Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef OPTIONS_SUB_AUDIO_H
#define OPTIONS_SUB_AUDIO_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/PropertyPage.h"
#include <language.h>
class CLabeledCommandComboBox; class CCvarSlider; class CCvarToggleCheckButton;
//-----------------------------------------------------------------------------
// Purpose: Audio Details, Part of OptionsDialog
//-----------------------------------------------------------------------------
class COptionsSubAudio : public vgui::PropertyPage { DECLARE_CLASS_SIMPLE( COptionsSubAudio, vgui::PropertyPage );
public: COptionsSubAudio(vgui::Panel *parent); ~COptionsSubAudio();
virtual void OnResetData(); virtual void OnApplyChanges(); virtual void OnCommand( const char *command ); bool RequiresRestart(); static char* GetUpdatedAudioLanguage() { return m_pchUpdatedAudioLanguage; }
private: MESSAGE_FUNC( OnControlModified, "ControlModified" ); MESSAGE_FUNC( OnTextChanged, "TextChanged" ) { OnControlModified(); }
MESSAGE_FUNC( RunTestSpeakers, "RunTestSpeakers" );
vgui::ComboBox *m_pSpeakerSetupCombo; vgui::ComboBox *m_pSoundQualityCombo; CCvarSlider *m_pSFXSlider; CCvarSlider *m_pMusicSlider; vgui::ComboBox *m_pCloseCaptionCombo; bool m_bRequireRestart; vgui::ComboBox *m_pSpokenLanguageCombo; MESSAGE_FUNC( OpenThirdPartySoundCreditsDialog, "OpenThirdPartySoundCreditsDialog" ); vgui::DHANDLE<class COptionsSubAudioThirdPartyCreditsDlg> m_OptionsSubAudioThirdPartyCreditsDlg; ELanguage m_nCurrentAudioLanguage; static char *m_pchUpdatedAudioLanguage;
CCvarToggleCheckButton *m_pSoundMuteLoseFocusCheckButton; };
#endif // OPTIONS_SUB_AUDIO_H
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