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413 lines
14 KiB
413 lines
14 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "OptionsSubAudio.h"
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#include "CvarSlider.h"
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#include "EngineInterface.h"
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#include "ModInfo.h"
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#include "vgui_controls/ComboBox.h"
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#include "vgui_controls/QueryBox.h"
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#include "tier1/KeyValues.h"
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#include "tier1/convar.h"
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#include "vgui/IInput.h"
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#ifndef NO_STEAM
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#include "steam/steam_api.h"
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#endif
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#include "tier1/strtools.h"
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#include "gameui_util.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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// This member is static so that the updated audio language can be referenced during shutdown
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char* COptionsSubAudio::m_pchUpdatedAudioLanguage = (char*)GetLanguageShortName( k_Lang_English );
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enum SoundQuality_e
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{
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SOUNDQUALITY_LOW,
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SOUNDQUALITY_MEDIUM,
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SOUNDQUALITY_HIGH,
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};
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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COptionsSubAudio::COptionsSubAudio(vgui::Panel *parent) : PropertyPage(parent, NULL)
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{
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m_pSFXSlider = new CCvarSlider( this, "SFXSlider", "#GameUI_SoundEffectVolume", 0.0f, 1.0f, "volume" );
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m_pMusicSlider = new CCvarSlider( this, "MusicSlider", "#GameUI_MusicVolume", 0.0f, 1.0f, "Snd_MusicVolume" );
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m_pCloseCaptionCombo = new ComboBox( this, "CloseCaptionCheck", 6, false );
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m_pCloseCaptionCombo->AddItem( "#GameUI_NoClosedCaptions", NULL );
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m_pCloseCaptionCombo->AddItem( "#GameUI_SubtitlesAndSoundEffects", NULL );
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m_pCloseCaptionCombo->AddItem( "#GameUI_Subtitles", NULL );
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m_pSoundQualityCombo = new ComboBox( this, "SoundQuality", 6, false );
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m_pSoundQualityCombo->AddItem( "#GameUI_High", new KeyValues("SoundQuality", "quality", SOUNDQUALITY_HIGH) );
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m_pSoundQualityCombo->AddItem( "#GameUI_Medium", new KeyValues("SoundQuality", "quality", SOUNDQUALITY_MEDIUM) );
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m_pSoundQualityCombo->AddItem( "#GameUI_Low", new KeyValues("SoundQuality", "quality", SOUNDQUALITY_LOW) );
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m_pSpeakerSetupCombo = new ComboBox( this, "SpeakerSetup", 6, false );
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m_pSpeakerSetupCombo->AddItem( "#GameUI_Headphones", new KeyValues("SpeakerSetup", "speakers", 0) );
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m_pSpeakerSetupCombo->AddItem( "#GameUI_2Speakers", new KeyValues("SpeakerSetup", "speakers", 2) );
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m_pSpeakerSetupCombo->AddItem( "#GameUI_4Speakers", new KeyValues("SpeakerSetup", "speakers", 4) );
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m_pSpeakerSetupCombo->AddItem( "#GameUI_5Speakers", new KeyValues("SpeakerSetup", "speakers", 5) );
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m_pSpeakerSetupCombo->AddItem( "#GameUI_7Speakers", new KeyValues("SpeakerSetup", "speakers", 7) );
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m_pSpokenLanguageCombo = new ComboBox (this, "AudioSpokenLanguage", 6, false );
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LoadControlSettings("Resource\\OptionsSubAudio.res");
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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COptionsSubAudio::~COptionsSubAudio()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reloads data
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//-----------------------------------------------------------------------------
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void COptionsSubAudio::OnResetData()
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{
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m_bRequireRestart = false;
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m_pSFXSlider->Reset();
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m_pMusicSlider->Reset();
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// reset the combo boxes
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// close captions
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CGameUIConVarRef closecaption("closecaption");
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CGameUIConVarRef cc_subtitles("cc_subtitles");
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if (closecaption.GetBool())
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{
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if (cc_subtitles.GetBool())
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{
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m_pCloseCaptionCombo->ActivateItem(2);
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}
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else
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{
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m_pCloseCaptionCombo->ActivateItem(1);
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}
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}
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else
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{
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m_pCloseCaptionCombo->ActivateItem(0);
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}
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// speakers
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CGameUIConVarRef snd_surround_speakers("Snd_Surround_Speakers");
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int speakers = snd_surround_speakers.GetInt();
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{for (int itemID = 0; itemID < m_pSpeakerSetupCombo->GetItemCount(); itemID++)
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{
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KeyValues *kv = m_pSpeakerSetupCombo->GetItemUserData(itemID);
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if (kv && kv->GetInt("speakers") == speakers)
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{
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m_pSpeakerSetupCombo->ActivateItem(itemID);
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}
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}}
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// sound quality is made up from several cvars
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CGameUIConVarRef Snd_PitchQuality("Snd_PitchQuality");
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CGameUIConVarRef dsp_slow_cpu("dsp_slow_cpu");
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int quality = SOUNDQUALITY_LOW;
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if (dsp_slow_cpu.GetBool() == false)
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{
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quality = SOUNDQUALITY_MEDIUM;
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}
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if (Snd_PitchQuality.GetBool())
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{
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quality = SOUNDQUALITY_HIGH;
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}
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// find the item in the list and activate it
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{for (int itemID = 0; itemID < m_pSoundQualityCombo->GetItemCount(); itemID++)
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{
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KeyValues *kv = m_pSoundQualityCombo->GetItemUserData(itemID);
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if (kv && kv->GetInt("quality") == quality)
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{
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m_pSoundQualityCombo->ActivateItem(itemID);
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}
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}}
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//
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// Audio Languages
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//
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char szCurrentLanguage[50] = "";
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char szAvailableLanguages[512] = "";
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szAvailableLanguages[0] = NULL;
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// Fallback to current engine language
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engine->GetUILanguage( szCurrentLanguage, sizeof( szCurrentLanguage ));
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// In a Steam environment we get the current language
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#if !defined( NO_STEAM )
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// When Steam isn't running we can't get the language info...
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if ( steamapicontext->SteamApps() )
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{
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Q_strncpy( szCurrentLanguage, steamapicontext->SteamApps()->GetCurrentGameLanguage(), sizeof(szCurrentLanguage) );
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Q_strncpy( szAvailableLanguages, steamapicontext->SteamApps()->GetAvailableGameLanguages(), sizeof(szAvailableLanguages) );
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}
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#endif
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// Get the spoken language and store it for comparison purposes
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m_nCurrentAudioLanguage = PchLanguageToELanguage( szCurrentLanguage );
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// Check to see if we have a list of languages from Steam
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if ( V_strlen( szAvailableLanguages ) )
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{
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// Populate the combo box with each available language
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CSplitString languagesList( szAvailableLanguages, "," );
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for ( int i=0; i < languagesList.Count(); i++ )
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{
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const ELanguage languageCode = PchLanguageToELanguage( languagesList[i] );
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m_pSpokenLanguageCombo->AddItem( GetLanguageVGUILocalization( languageCode ), new KeyValues ("Audio Languages", "language", languageCode) );
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}
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}
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else
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{
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// Add the current language to the combo
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m_pSpokenLanguageCombo->AddItem( GetLanguageVGUILocalization( m_nCurrentAudioLanguage ), new KeyValues ("Audio Languages", "language", m_nCurrentAudioLanguage) );
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}
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// Activate the current language in the combo
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{for (int itemID = 0; itemID < m_pSpokenLanguageCombo->GetItemCount(); itemID++)
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{
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KeyValues *kv = m_pSpokenLanguageCombo->GetItemUserData( itemID );
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if ( kv && kv->GetInt( "language" ) == m_nCurrentAudioLanguage )
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{
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m_pSpokenLanguageCombo->ActivateItem( itemID );
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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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// Purpose: Applies changes
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//-----------------------------------------------------------------------------
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void COptionsSubAudio::OnApplyChanges()
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{
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m_pSFXSlider->ApplyChanges();
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m_pMusicSlider->ApplyChanges();
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// set the cvars appropriately
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// Tracker 28933: Note we can't do this because closecaption is marked
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// FCVAR_USERINFO and it won't get sent to server is we direct set it, we
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// need to pass it along to the engine parser!!!
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// ConVar *closecaption = (ConVar *)cvar->FindVar("closecaption");
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int closecaption_value = 0;
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CGameUIConVarRef cc_subtitles( "cc_subtitles" );
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switch (m_pCloseCaptionCombo->GetActiveItem())
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{
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default:
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case 0:
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closecaption_value = 0;
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cc_subtitles.SetValue( 0 );
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break;
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case 1:
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closecaption_value = 1;
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cc_subtitles.SetValue( 0 );
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break;
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case 2:
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closecaption_value = 1;
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cc_subtitles.SetValue( 1 );
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break;
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}
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// Stuff the close caption change to the console so that it can be
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// sent to the server (FCVAR_USERINFO) so that you don't have to restart
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// the level for the change to take effect.
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char cmd[ 64 ];
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Q_snprintf( cmd, sizeof( cmd ), "closecaption %i\n", closecaption_value );
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engine->ClientCmd_Unrestricted( cmd );
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CGameUIConVarRef snd_surround_speakers( "Snd_Surround_Speakers" );
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int speakers = m_pSpeakerSetupCombo->GetActiveItemUserData()->GetInt( "speakers" );
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snd_surround_speakers.SetValue( speakers );
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// quality
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CGameUIConVarRef Snd_PitchQuality( "Snd_PitchQuality" );
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CGameUIConVarRef dsp_slow_cpu( "dsp_slow_cpu" );
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int quality = m_pSoundQualityCombo->GetActiveItemUserData()->GetInt( "quality" );
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switch ( quality )
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{
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case SOUNDQUALITY_LOW:
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dsp_slow_cpu.SetValue(true);
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Snd_PitchQuality.SetValue(false);
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break;
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case SOUNDQUALITY_MEDIUM:
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dsp_slow_cpu.SetValue(false);
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Snd_PitchQuality.SetValue(false);
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break;
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default:
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Assert("Undefined sound quality setting.");
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case SOUNDQUALITY_HIGH:
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dsp_slow_cpu.SetValue(false);
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Snd_PitchQuality.SetValue(true);
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break;
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};
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// headphones at high quality get enhanced stereo turned on
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CGameUIConVarRef dsp_enhance_stereo( "dsp_enhance_stereo" );
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if (speakers == 0 && quality == SOUNDQUALITY_HIGH)
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{
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dsp_enhance_stereo.SetValue( 1 );
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}
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else
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{
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dsp_enhance_stereo.SetValue( 0 );
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}
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// Audio spoken language
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KeyValues *kv = m_pSpokenLanguageCombo->GetItemUserData( m_pSpokenLanguageCombo->GetActiveItem() );
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const ELanguage nUpdatedAudioLanguage = (ELanguage)( kv ? kv->GetInt( "language" ) : k_Lang_English );
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if ( nUpdatedAudioLanguage != m_nCurrentAudioLanguage )
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{
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// Store new language in static member so that it can be accessed during shutdown when this instance is gone
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m_pchUpdatedAudioLanguage = (char *) GetLanguageShortName( nUpdatedAudioLanguage );
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// Inform user that they need to restart in order change language at this time
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QueryBox *qb = new QueryBox( "#GameUI_ChangeLanguageRestart_Title", "#GameUI_ChangeLanguageRestart_Info", GetParent()->GetParent()->GetParent() );
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if (qb != NULL)
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{
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qb->SetOKCommand( new KeyValues( "Command", "command", "RestartWithNewLanguage" ) );
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qb->SetOKButtonText( "#GameUI_ChangeLanguageRestart_OkButton" );
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qb->SetCancelButtonText( "#GameUI_ChangeLanguageRestart_CancelButton" );
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qb->AddActionSignalTarget( GetParent()->GetParent()->GetParent() );
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qb->DoModal();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called on controls changing, enables the Apply button
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//-----------------------------------------------------------------------------
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void COptionsSubAudio::OnControlModified()
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{
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PostActionSignal(new KeyValues("ApplyButtonEnable"));
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the engine needs to be restarted
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//-----------------------------------------------------------------------------
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bool COptionsSubAudio::RequiresRestart()
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{
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// nothing in audio requires a restart like now
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void COptionsSubAudio::OnCommand( const char *command )
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{
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if ( !stricmp( command, "TestSpeakers" ) )
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{
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// ask them if they REALLY want to test the speakers if they're in a game already.
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if (engine->IsConnected())
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{
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QueryBox *qb = new QueryBox("#GameUI_TestSpeakersWarning_Title", "#GameUI_TestSpeakersWarning_Info" );
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if (qb != NULL)
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{
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qb->SetOKCommand(new KeyValues("RunTestSpeakers"));
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qb->SetOKButtonText("#GameUI_TestSpeakersWarning_OkButton");
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qb->SetCancelButtonText("#GameUI_TestSpeakersWarning_CancelButton");
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qb->AddActionSignalTarget( this );
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qb->DoModal();
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}
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else
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{
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// couldn't create the warning dialog for some reason, so just test the speakers.
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RunTestSpeakers();
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}
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}
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else
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{
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// player isn't connected to a game so there's no reason to warn them about being disconnected.
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// create the command to execute
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RunTestSpeakers();
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}
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}
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else if ( !stricmp( command, "ShowThirdPartyAudioCredits" ) )
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{
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OpenThirdPartySoundCreditsDialog();
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}
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BaseClass::OnCommand( command );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Run the test speakers map.
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//-----------------------------------------------------------------------------
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void COptionsSubAudio::RunTestSpeakers()
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{
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engine->ClientCmd_Unrestricted( "disconnect\nwait\nwait\nsv_lan 1\nsetmaster enable\nmaxplayers 1\n\nhostname \"Speaker Test\"\nprogress_enable\nmap test_speakers\n" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Open third party audio credits dialog
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//-----------------------------------------------------------------------------
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void COptionsSubAudio::OpenThirdPartySoundCreditsDialog()
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{
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if (!m_OptionsSubAudioThirdPartyCreditsDlg.Get())
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{
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m_OptionsSubAudioThirdPartyCreditsDlg = new COptionsSubAudioThirdPartyCreditsDlg(GetVParent());
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}
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m_OptionsSubAudioThirdPartyCreditsDlg->Activate();
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}
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COptionsSubAudioThirdPartyCreditsDlg::COptionsSubAudioThirdPartyCreditsDlg( vgui::VPANEL hParent ) : BaseClass( NULL, NULL )
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{
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SetProportional( true );
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#ifdef GAMEUI_BASEMODPANEL_VGUI
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// parent is ignored, since we want look like we're steal focus from the parent (we'll become modal below)
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SetScheme( GAMEUI_BASEMODPANEL_SCHEME );
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#endif
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SetTitle( "#GameUI_ThirdPartyAudio_Title", true );
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SetSize(
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vgui::scheme()->GetProportionalScaledValueEx( GetScheme(), 500 ),
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vgui::scheme()->GetProportionalScaledValueEx( GetScheme(), 200 ) );
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MoveToCenterOfScreen();
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SetSizeable( false );
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SetDeleteSelfOnClose( true );
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}
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void COptionsSubAudioThirdPartyCreditsDlg::ApplySchemeSettings( IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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LoadControlSettings( "resource/OptionsSubAudioThirdPartyDlg.res" );
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}
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void COptionsSubAudioThirdPartyCreditsDlg::Activate()
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{
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BaseClass::Activate();
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input()->SetAppModalSurface(GetVPanel());
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}
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void COptionsSubAudioThirdPartyCreditsDlg::OnKeyCodeTyped(vgui::KeyCode code)
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{
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// force ourselves to be closed if the escape key it pressed
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if (code == KEY_ESCAPE)
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{
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Close();
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}
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else
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{
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BaseClass::OnKeyCodeTyped(code);
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}
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}
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