// // 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: F:\projects\c&c\vcs\code\sounddlg.cpv 2.17 16 Oct 1995 16:51:32 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 : Jan 18, 1995 [MML] * * * *---------------------------------------------------------------------------------------------* * Functions: * * 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, Hires_Retrieve("BTN-UP.SHP"), Hires_Retrieve("BTN-DN.SHP")) {}; virtual ~MusicListClass(void) {}; protected: virtual void Draw_Entry(int index, int x, int y, int width, int selected); }; int SoundControlsClass::Init(void) { int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2; Option_Width =292 * factor; Option_Height =146 * factor; Option_X =((SeenBuff.Get_Width() - Option_Width) / 2); Option_Y =(SeenBuff.Get_Height() - Option_Height) / 2; Listbox_X =1 * factor; Listbox_Y =54 * factor; Listbox_W =290 * factor; Listbox_H =73 * factor; Button_Width =85 * factor; Button_X =Option_Width-(Button_Width + (7 * factor)); Button_Y =130 * factor; Stop_X =5 * factor; Stop_Y =129 * factor; Play_X =23 * factor; Play_Y =129 * factor; OnOff_Width =25 * factor; #ifdef GERMAN Shuffle_X =79 * factor; #else Shuffle_X =91 * factor; #endif Shuffle_Y =130 * factor; Repeat_X =166 * factor; Repeat_Y =130 * factor; MSlider_X =147 * factor; MSlider_Y =28 * factor; MSlider_W =108 * factor; MSlider_Height =5 * factor; FXSlider_X =147 * factor; FXSlider_Y =40 * factor; FXSlider_W =108 * factor; FXSlider_Height=5 * factor; return(factor); } /*********************************************************************************************** * OptionsClass::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) { // ThemeType theme; int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2; Init(); /* ** 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_OPTIONS_MENU, TPF_6PT_GRAD|TPF_NOSHADOW, #ifdef FRENCH Option_X+Button_X-8*2, Option_Y+Button_Y, Button_Width+11*2); #else Option_X+Button_X, Option_Y+Button_Y, Button_Width); #endif /* ** Stop playing button. */ char filename[30]; if (factor == 1) strcpy(filename,"BTN-ST.SHP"); else strcpy(filename,"BTN-STH.SHP"); ShapeButtonClass stopbtn(BUTTON_STOP, MixFileClass::Retrieve(filename), Option_X+Stop_X, Option_Y+Stop_Y); /* ** Start playing button. */ if (factor == 1) strcpy(filename,"BTN-PL.SHP"); else strcpy(filename,"BTN-PLH.SHP"); ShapeButtonClass playbtn(BUTTON_PLAY, MixFileClass::Retrieve(filename), Option_X+Play_X, Option_Y+Play_Y); /* ** Shuffle control. */ TextButtonClass shufflebtn(BUTTON_SHUFFLE, TXT_OFF, TPF_6PT_GRAD|TPF_NOSHADOW, Option_X+Shuffle_X, Option_Y+Shuffle_Y, OnOff_Width); /* ** Repeat control. */ TextButtonClass repeatbtn(BUTTON_REPEAT, TXT_OFF, TPF_6PT_GRAD|TPF_NOSHADOW, 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); /* ** Sound volume slider. */ SliderClass sound(SLIDER_SOUND, Option_X+FXSlider_X, Option_Y+FXSlider_Y, FXSlider_W, FXSlider_Height); /* ** 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); sound.Set_Maximum(255); sound.Set_Thumb_Size(16); sound.Set_Value(Options.Volume); /* ** 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. */ // char buffer[100]; for (ThemeType index = THEME_FIRST; index < Theme.Max_Themes(); index++) { if (Theme.Is_Allowed(index)) { int length = Theme.Track_Length(index); char const * fullname = Theme.Full_Name(index); void * ptr = new char [sizeof(100)]; 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*factor, 72*factor, 90*factor }; listbox.Set_Tabs(_tabs); /* ** Main Processing Loop. */ bool display = true; bool process = true; while (process) { /* ** Invoke game callback. */ if (GameToPlay == GAME_NORMAL) { Call_Back(); } else { if (Main_Loop()) { process = false; } } /* ** 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; } /* ** 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, Option_Y+MSlider_Y-2, CC_GREEN, TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW|TPF_RIGHT); Fancy_Text_Print(TXT_SOUND_VOLUME, Option_X+FXSlider_X-5, Option_Y+FXSlider_Y-2, CC_GREEN, TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW|TPF_RIGHT); Fancy_Text_Print(TXT_SHUFFLE, Option_X+Shuffle_X-5, Option_Y+Shuffle_Y+1, CC_GREEN, TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW|TPF_RIGHT); Fancy_Text_Print(TXT_REPEAT, Option_X+Repeat_X-5, Option_Y+Repeat_Y+1, CC_GREEN, TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW|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(music.Get_Value()); break; /* ** Control sound volume. */ case SLIDER_SOUND|KN_BUTTON: Options.Set_Sound_Volume(sound.Get_Value(), true); break; case BUTTON_LISTBOX|KN_BUTTON: // Mono_Printf ("%d %s Listbox was pressed.\r",__LINE__, __FILE__); break; /* ** Stop all themes from playing. */ case BUTTON_STOP|KN_BUTTON: Theme.Queue_Song(THEME_NONE); break; /* ** Start the currently selected theme to play. */ case KN_SPACE: case BUTTON_PLAY|KN_BUTTON: if (listbox.Count()) { 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) { Theme.Stop(); } /* ** Save them settings - you know it makes sense */ Options.Save_Settings(); // save new value /* ** Free the items from the list box. */ while (listbox.Count()) { char const * ptr = listbox.Get_Item(0); listbox.Remove_Item(ptr); delete [] (void*)ptr; } } void MusicListClass::Draw_Entry(int index, int x, int y, int width, int selected) { 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, CC_GREEN_SHADOW); } else { if (!(flags & TPF_USE_GRAD_PAL)) { flags = flags | TPF_MEDIUM_COLOR; } } Conquer_Clip_Text_Print((char *)Add_Long_To_Pointer(List[index], 1), x, y, CC_GREEN, TBLACK, flags, width, Tabs); } else { Conquer_Clip_Text_Print((char *)Add_Long_To_Pointer(List[index], 1), x, y, (selected ? BLUE : WHITE), TBLACK, TextFlags, width, Tabs); } }