CnC_Remastered_Collection/TIBERIANDAWN/SOUNDDLG.CPP
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

432 lines
13 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: 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);
}
}