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432 lines
14 KiB
432 lines
14 KiB
//========= Copyright 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 "CvarToggleCheckButton.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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#include <steam/steam_api.h> |
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#include <tier1/strtools.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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#ifndef POSIX |
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m_pSpeakerSetupCombo->AddItem( "#GameUI_Headphones", new KeyValues("SpeakerSetup", "speakers", 0) ); |
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#endif |
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m_pSpeakerSetupCombo->AddItem( "#GameUI_2Speakers", new KeyValues("SpeakerSetup", "speakers", 2) ); |
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#ifndef POSIX |
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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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#endif |
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m_pSpokenLanguageCombo = new ComboBox (this, "AudioSpokenLanguage", 6, false ); |
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m_pSoundMuteLoseFocusCheckButton = new CCvarToggleCheckButton( this, "snd_mute_losefocus", "#GameUI_SndMuteLoseFocus", "snd_mute_losefocus" ); |
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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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ConVarRef closecaption("closecaption"); |
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ConVarRef 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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ConVarRef snd_surround_speakers("Snd_Surround_Speakers"); |
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int speakers = snd_surround_speakers.GetInt(); |
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#ifdef POSIX |
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// On Posix there is no headphone option, so we upgrade to 2 speakers if Snd_Surround_Speakers == 0 |
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if ( speakers == 0 ) |
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speakers = 2; |
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#endif |
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// if Snd_Surround_Speakers is -1, then upgrade to 2 speakers |
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if ( speakers < 0 ) |
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speakers = 2; |
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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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break; |
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} |
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}} |
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// sound quality is made up from several cvars |
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ConVarRef Snd_PitchQuality("Snd_PitchQuality"); |
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ConVarRef 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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szCurrentLanguage[0] = 0; |
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szAvailableLanguages[0] = 0; |
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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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CUtlVector<char*> languagesList; |
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V_SplitString( szAvailableLanguages, ",", languagesList ); |
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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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languagesList.PurgeAndDeleteElements(); |
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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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m_pSoundMuteLoseFocusCheckButton->Reset(); |
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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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ConVarRef 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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ConVarRef 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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ConVarRef Snd_PitchQuality( "Snd_PitchQuality" ); |
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ConVarRef 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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ConVarRef 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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m_pSoundMuteLoseFocusCheckButton->ApplyChanges(); |
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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: third-party audio credits dialog |
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//----------------------------------------------------------------------------- |
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class COptionsSubAudioThirdPartyCreditsDlg : public vgui::Frame |
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{ |
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DECLARE_CLASS_SIMPLE( COptionsSubAudioThirdPartyCreditsDlg, vgui::Frame ); |
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public: |
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COptionsSubAudioThirdPartyCreditsDlg( vgui::VPANEL hParent ) : BaseClass( NULL, NULL ) |
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{ |
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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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SetTitle("#GameUI_ThirdPartyAudio_Title", true); |
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SetSize( 500, 200 ); |
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LoadControlSettings( "resource/OptionsSubAudioThirdPartyDlg.res" ); |
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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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virtual void 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 OnKeyCodeTyped(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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}; |
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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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