/* 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. */ // 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