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