mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
77 lines
3.0 KiB
C++
77 lines
3.0 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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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 version 2 of the GNU General Public License as published by
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the Free Software Foundation
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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 General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "StdH.h"
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#include <Engine/CurrentVersion.h>
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#include "MenuPrinting.h"
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#include "MenuStuff.h"
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#include "MAudioOptions.h"
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extern void RefreshSoundFormat(void);
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void CAudioOptionsMenu::Initialize_t(void)
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{
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// intialize Audio options menu
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gm_mgTitle.mg_boxOnScreen = BoxTitle();
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gm_mgTitle.mg_strText = TRANS("AUDIO");
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gm_lhGadgets.AddTail(gm_mgTitle.mg_lnNode);
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TRIGGER_MG(gm_mgAudioAutoTrigger, 0,
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gm_mgApply, gm_mgFrequencyTrigger, TRANS("AUTO-ADJUST"), astrNoYes);
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gm_mgAudioAutoTrigger.mg_strTip = TRANS("adjust quality to fit your system");
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TRIGGER_MG(gm_mgFrequencyTrigger, 1,
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gm_mgAudioAutoTrigger, gm_mgAudioAPITrigger, TRANS("FREQUENCY"), astrFrequencyRadioTexts);
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gm_mgFrequencyTrigger.mg_strTip = TRANS("select sound quality or turn sound off");
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gm_mgFrequencyTrigger.mg_pOnTriggerChange = NULL;
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TRIGGER_MG(gm_mgAudioAPITrigger, 2,
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gm_mgFrequencyTrigger, gm_mgWaveVolume, TRANS("SOUND SYSTEM"), astrSoundAPIRadioTexts);
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gm_mgAudioAPITrigger.mg_strTip = TRANS("choose sound system (API) to use");
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gm_mgAudioAPITrigger.mg_pOnTriggerChange = NULL;
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gm_mgWaveVolume.mg_boxOnScreen = BoxMediumRow(3);
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gm_mgWaveVolume.mg_strText = TRANS("SOUND EFFECTS VOLUME");
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gm_mgWaveVolume.mg_strTip = TRANS("adjust volume of in-game sound effects");
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gm_mgWaveVolume.mg_pmgUp = &gm_mgAudioAPITrigger;
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gm_mgWaveVolume.mg_pmgDown = &gm_mgMPEGVolume;
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gm_mgWaveVolume.mg_pOnSliderChange = NULL;
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gm_mgWaveVolume.mg_pActivatedFunction = NULL;
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gm_lhGadgets.AddTail(gm_mgWaveVolume.mg_lnNode);
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gm_mgMPEGVolume.mg_boxOnScreen = BoxMediumRow(4);
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gm_mgMPEGVolume.mg_strText = TRANS("MUSIC VOLUME");
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gm_mgMPEGVolume.mg_strTip = TRANS("adjust volume of in-game music");
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gm_mgMPEGVolume.mg_pmgUp = &gm_mgWaveVolume;
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gm_mgMPEGVolume.mg_pmgDown = &gm_mgApply;
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gm_mgMPEGVolume.mg_pOnSliderChange = NULL;
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gm_mgMPEGVolume.mg_pActivatedFunction = NULL;
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gm_lhGadgets.AddTail(gm_mgMPEGVolume.mg_lnNode);
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gm_mgApply.mg_bfsFontSize = BFS_LARGE;
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gm_mgApply.mg_boxOnScreen = BoxBigRow(4);
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gm_mgApply.mg_strText = TRANS("APPLY");
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gm_mgApply.mg_strTip = TRANS("activate selected options");
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gm_lhGadgets.AddTail(gm_mgApply.mg_lnNode);
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gm_mgApply.mg_pmgUp = &gm_mgMPEGVolume;
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gm_mgApply.mg_pmgDown = &gm_mgAudioAutoTrigger;
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gm_mgApply.mg_pActivatedFunction = NULL;
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}
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void CAudioOptionsMenu::StartMenu(void)
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{
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RefreshSoundFormat();
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CGameMenu::StartMenu();
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} |