DlgAudioQuality.cpp 2.7 KB

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  1. /* Copyright (c) 2002-2012 Croteam Ltd.
  2. This program is free software; you can redistribute it and/or modify
  3. it under the terms of version 2 of the GNU General Public License as published by
  4. the Free Software Foundation
  5. This program is distributed in the hope that it will be useful,
  6. but WITHOUT ANY WARRANTY; without even the implied warranty of
  7. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  8. GNU General Public License for more details.
  9. You should have received a copy of the GNU General Public License along
  10. with this program; if not, write to the Free Software Foundation, Inc.,
  11. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
  12. // DlgAudioQuality.cpp : implementation file
  13. //
  14. #include "stdafx.h"
  15. #ifdef _DEBUG
  16. #undef new
  17. #define new DEBUG_NEW
  18. #undef THIS_FILE
  19. static char THIS_FILE[] = __FILE__;
  20. #endif
  21. /////////////////////////////////////////////////////////////////////////////
  22. // CDlgAudioQuality dialog
  23. CDlgAudioQuality::CDlgAudioQuality(CWnd* pParent /*=NULL*/)
  24. : CDialog(CDlgAudioQuality::IDD, pParent)
  25. {
  26. //{{AFX_DATA_INIT(CDlgAudioQuality)
  27. m_iAudioQualityRadio = -1;
  28. m_bUseDirectSound3D = FALSE;
  29. //}}AFX_DATA_INIT
  30. }
  31. void CDlgAudioQuality::DoDataExchange(CDataExchange* pDX)
  32. {
  33. CDialog::DoDataExchange(pDX);
  34. // if dialog is recieving data
  35. if( pDX->m_bSaveAndValidate == FALSE)
  36. {
  37. // set current state of audio quality radio button
  38. /* switch( Flesh.gm_aqAudioQuality)
  39. {
  40. case CGame::AQ_LOW:{ m_iAudioQualityRadio = 0; break; }
  41. case CGame::AQ_MEDIUM:{ m_iAudioQualityRadio = 1; break; }
  42. case CGame::AQ_HIGH:{ m_iAudioQualityRadio = 2; break; }
  43. default:{ ASSERTALWAYS( "Illegal audio quality value found!"); }
  44. }
  45. */
  46. m_bUseDirectSound3D = FALSE;
  47. }
  48. //{{AFX_DATA_MAP(CDlgAudioQuality)
  49. DDX_Radio(pDX, IDC_AUDIO_QUALITY_LOW, m_iAudioQualityRadio);
  50. DDX_Check(pDX, IDC_USE_DSOUND3D, m_bUseDirectSound3D);
  51. //}}AFX_DATA_MAP
  52. // if dialog is giving data
  53. if( pDX->m_bSaveAndValidate != FALSE)
  54. {
  55. // apply selected state of audio quality radio button
  56. /* switch( m_iAudioQualityRadio)
  57. {
  58. case 0:{ Flesh.gm_aqAudioQuality = CGame::AQ_LOW; break; }
  59. case 1:{ Flesh.gm_aqAudioQuality = CGame::AQ_MEDIUM; break; }
  60. case 2:{ Flesh.gm_aqAudioQuality = CGame::AQ_HIGH; break; }
  61. default:{ ASSERTALWAYS( "Illegal audio quality radio value found!"); }
  62. }
  63. */
  64. //Flesh.gm_bUseDirectSound3D = m_bUseDirectSound3D;
  65. }
  66. }
  67. BEGIN_MESSAGE_MAP(CDlgAudioQuality, CDialog)
  68. //{{AFX_MSG_MAP(CDlgAudioQuality)
  69. // NOTE: the ClassWizard will add message map macros here
  70. //}}AFX_MSG_MAP
  71. END_MESSAGE_MAP()
  72. /////////////////////////////////////////////////////////////////////////////
  73. // CDlgAudioQuality message handlers