mirror of
https://github.com/ptitSeb/Serious-Engine
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91 lines
2.7 KiB
C++
91 lines
2.7 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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// DlgAudioQuality.cpp : implementation file
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//
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#include "stdafx.h"
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#ifdef _DEBUG
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#undef new
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CDlgAudioQuality dialog
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CDlgAudioQuality::CDlgAudioQuality(CWnd* pParent /*=NULL*/)
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: CDialog(CDlgAudioQuality::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CDlgAudioQuality)
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m_iAudioQualityRadio = -1;
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m_bUseDirectSound3D = FALSE;
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//}}AFX_DATA_INIT
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}
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void CDlgAudioQuality::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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// if dialog is recieving data
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if( pDX->m_bSaveAndValidate == FALSE)
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{
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// set current state of audio quality radio button
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/* switch( Flesh.gm_aqAudioQuality)
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{
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case CGame::AQ_LOW:{ m_iAudioQualityRadio = 0; break; }
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case CGame::AQ_MEDIUM:{ m_iAudioQualityRadio = 1; break; }
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case CGame::AQ_HIGH:{ m_iAudioQualityRadio = 2; break; }
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default:{ ASSERTALWAYS( "Illegal audio quality value found!"); }
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}
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*/
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m_bUseDirectSound3D = FALSE;
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}
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//{{AFX_DATA_MAP(CDlgAudioQuality)
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DDX_Radio(pDX, IDC_AUDIO_QUALITY_LOW, m_iAudioQualityRadio);
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DDX_Check(pDX, IDC_USE_DSOUND3D, m_bUseDirectSound3D);
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//}}AFX_DATA_MAP
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// if dialog is giving data
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if( pDX->m_bSaveAndValidate != FALSE)
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{
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// apply selected state of audio quality radio button
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/* switch( m_iAudioQualityRadio)
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{
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case 0:{ Flesh.gm_aqAudioQuality = CGame::AQ_LOW; break; }
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case 1:{ Flesh.gm_aqAudioQuality = CGame::AQ_MEDIUM; break; }
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case 2:{ Flesh.gm_aqAudioQuality = CGame::AQ_HIGH; break; }
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default:{ ASSERTALWAYS( "Illegal audio quality radio value found!"); }
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}
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*/
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//Flesh.gm_bUseDirectSound3D = m_bUseDirectSound3D;
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}
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}
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BEGIN_MESSAGE_MAP(CDlgAudioQuality, CDialog)
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//{{AFX_MSG_MAP(CDlgAudioQuality)
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// NOTE: the ClassWizard will add message map macros here
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgAudioQuality message handlers
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