338 lines
10 KiB
C++
338 lines
10 KiB
C++
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the GNU General Public License for more details.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "extdll.h"
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#include "basemenu.h"
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#include "utils.h"
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#include "menu_btnsbmp_table.h"
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#define ART_BANNER "gfx/shell/head_audio"
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#define ID_BACKGROUND 0
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#define ID_BANNER 1
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#define ID_DONE 2
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#define ID_SUITVOLUME 3
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#define ID_SOUNDVOLUME 4
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#define ID_MUSICVOLUME 5
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#define ID_INTERP 6
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#define ID_NODSP 7
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#define ID_MUTEFOCUSLOST 8
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#define ID_MSGHINT 9
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#define ID_VIBRATION 10
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#define ID_VIBRATION_ENABLE 11
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typedef struct
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{
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float soundVolume;
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float musicVolume;
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float suitVolume;
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} uiAudioValues_t;
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static uiAudioValues_t uiAudioInitial;
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typedef struct
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{
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menuFramework_s menu;
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menuBitmap_s background;
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menuBitmap_s banner;
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menuPicButton_s done;
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menuSlider_s soundVolume;
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menuSlider_s musicVolume;
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menuSlider_s suitVolume;
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menuSlider_s vibration;
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menuCheckBox_s lerping;
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menuCheckBox_s noDSP;
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menuCheckBox_s muteFocusLost;
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menuCheckBox_s vibrationEnable;
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} uiAudio_t;
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static uiAudio_t uiAudio;
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/*
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=================
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UI_Audio_GetConfig
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=================
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*/
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static void UI_Audio_GetConfig( void )
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{
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uiAudio.soundVolume.curValue = CVAR_GET_FLOAT( "volume" );
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uiAudio.musicVolume.curValue = CVAR_GET_FLOAT( "musicvolume" );
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uiAudio.suitVolume.curValue = CVAR_GET_FLOAT( "suitvolume" );
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uiAudio.vibration.curValue = ( CVAR_GET_FLOAT( "vibration_length" ) - 0.1 ) / 4.9;
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if( CVAR_GET_FLOAT( "s_lerping" ))
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uiAudio.lerping.enabled = 1;
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if( CVAR_GET_FLOAT( "dsp_off" ))
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uiAudio.noDSP.enabled = 1;
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if( CVAR_GET_FLOAT("snd_mute_losefocus" ))
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uiAudio.muteFocusLost.enabled = 1;
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if( CVAR_GET_FLOAT("vibration_enable" ))
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uiAudio.vibrationEnable.enabled = 1;
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// save initial values
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uiAudioInitial.soundVolume = uiAudio.soundVolume.curValue;
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uiAudioInitial.musicVolume = uiAudio.musicVolume.curValue;
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uiAudioInitial.suitVolume = uiAudio.suitVolume.curValue;
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}
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/*
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=================
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UI_Audio_SetConfig
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=================
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*/
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static void UI_Audio_SetConfig( void )
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{
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CVAR_SET_FLOAT( "volume", uiAudio.soundVolume.curValue );
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CVAR_SET_FLOAT( "musicvolume", uiAudio.musicVolume.curValue );
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CVAR_SET_FLOAT( "suitvolume", uiAudio.suitVolume.curValue );
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CVAR_SET_FLOAT( "vibration_length", 0.1 + uiAudio.vibration.curValue * 4.9 );
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CVAR_SET_FLOAT( "s_lerping", uiAudio.lerping.enabled );
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CVAR_SET_FLOAT( "dsp_off", uiAudio.noDSP.enabled );
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CVAR_SET_FLOAT( "snd_mute_losefocus", uiAudio.muteFocusLost.enabled );
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CVAR_SET_FLOAT( "vibration_enable", uiAudio.vibrationEnable.enabled );
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}
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/*
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=================
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UI_Audio_UpdateConfig
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=================
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*/
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static void UI_Audio_UpdateConfig( void )
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{
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UI_Audio_SetConfig();
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}
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/*
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=================
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UI_Audio_Callback
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=================
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*/
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static void UI_Audio_Callback( void *self, int event )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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switch( item->id )
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{
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case ID_INTERP:
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case ID_NODSP:
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case ID_MUTEFOCUSLOST:
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case ID_VIBRATION_ENABLE:
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if( event == QM_PRESSED )
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((menuCheckBox_s *)self)->focusPic = UI_CHECKBOX_PRESSED;
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else ((menuCheckBox_s *)self)->focusPic = UI_CHECKBOX_FOCUS;
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break;
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case ID_VIBRATION:
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if( event == QM_CHANGED )
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{
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static float oldvalue = 0;
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if( uiAudio.vibration.curValue != oldvalue )
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{
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CLIENT_COMMAND( 1, "vibrate 10\n" );
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oldvalue = uiAudio.vibration.curValue;
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}
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}
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}
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if( event == QM_CHANGED )
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{
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UI_Audio_UpdateConfig();
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return;
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}
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if( event != QM_ACTIVATED )
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return;
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switch( item->id )
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{
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case ID_DONE:
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UI_PopMenu();
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break;
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}
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}
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/*
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=================
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UI_Audio_Init
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=================
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*/
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static void UI_Audio_Init( void )
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{
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memset( &uiAudio, 0, sizeof( uiAudio_t ));
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uiAudio.menu.vidInitFunc = UI_Audio_Init;
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uiAudio.background.generic.id = ID_BACKGROUND;
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uiAudio.background.generic.type = QMTYPE_BITMAP;
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uiAudio.background.generic.flags = QMF_INACTIVE;
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uiAudio.background.generic.x = 0;
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uiAudio.background.generic.y = 0;
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uiAudio.background.generic.width = uiStatic.width;
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uiAudio.background.generic.height = 768;
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uiAudio.background.pic = ART_BACKGROUND;
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uiAudio.banner.generic.id = ID_BANNER;
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uiAudio.banner.generic.type = QMTYPE_BITMAP;
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uiAudio.banner.generic.flags = QMF_INACTIVE|QMF_DRAW_ADDITIVE;
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uiAudio.banner.generic.x = UI_BANNER_POSX;
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uiAudio.banner.generic.y = UI_BANNER_POSY;
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uiAudio.banner.generic.width = UI_BANNER_WIDTH;
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uiAudio.banner.generic.height = UI_BANNER_HEIGHT;
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uiAudio.banner.pic = ART_BANNER;
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uiAudio.done.generic.id = ID_DONE;
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uiAudio.done.generic.type = QMTYPE_BM_BUTTON;
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uiAudio.done.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
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uiAudio.done.generic.x = 72;
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uiAudio.done.generic.y = 230;
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uiAudio.done.generic.name = "Done";
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uiAudio.done.generic.statusText = "Go back to the Configuration Menu";
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uiAudio.done.generic.callback = UI_Audio_Callback;
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UI_UtilSetupPicButton( &uiAudio.done, PC_DONE );
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uiAudio.soundVolume.generic.id = ID_SOUNDVOLUME;
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uiAudio.soundVolume.generic.type = QMTYPE_SLIDER;
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uiAudio.soundVolume.generic.flags = QMF_PULSEIFFOCUS|QMF_DROPSHADOW;
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uiAudio.soundVolume.generic.name = "Game sound volume";
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uiAudio.soundVolume.generic.x = 320;
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uiAudio.soundVolume.generic.y = 280;
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uiAudio.soundVolume.generic.callback = UI_Audio_Callback;
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uiAudio.soundVolume.generic.statusText = "Set master volume level";
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uiAudio.soundVolume.minValue = 0.0;
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uiAudio.soundVolume.maxValue = 1.0;
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uiAudio.soundVolume.range = 0.05f;
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uiAudio.musicVolume.generic.id = ID_MUSICVOLUME;
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uiAudio.musicVolume.generic.type = QMTYPE_SLIDER;
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uiAudio.musicVolume.generic.flags = QMF_PULSEIFFOCUS|QMF_DROPSHADOW;
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uiAudio.musicVolume.generic.name = "Game music volume";
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uiAudio.musicVolume.generic.x = 320;
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uiAudio.musicVolume.generic.y = 340;
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uiAudio.musicVolume.generic.callback = UI_Audio_Callback;
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uiAudio.musicVolume.generic.statusText = "Set background music volume level";
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uiAudio.musicVolume.minValue = 0.0;
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uiAudio.musicVolume.maxValue = 1.0;
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uiAudio.musicVolume.range = 0.05f;
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uiAudio.suitVolume.generic.id = ID_SUITVOLUME;
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uiAudio.suitVolume.generic.type = QMTYPE_SLIDER;
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uiAudio.suitVolume.generic.flags = QMF_PULSEIFFOCUS|QMF_DROPSHADOW;
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uiAudio.suitVolume.generic.name = "Suit volume";
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uiAudio.suitVolume.generic.x = 320;
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uiAudio.suitVolume.generic.y = 400;
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uiAudio.suitVolume.generic.callback = UI_Audio_Callback;
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uiAudio.suitVolume.generic.statusText = "Singleplayer suit volume";
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uiAudio.suitVolume.minValue = 0.0;
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uiAudio.suitVolume.maxValue = 1.0;
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uiAudio.suitVolume.range = 0.05f;
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uiAudio.lerping.generic.id = ID_INTERP;
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uiAudio.lerping.generic.type = QMTYPE_CHECKBOX;
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uiAudio.lerping.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
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uiAudio.lerping.generic.name = "Enable sound interpolation";
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uiAudio.lerping.generic.x = 320;
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uiAudio.lerping.generic.y = 470;
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uiAudio.lerping.generic.callback = UI_Audio_Callback;
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uiAudio.lerping.generic.statusText = "enable/disable interpolation on sound output";
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uiAudio.noDSP.generic.id = ID_NODSP;
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uiAudio.noDSP.generic.type = QMTYPE_CHECKBOX;
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uiAudio.noDSP.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
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uiAudio.noDSP.generic.name = "Disable DSP effects";
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uiAudio.noDSP.generic.x = 320;
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uiAudio.noDSP.generic.y = 520;
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uiAudio.noDSP.generic.callback = UI_Audio_Callback;
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uiAudio.noDSP.generic.statusText = "this disables sound processing (like echo, flanger etc)";
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uiAudio.muteFocusLost.generic.id = ID_MUTEFOCUSLOST;
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uiAudio.muteFocusLost.generic.type = QMTYPE_CHECKBOX;
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uiAudio.muteFocusLost.generic.flags = QMF_HIGHLIGHTIFFOCUS | QMF_ACT_ONRELEASE | QMF_MOUSEONLY | QMF_DROPSHADOW;
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uiAudio.muteFocusLost.generic.name = "Mute when inactive";
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uiAudio.muteFocusLost.generic.x = 320;
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uiAudio.muteFocusLost.generic.y = 570;
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uiAudio.muteFocusLost.generic.callback = UI_Audio_Callback;
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uiAudio.muteFocusLost.generic.statusText = "silence the audio when game window loses focus";
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uiAudio.vibrationEnable.generic.id = ID_VIBRATION_ENABLE;
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uiAudio.vibrationEnable.generic.type = QMTYPE_CHECKBOX;
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uiAudio.vibrationEnable.generic.flags = QMF_HIGHLIGHTIFFOCUS | QMF_ACT_ONRELEASE | QMF_MOUSEONLY | QMF_DROPSHADOW;
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uiAudio.vibrationEnable.generic.name = "Enable vibration";
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uiAudio.vibrationEnable.generic.x = 320;
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uiAudio.vibrationEnable.generic.y = 620;
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uiAudio.vibrationEnable.generic.callback = UI_Audio_Callback;
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uiAudio.vibrationEnable.generic.statusText = "enable vibration";
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uiAudio.vibration.generic.id = ID_VIBRATION;
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uiAudio.vibration.generic.type = QMTYPE_SLIDER;
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uiAudio.vibration.generic.flags = QMF_PULSEIFFOCUS|QMF_DROPSHADOW;
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uiAudio.vibration.generic.name = "Vibration";
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uiAudio.vibration.generic.x = 320;
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uiAudio.vibration.generic.y = 720;
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uiAudio.vibration.generic.callback = UI_Audio_Callback;
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uiAudio.vibration.generic.statusText = "Singleplayer suit volume";
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uiAudio.vibration.minValue = 0.0;
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uiAudio.vibration.maxValue = 1.0;
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uiAudio.vibration.range = 0.05f;
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UI_Audio_GetConfig();
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UI_AddItem( &uiAudio.menu, (void *)&uiAudio.background );
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UI_AddItem( &uiAudio.menu, (void *)&uiAudio.banner );
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UI_AddItem( &uiAudio.menu, (void *)&uiAudio.done );
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UI_AddItem( &uiAudio.menu, (void *)&uiAudio.soundVolume );
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UI_AddItem( &uiAudio.menu, (void *)&uiAudio.musicVolume );
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UI_AddItem( &uiAudio.menu, (void *)&uiAudio.suitVolume );
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UI_AddItem( &uiAudio.menu, (void *)&uiAudio.lerping );
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UI_AddItem( &uiAudio.menu, (void *)&uiAudio.noDSP );
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UI_AddItem( &uiAudio.menu, (void *)&uiAudio.muteFocusLost );
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UI_AddItem( &uiAudio.menu, (void *)&uiAudio.vibration );
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UI_AddItem( &uiAudio.menu, (void *)&uiAudio.vibrationEnable );
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}
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/*
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=================
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UI_Audio_Precache
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=================
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*/
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void UI_Audio_Precache( void )
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{
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PIC_Load( ART_BACKGROUND );
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PIC_Load( ART_BANNER );
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}
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/*
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=================
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UI_Audio_Menu
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=================
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*/
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void UI_Audio_Menu( void )
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{
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UI_Audio_Precache();
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UI_Audio_Init();
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UI_Audio_UpdateConfig();
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UI_PushMenu( &uiAudio.menu );
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}
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