CnC_Remastered_Collection/REDALERT/SOUNDDLG.CPP

456 lines
16 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: /CounterStrike/SOUNDDLG.CPP 1 3/03/97 10:25a Joe_bostic $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : SOUNDDLG.CPP *
* *
* Programmer : Maria del Mar McCready-Legg, Joe L. Bostic *
* *
* Start Date : Jan 8, 1995 *
* *
* Last Update : September 22, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* MusicListClass::Draw_Entry -- Draw the score line in a list box. *
* SoundControlsClass::Process -- Handles all the options graphic interface. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "sounddlg.h"
class MusicListClass : public ListClass
{
public:
MusicListClass(int id, int x, int y, int w, int h) :
ListClass(id, x, y, w, h, TPF_6PT_GRAD|TPF_NOSHADOW, MFCD::Retrieve("BTN-UP.SHP"), MFCD::Retrieve("BTN-DN.SHP"))
{};
virtual ~MusicListClass(void) {};
protected:
virtual void Draw_Entry(int index, int x, int y, int width, int selected);
};
/***********************************************************************************************
* SoundControlsClass::Process -- Handles all the options graphic interface. *
* *
* This routine is the main control for the visual representation of the options *
* screen. It handles the visual overlay and the player input. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: 12/31/1994 MML : Created. *
*=============================================================================================*/
void SoundControlsClass::Process(void)
{
/*
** Adjust dialog controls for resolution
*/
int option_width= OPTION_WIDTH * RESFACTOR;
int option_height= OPTION_HEIGHT * RESFACTOR;
int option_x= OPTION_X * RESFACTOR;
int option_y= OPTION_Y * RESFACTOR;
int listbox_x= LISTBOX_X * RESFACTOR;
int listbox_y= LISTBOX_Y * RESFACTOR;
int listbox_w= LISTBOX_W * RESFACTOR;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
#ifdef WIN32
int listbox_h= (LISTBOX_H * RESFACTOR)+2;
#else
int listbox_h= LISTBOX_H * RESFACTOR;
#endif
#else
int listbox_h= LISTBOX_H * RESFACTOR;
#endif
int button_width= BUTTON_WIDTH * RESFACTOR;
int button_x= BUTTON_X * RESFACTOR;
int button_y= BUTTON_Y * RESFACTOR;
int stop_x= STOP_X * RESFACTOR;
int stop_y= STOP_Y * RESFACTOR;
int play_x= PLAY_X * RESFACTOR;
int play_y= PLAY_Y * RESFACTOR;
int onoff_width= ONOFF_WIDTH * RESFACTOR;
int shuffle_x= SHUFFLE_X * RESFACTOR;
int shuffle_y= SHUFFLE_Y * RESFACTOR;
int repeat_x= REPEAT_X * RESFACTOR;
int repeat_y= REPEAT_Y * RESFACTOR;
int mslider_x= MSLIDER_X * RESFACTOR;
int mslider_y= MSLIDER_Y * RESFACTOR;
int mslider_w= MSLIDER_W * RESFACTOR;
int mslider_height= MSLIDER_HEIGHT * RESFACTOR;
int fxslider_x= FXSLIDER_X * RESFACTOR;
int fxslider_y= FXSLIDER_Y * RESFACTOR;
int fxslider_w= FXSLIDER_W * RESFACTOR;
int fxslider_height= FXSLIDER_HEIGHT * RESFACTOR;
int button_stop= BUTTON_STOP;
int button_play= BUTTON_PLAY;
int button_shuffle= BUTTON_SHUFFLE;
int button_repeat= BUTTON_REPEAT;
int button_options= BUTTON_OPTIONS;
int slider_music= SLIDER_MUSIC;
int slider_sound= SLIDER_SOUND;
int button_listbox= BUTTON_LISTBOX;
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
// ThemeType theme;
/*
** List box that holds the score text strings.
*/
MusicListClass listbox(0, option_x+listbox_x, option_y+listbox_y, listbox_w, listbox_h);
/*
** Return to options menu button.
*/
TextButtonClass returnto(BUTTON_OPTIONS, TXT_OK, TPF_BUTTON, option_x+button_x, option_y+button_y, button_width);
// TextButtonClass returnto(BUTTON_OPTIONS, TXT_OPTIONS_MENU, TPF_BUTTON,
/*
** Stop playing button.
*/
ShapeButtonClass stopbtn(BUTTON_STOP, MFCD::Retrieve("BTN-ST.SHP"), option_x+stop_x, option_y+stop_y);
/*
** Start playing button.
*/
ShapeButtonClass playbtn(BUTTON_PLAY, MFCD::Retrieve("BTN-PL.SHP"), option_x+play_x, option_y+play_y);
/*
** Shuffle control.
*/
TextButtonClass shufflebtn(BUTTON_SHUFFLE, TXT_OFF, TPF_BUTTON, option_x+shuffle_x, option_y+shuffle_y, onoff_width);
// TextButtonClass shufflebtn(BUTTON_SHUFFLE, TXT_OFF, TPF_BUTTON, option_x+shuffle_x, option_y+shuffle_y, ONOFF_WIDTH);
/*
** Repeat control.
*/
TextButtonClass repeatbtn(BUTTON_REPEAT, TXT_OFF, TPF_BUTTON, option_x+repeat_x, option_y+repeat_y, onoff_width);
/*
** Music volume slider.
*/
SliderClass music(SLIDER_MUSIC, option_x+mslider_x, option_y+mslider_y, mslider_w, mslider_height, true);
/*
** Sound volume slider.
*/
SliderClass sound(SLIDER_SOUND, option_x+fxslider_x, option_y+fxslider_y, fxslider_w, fxslider_height, true);
/*
** Causes left mouse clicks inside the dialog area, but not on any
** particular button, to be ignored.
*/
GadgetClass area(option_x, option_y, option_width, option_height, GadgetClass::LEFTPRESS);
/*
** Causes right clicks anywhere or left clicks outside of the dialog
** box area to be the same a clicking the return to game options button.
*/
ControlClass ctrl(BUTTON_OPTIONS, 0, 0, SeenBuff.Get_Width(), SeenBuff.Get_Height(), GadgetClass::RIGHTPRESS|GadgetClass::LEFTPRESS);
/*
** The repeat and shuffle buttons are of the toggle type. They toggle
** between saying "on" and "off".
*/
shufflebtn.IsToggleType = true;
if (Options.IsScoreShuffle) {
shufflebtn.Turn_On();
} else {
shufflebtn.Turn_Off();
}
shufflebtn.Set_Text(shufflebtn.IsOn ? TXT_ON : TXT_OFF);
repeatbtn.IsToggleType = true;
if (Options.IsScoreRepeat) {
repeatbtn.Turn_On();
} else {
repeatbtn.Turn_Off();
}
repeatbtn.Set_Text(repeatbtn.IsOn ? TXT_ON : TXT_OFF);
/*
** Set the initial values of the sliders.
*/
music.Set_Maximum(255);
music.Set_Thumb_Size(16);
music.Set_Value(Options.ScoreVolume * 256);
sound.Set_Maximum(255);
sound.Set_Thumb_Size(16);
sound.Set_Value(Options.Volume * 256);
/*
** Set up the window. Window x-coords are in bytes not pixels.
*/
Set_Logic_Page(SeenBuff);
/*
** Create Buttons.
*/
GadgetClass * optionsbtn = &returnto;
listbox.Add_Tail(*optionsbtn);
stopbtn.Add_Tail(*optionsbtn);
playbtn.Add_Tail(*optionsbtn);
shufflebtn.Add_Tail(*optionsbtn);
repeatbtn.Add_Tail(*optionsbtn);
music.Add_Tail(*optionsbtn);
sound.Add_Tail(*optionsbtn);
area.Add_Tail(*optionsbtn);
ctrl.Add_Tail(*optionsbtn);
/*
** Add all the themes to the list box. The list box entries are constructed
** and then stored into allocated EMS memory blocks.
*/
for (ThemeType index = THEME_FIRST; index < Theme.Max_Themes(); index++) {
if (Theme.Is_Allowed(index)) {
char buffer[100];
int length = Theme.Track_Length(index);
char const * fullname = Theme.Full_Name(index);
void * ptr = new char [sizeof(buffer)];
if (ptr) {
sprintf((char *)ptr, "%cTrack %d\t%d:%02d\t%s", index, listbox.Count()+1, length / 60, length % 60, fullname);
listbox.Add_Item((char const *)ptr);
}
if (Theme.What_Is_Playing() == index) {
listbox.Set_Selected_Index(listbox.Count()-1);
}
}
}
static int _tabs[] = {
55 * RESFACTOR, 72 * RESFACTOR, 90 * RESFACTOR
};
listbox.Set_Tabs(_tabs);
/*
** Main Processing Loop.
*/
bool display = true;
bool process = true;
while (process) {
/*
** Invoke game callback.
*/
if (Session.Type == GAME_NORMAL || Session.Type == GAME_SKIRMISH) {
Call_Back();
} else {
if (Main_Loop()) {
process = false;
}
}
#ifdef WIN32
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored) {
AllSurfaces.SurfacesRestored=FALSE;
display = true;
}
#endif
/*
** Refresh display if needed.
*/
if (display) {
Hide_Mouse();
/*
** Draw the background.
*/
Dialog_Box(option_x, option_y, option_width, option_height);
Draw_Caption(TXT_SOUND_CONTROLS, option_x, option_y, option_width);
/*
** Draw the Music, Speech & Sound titles.
*/
Fancy_Text_Print(TXT_MUSIC_VOLUME, option_x+mslider_x-(5 * RESFACTOR), option_y+mslider_y-(2 * RESFACTOR), scheme, TBLACK, TPF_TEXT|TPF_RIGHT);
Fancy_Text_Print(TXT_SOUND_VOLUME, option_x+fxslider_x-(5 * RESFACTOR), option_y+fxslider_y-(2 * RESFACTOR), scheme, TBLACK, TPF_TEXT|TPF_RIGHT);
#if defined(GERMAN) || defined(FRENCH)
Fancy_Text_Print(TXT_SHUFFLE, option_x+4+shuffle_x-(5 * RESFACTOR), option_y+shuffle_y+(1 * RESFACTOR), scheme, TBLACK, TPF_TEXT|TPF_RIGHT);
#else
Fancy_Text_Print(TXT_SHUFFLE, option_x+shuffle_x-(5 * RESFACTOR), option_y+shuffle_y+(1 * RESFACTOR), scheme, TBLACK, TPF_TEXT|TPF_RIGHT);
#endif
Fancy_Text_Print(TXT_REPEAT, option_x+repeat_x-(5 * RESFACTOR), option_y+repeat_y+(1 * RESFACTOR), scheme, TBLACK, TPF_TEXT|TPF_RIGHT);
optionsbtn->Draw_All();
Show_Mouse();
display = false;
}
/*
** Get user input.
*/
KeyNumType input = optionsbtn->Input();
/*
** Process Input.
*/
switch (input) {
case KN_ESC:
case BUTTON_OPTIONS|KN_BUTTON:
process = false;
break;
/*
** Control music volume.
*/
case SLIDER_MUSIC|KN_BUTTON:
Options.Set_Score_Volume(fixed(music.Get_Value(), 256), true);
#ifdef FIXIT_VERSION_3
if( Session.Type != GAME_NORMAL )
Options.MultiScoreVolume = Options.ScoreVolume;
#endif
break;
/*
** Control sound volume.
*/
case SLIDER_SOUND|KN_BUTTON:
Options.Set_Sound_Volume(fixed(sound.Get_Value(), 256), true);
break;
case BUTTON_LISTBOX|KN_BUTTON:
break;
/*
** Stop all themes from playing.
*/
case BUTTON_STOP|KN_BUTTON:
Theme.Stop();
Theme.Queue_Song(THEME_QUIET);
// Theme.Queue_Song(THEME_NONE);
break;
/*
** Start the currently selected theme to play.
*/
case KN_SPACE:
case BUTTON_PLAY|KN_BUTTON:
Theme.Queue_Song( (ThemeType)*((unsigned char *)listbox.Current_Item()) );
break;
/*
** Toggle the shuffle button.
*/
case BUTTON_SHUFFLE|KN_BUTTON:
shufflebtn.Set_Text(shufflebtn.IsOn ? TXT_ON : TXT_OFF);
Options.Set_Shuffle(shufflebtn.IsOn);
break;
/*
** Toggle the repeat button.
*/
case BUTTON_REPEAT|KN_BUTTON:
repeatbtn.Set_Text(repeatbtn.IsOn ? TXT_ON : TXT_OFF);
Options.Set_Repeat(repeatbtn.IsOn);
break;
}
}
/*
** If the score volume was turned all the way down, then actually
** stop the scores from being played.
*/
if (Options.ScoreVolume == 0) {
Theme.Stop();
}
/*
** Free the items from the list box.
*/
while (listbox.Count()) {
char const * ptr = listbox.Get_Item(0);
listbox.Remove_Item(ptr);
delete [] (void*)ptr;
}
}
/***********************************************************************************************
* MusicListClass::Draw_Entry -- Draw the score line in a list box. *
* *
* This routine will display the score line in a list box. It overrides the list box *
* handler for line drawing. *
* *
* INPUT: index -- The index within the list box that is being drawn. *
* *
* x,y -- The pixel coordinates of the upper left position of the line. *
* *
* width -- The width of the line that drawing is allowed to use. *
* *
* selected-- Is the current line selected? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/22/1995 JLB : Created. *
*=============================================================================================*/
void MusicListClass::Draw_Entry(int index, int x, int y, int width, int selected)
{
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
if (TextFlags & TPF_6PT_GRAD) {
TextPrintType flags = TextFlags;
if (selected) {
flags = flags | TPF_BRIGHT_COLOR;
LogicPage->Fill_Rect (x, y, x + width - 1, y + LineHeight - 1,
GadgetClass::Get_Color_Scheme()->Shadow);
} else {
if (!(flags & TPF_USE_GRAD_PAL)) {
flags = flags | TPF_MEDIUM_COLOR;
}
}
Conquer_Clip_Text_Print((char *)List[index] + 1, x, y, scheme, TBLACK, flags, width, Tabs);
} else {
Conquer_Clip_Text_Print((char *)List[index] + 1, x, y,
(selected ? &ColorRemaps[PCOLOR_DIALOG_BLUE] : &ColorRemaps[PCOLOR_GREY]), TBLACK, TextFlags, width, Tabs);
}
}