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