need it SDL_JoystickClose(joy); } // Terminate the list sdlkeys[i][0][0] = '\0'; sdlkeys[i][1][0] = '\0';}void SDLInteraction::SDLAudioInit(){ // don't init again if (m_audioInitialized) return; SDL_Init(SDL_INIT_AUDIO); if(!Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)) /* should we keep trying, or just turn off permanently? */ m_audioInitialized = true;}void SDLInteraction::playSoundFile(const QString & soundFile){ if (!HWForm::config || !HWForm::config->isFrontendSoundEnabled()) return; SDLAudioInit(); if (!m_audioInitialized) return; if (!m_soundMap->contains(soundFile)) m_soundMap->insert(soundFile, Mix_LoadWAV_RW(PHYSFSRWOPS_openRead(soundFile.toLocal8Bit().constData()), 1)); //FIXME: this is a hack, but works as long as we have few concurrent playing sounds if (Mix_Playing(lastchannel) == false) lastchannel = Mix_PlayChannel(-1, m_soundMap->value(soundFile), 0);}void SDLInteraction::setMusicTrack(const QString & musicFile){ bool wasPlayingMusic = m_isPlayingMusic; stopMusic(); if (m_music != NULL) { Mix_FreeMusic(m_music); m_music = NULL; } m_musicTrack = musicFile; if (wasPlayingMusic) startMusic();}void SDLInteraction::startMusic(){ if (m_isPlayingMusic) return; m_isPlayingMusic = true; if (m_musicTrack.isEmpty()) return; SDLAudioInit(); if (!m_audioInitialized) return; if (m_music == NULL) m_music = Mix_LoadMUS_RW(PHYSFSRWOPS_openRead(m_musicTrack.toLocal8Bit().constData())); Mix_VolumeMusic(MIX_MAX_VOLUME - 28); Mix_FadeInMusic(m_music, -1, 1750);}void SDLInteraction::stopMusic(){ if (m_isPlayingMusic && (m_music != NULL)) { // fade out music to finish 0,5 seconds from now while(!Mix_FadeOutMusic(1000) && Mix_PlayingMusic()) { SDL_Delay(100); } } m_isPlayingMusic = false;}