Serious-Engine/Sources/GameGUIMP/DlgAudioQuality.cpp

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
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.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
2016-03-11 14:57:17 +01:00
// DlgAudioQuality.cpp : implementation file
//
#include "stdafx.h"
#ifdef _DEBUG
#undef new
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CDlgAudioQuality dialog
CDlgAudioQuality::CDlgAudioQuality(CWnd* pParent /*=NULL*/)
: CDialog(CDlgAudioQuality::IDD, pParent)
{
//{{AFX_DATA_INIT(CDlgAudioQuality)
m_iAudioQualityRadio = -1;
m_bUseDirectSound3D = FALSE;
//}}AFX_DATA_INIT
}
void CDlgAudioQuality::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
// if dialog is recieving data
if( pDX->m_bSaveAndValidate == FALSE)
{
// set current state of audio quality radio button
/* switch( Flesh.gm_aqAudioQuality)
{
case CGame::AQ_LOW:{ m_iAudioQualityRadio = 0; break; }
case CGame::AQ_MEDIUM:{ m_iAudioQualityRadio = 1; break; }
case CGame::AQ_HIGH:{ m_iAudioQualityRadio = 2; break; }
default:{ ASSERTALWAYS( "Illegal audio quality value found!"); }
}
*/
m_bUseDirectSound3D = FALSE;
}
//{{AFX_DATA_MAP(CDlgAudioQuality)
DDX_Radio(pDX, IDC_AUDIO_QUALITY_LOW, m_iAudioQualityRadio);
DDX_Check(pDX, IDC_USE_DSOUND3D, m_bUseDirectSound3D);
//}}AFX_DATA_MAP
// if dialog is giving data
if( pDX->m_bSaveAndValidate != FALSE)
{
// apply selected state of audio quality radio button
/* switch( m_iAudioQualityRadio)
{
case 0:{ Flesh.gm_aqAudioQuality = CGame::AQ_LOW; break; }
case 1:{ Flesh.gm_aqAudioQuality = CGame::AQ_MEDIUM; break; }
case 2:{ Flesh.gm_aqAudioQuality = CGame::AQ_HIGH; break; }
default:{ ASSERTALWAYS( "Illegal audio quality radio value found!"); }
}
*/
//Flesh.gm_bUseDirectSound3D = m_bUseDirectSound3D;
}
}
BEGIN_MESSAGE_MAP(CDlgAudioQuality, CDialog)
//{{AFX_MSG_MAP(CDlgAudioQuality)
// NOTE: the ClassWizard will add message map macros here
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CDlgAudioQuality message handlers