khanat-code-old/code/ryzom/tools/client/client_config/sound_dlg.cpp
2014-05-13 05:14:09 +00:00

174 lines
5.1 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
// sound_dlg.cpp : implementation file
//
#include "stdafx.h"
#include "base_dialog.h"
#include "client_config.h"
#include "sound_dlg.h"
#include "cfg_file.h"
// ***************************************************************************
#define SOUND_BUFFER_STEP 8
#define SOUND_BUFFER_NUM_STEP (32/SOUND_BUFFER_STEP)
// ***************************************************************************
// CSoundDlg dialog
// ***************************************************************************
CSoundDlg::CSoundDlg(CWnd* pParent /*=NULL*/)
: CBaseDialog(CSoundDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CSoundDlg)
SoundOn = FALSE;
EAX = FALSE;
FMod = FALSE;
ForceSoundSoft = FALSE;
SoundQualityInt = 1;
//}}AFX_DATA_INIT
}
// ***************************************************************************
void CSoundDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CSoundDlg)
DDX_Control(pDX, IDC_SOUND_TEXT_SB, TextSB);
DDX_Control(pDX, IDC_SOUND_TEXT_EAX, TextEAX);
DDX_Control(pDX, IDC_SOUND_TEXT_FMOD, TextFMod);
DDX_Control(pDX, IDC_SOUND_TEXT_FORCESOFT, TextForceSoundSoft);
DDX_Control(pDX, IDC_EAX, EAXCtrl);
DDX_Control(pDX, IDC_FMOD, FModCtrl);
DDX_Control(pDX, IDC_FORCESOUNDSOFT, ForceSoundSoftCtrl);
DDX_Check(pDX, IDC_SOUND_ON, SoundOn);
DDX_Check(pDX, IDC_EAX, EAX);
DDX_Check(pDX, IDC_FMOD, FMod);
DDX_Check(pDX, IDC_FORCESOUNDSOFT, ForceSoundSoft);
DDX_Control(pDX, IDC_SOUND_QUALITY, SoundQuality);
DDX_Control(pDX, IDC_SOUND_QUALITY_VALUE, SoundQualityValue);
DDX_Slider(pDX, IDC_SOUND_QUALITY, SoundQualityInt);
//}}AFX_DATA_MAP
}
// ***************************************************************************
BEGIN_MESSAGE_MAP(CSoundDlg, CDialog)
//{{AFX_MSG_MAP(CSoundDlg)
ON_WM_HSCROLL()
ON_BN_CLICKED(IDC_SOUND_ON, OnSoundOn)
ON_BN_CLICKED(IDC_EAX, OnEax)
ON_BN_CLICKED(IDC_FMOD, OnFMod)
ON_BN_CLICKED(IDC_FORCESOUNDSOFT, OnForceSoundSoft)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// ***************************************************************************
// CSoundDlg message handlers
// ***************************************************************************
void CSoundDlg::OnSoundOn()
{
UpdateData (TRUE);
updateState ();
UpdateData (FALSE);
InvalidateConfig ();
}
// ***************************************************************************
void CSoundDlg::updateState ()
{
FModCtrl.EnableWindow (SoundOn);
ForceSoundSoftCtrl.EnableWindow (SoundOn);
EAXCtrl.EnableWindow (SoundOn);
SoundQuality.EnableWindow (SoundOn);
TextSB.EnableWindow (SoundOn);
TextEAX.EnableWindow (SoundOn);
TextFMod.EnableWindow (SoundOn);
TextForceSoundSoft.EnableWindow (SoundOn);
SoundQualityValue.EnableWindow (SoundOn);
// Yoyo: temporary avoid FMod ctrl, since always FMod....
TextFMod.ShowWindow(SW_HIDE);
FModCtrl.ShowWindow(SW_HIDE);
ucstring str = NLMISC::toString (getAsNumSoundBuffer()) + " " + NLMISC::CI18N::get ("uiConfigTracks");
setWindowText(SoundQualityValue, (WCHAR*)str.c_str());
}
// ***************************************************************************
BOOL CSoundDlg::OnInitDialog()
{
CDialog::OnInitDialog();
SoundQuality.SetRange(1, SOUND_BUFFER_NUM_STEP);
updateState ();
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
// ***************************************************************************
void CSoundDlg::OnEax()
{
InvalidateConfig ();
}
// ***************************************************************************
void CSoundDlg::OnFMod()
{
InvalidateConfig ();
}
// ***************************************************************************
void CSoundDlg::OnForceSoundSoft()
{
InvalidateConfig ();
}
// ***************************************************************************
void CSoundDlg::setAsNumSoundBuffer(uint sb)
{
SoundQualityInt= sb/SOUND_BUFFER_STEP;
NLMISC::clamp(SoundQualityInt, 1, SOUND_BUFFER_NUM_STEP);
}
// ***************************************************************************
uint CSoundDlg::getAsNumSoundBuffer() const
{
return SoundQualityInt * SOUND_BUFFER_STEP;
}
// ***************************************************************************
void CSoundDlg::OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar)
{
UpdateData ();
updateState ();
UpdateData (FALSE);
InvalidateConfig ();
CDialog::OnHScroll(nSBCode, nPos, pScrollBar);
}