The-Simpsons-Hit-and-Run/game/code/presentation/gui/frontend/guiscreensound.cpp

542 lines
16 KiB
C++

//===========================================================================
// Copyright (C) 2000 Radical Entertainment Ltd. All rights reserved.
//
// Component: CGuiScreenSound
//
// Description: Implementation of the CGuiScreenSound class.
//
// Authors: Tony Chu
//
// Revisions Date Author Revision
// 2002/07/04 TChu Created for SRR2
//
//===========================================================================
//===========================================================================
// Includes
//===========================================================================
#include <presentation/gui/frontend/guiscreensound.h>
#include <presentation/gui/guimenu.h>
#include <memory/srrmemory.h>
#include <sound/soundmanager.h>
#include <raddebug.hpp> // Foundation
#include <page.h>
#include <screen.h>
#include <group.h>
#include <sprite.h>
#include <text.h>
#include <string.h>
#ifdef RAD_WIN32
#include <data/config/gameconfigmanager.h>
#endif
//===========================================================================
// Global Data, Local Data, Local Classes
//===========================================================================
const char* SOUND_MENU_ITEMS[] =
{
"Music",
"Effects",
"Engine",
"Voice",
#ifdef INCLUDE_SOUND_MODE
"SurroundSound",
#endif
"" // dummy terminator
};
const float SLIDER_CORRECTION_SCALE = 4.0f; // in x-direction only
#ifdef RAD_WIN32
const float SLIDER_ICON_SCALE = 0.5f;
#endif
//===========================================================================
// Public Member Functions
//===========================================================================
//===========================================================================
// CGuiScreenSound::CGuiScreenSound
//===========================================================================
// Description: Constructor.
//
// Constraints: None.
//
// Parameters: None.
//
// Return: N/A.
//
//===========================================================================
CGuiScreenSound::CGuiScreenSound
(
Scrooby::Screen* pScreen,
CGuiEntity* pParent
)
: CGuiScreen( pScreen, pParent, GUI_SCREEN_ID_SOUND ),
m_pMenu( NULL )
{
MEMTRACK_PUSH_GROUP( "CGUIScreenSound" );
memset( m_soundOffIcons, 0, sizeof( m_soundOffIcons ) );
// Retrieve the Scrooby drawing elements.
//
Scrooby::Page* pPage;
pPage = m_pScroobyScreen->GetPage( "Sound" );
rAssert( pPage );
// Create a menu.
//
m_pMenu = new CGuiMenu( this, NUM_MENU_ITEMS );
rAssert( m_pMenu != NULL );
// Add menu items
//
Scrooby::Text* pText = NULL;
Scrooby::Text* pTextValue = NULL;
Scrooby::Sprite* pArrowL = NULL;
Scrooby::Sprite* pArrowR = NULL;
char itemName[ 32 ];
for( int i = 0; i < NUM_MENU_ITEMS; i++ )
{
Scrooby::Group* group = pPage->GetGroup( SOUND_MENU_ITEMS[ i ] );
rAssert( group != NULL );
pText = group->GetText( SOUND_MENU_ITEMS[ i ] );
// if text value exists
//
sprintf( itemName, "%s_Value", SOUND_MENU_ITEMS[ i ] );
pTextValue = group->GetText( itemName );
#ifdef INCLUDE_SOUND_MODE
if( i == MENU_ITEM_SURROUND_SOUND )
{
/*
// get "dolby prologic #" text and set: # = 1 for GC
// # = 2 for PS2
//
P3D_UNICODE* unicodeString = static_cast<P3D_UNICODE*>( pTextValue->GetStringBuffer( SURROUND_SOUND ) );
if( unicodeString != NULL )
{
int stringLength = p3d::UnicodeStrLen( unicodeString );
for( int j = 0; j < stringLength; j++ )
{
if( unicodeString[ j ] == '#' )
{
#ifdef RAD_GAMECUBE
unicodeString[ j ] = '1';
#endif
#ifdef RAD_PS2
unicodeString[ j ] = '2';
#endif
}
}
}
*/
// add menu item for sound mode setting
//
pText = pTextValue;
sprintf( itemName, "%s_LArrow", SOUND_MENU_ITEMS[ i ] );
pArrowL = group->GetSprite( itemName );
sprintf( itemName, "%s_RArrow", SOUND_MENU_ITEMS[ i ] );
pArrowR = group->GetSprite( itemName );
m_pMenu->AddMenuItem( pText,
pTextValue,
NULL,
NULL,
pArrowL,
pArrowR,
SELECTION_ENABLED | VALUES_WRAPPED | TEXT_OUTLINE_ENABLED );
}
#endif
// if slider exists
//
sprintf( itemName, "%s_Slider", SOUND_MENU_ITEMS[ i ] );
Scrooby::Group* sliderGroup = group->GetGroup( itemName );
if( sliderGroup != NULL )
{
sliderGroup->ResetTransformation();
sliderGroup->ScaleAboutCenter( SLIDER_CORRECTION_SCALE, 1.0f, 1.0f );
m_pMenu->AddMenuItem( pText,
pTextValue,
NULL,
sliderGroup->GetSprite( itemName ),
pArrowL,
pArrowR,
SELECTION_ENABLED | VALUES_WRAPPED | TEXT_OUTLINE_ENABLED );
m_pMenu->GetMenuItem( i )->m_slider.m_type = Slider::HORIZONTAL_SLIDER_ABOUT_CENTER;
// get sound off icon
//
sprintf( itemName, "%s_Off", SOUND_MENU_ITEMS[ i ] );
m_soundOffIcons[ i ] = group->GetSprite( itemName );
#ifdef RAD_WIN32
m_soundOffIcons[ i ]->ScaleAboutCenter( SLIDER_ICON_SCALE );
sprintf( itemName, "%s_Icon", SOUND_MENU_ITEMS[ i ] );
Scrooby::Sprite* soundOnIcon = group->GetSprite( itemName );
soundOnIcon->ScaleAboutCenter( SLIDER_ICON_SCALE );
#endif
}
}
#ifdef INCLUDE_SOUND_MODE
m_pMenu->SetSelectionValueCount( MENU_ITEM_SURROUND_SOUND, NUM_SOUND_SETTINGS );
#else
// hide surround sound setting
//
Scrooby::Group* surroundSoundSetting = pPage->GetGroup( "SurroundSound" );
if( surroundSoundSetting != NULL )
{
surroundSoundSetting->SetVisible( false );
}
#ifndef RAD_WIN32 // for PC don't shift the pixels... essential for the mouse cursor.
// and move regular sound menu down a bit to re-center vertically
//
Scrooby::Group* soundMenu = pPage->GetGroup( "Menu" );
rAssert( soundMenu != NULL );
soundMenu->Translate( 0, -30 );
#endif
#endif
MEMTRACK_POP_GROUP("CGUIScreenSound");
}
//===========================================================================
// CGuiScreenSound::~CGuiScreenSound
//===========================================================================
// Description: Destructor.
//
// Constraints: None.
//
// Parameters: None.
//
// Return: N/A.
//
//===========================================================================
CGuiScreenSound::~CGuiScreenSound()
{
if( m_pMenu != NULL )
{
delete m_pMenu;
m_pMenu = NULL;
}
}
//===========================================================================
// CGuiScreenSound::HandleMessage
//===========================================================================
// Description:
//
// Constraints: None.
//
// Parameters: None.
//
// Return: N/A.
//
//===========================================================================
void CGuiScreenSound::HandleMessage
(
eGuiMessage message,
unsigned int param1,
unsigned int param2
)
{
if( m_state == GUI_WINDOW_STATE_RUNNING )
{
switch( message )
{
case GUI_MSG_MENU_SELECTION_VALUE_CHANGED:
{
rAssert( m_pMenu );
GuiMenuItem* currentItem = m_pMenu->GetMenuItem( param1 );
rAssert( currentItem );
switch( param1 )
{
case MENU_ITEM_MUSIC:
{
GetSoundManager()->SetMusicVolume( currentItem->m_slider.m_value );
break;
}
case MENU_ITEM_EFFECTS:
{
GetSoundManager()->SetSfxVolume( currentItem->m_slider.m_value );
//
// HACK!!
//
// Oh boy, this is ugly. We've got four sliders and five sets of volumes.
// Sfx needs to adjust ambience as well. In a stroke of genius, I didn't
// provide a separate set of volumes for the designers. So, the sfx needs
// to adjust ambience without upsetting whatever ambience volume they choose
// in the scripts. I'm not proud of this.
//
// Esan
//
GetSoundManager()->SetAmbienceVolume( GetSoundManager()->GetCalculatedAmbienceVolume() );
break;
}
case MENU_ITEM_ENGINE:
{
GetSoundManager()->SetCarVolume( currentItem->m_slider.m_value );
break;
}
case MENU_ITEM_VOICE:
{
GetSoundManager()->SetDialogueVolume( currentItem->m_slider.m_value );
break;
}
#ifdef INCLUDE_SOUND_MODE
case MENU_ITEM_SURROUND_SOUND:
{
if( param2 == MONO_SOUND )
{
GetSoundManager()->SetSoundMode( SOUND_MONO );
}
else if( param2 == STEREO_SOUND )
{
GetSoundManager()->SetSoundMode( SOUND_STEREO );
}
else if( param2 == SURROUND_SOUND )
{
GetSoundManager()->SetSoundMode( SOUND_SURROUND );
}
else
{
rAssert( false );
}
break;
}
#endif
default:
{
break;
}
}
// show 'sound off' icon if volume is completely turn off
//
if( m_soundOffIcons[ param1 ] != NULL )
{
m_soundOffIcons[ param1 ]->SetVisible( currentItem->m_slider.m_value == 0 );
}
// set flag indicating slider value has changed
//
m_hasSliderValueChanged[ param1 ] = true;
break;
}
case GUI_MSG_MENU_SLIDER_NOT_CHANGING:
{
// play stinger if music slider has recently changed
//
if( m_hasSliderValueChanged[ MENU_ITEM_MUSIC ] )
{
m_hasSliderValueChanged[ MENU_ITEM_MUSIC ] = false;
GetSoundManager()->PlayMusicOptionMenuStinger();
}
// play stinger if effects slider has recently changed
//
if( m_hasSliderValueChanged[ MENU_ITEM_EFFECTS ] )
{
m_hasSliderValueChanged[ MENU_ITEM_EFFECTS ] = false;
GetSoundManager()->PlaySfxOptionMenuStinger();
}
// play stinger if engine slider has recently changed
//
if( m_hasSliderValueChanged[ MENU_ITEM_ENGINE ] )
{
m_hasSliderValueChanged[ MENU_ITEM_ENGINE ] = false;
GetSoundManager()->PlayCarOptionMenuStinger();
}
// play stinger if voic slider has recently changed
//
if( m_hasSliderValueChanged[ MENU_ITEM_VOICE ] )
{
m_hasSliderValueChanged[ MENU_ITEM_VOICE ] = false;
GetSoundManager()->PlayDialogueOptionMenuStinger();
}
break;
}
case GUI_MSG_CONTROLLER_BACK:
{
this->StartTransitionAnimation( 690, 720 );
break;
}
default:
{
break;
}
}
// relay message to menu
//
if( m_pMenu != NULL )
{
m_pMenu->HandleMessage( message, param1, param2 );
}
}
// Propogate the message up the hierarchy.
//
CGuiScreen::HandleMessage( message, param1, param2 );
}
//===========================================================================
// CGuiScreenSound::InitIntro
//===========================================================================
// Description:
//
// Constraints: None.
//
// Parameters: None.
//
// Return: N/A.
//
//===========================================================================
void CGuiScreenSound::InitIntro()
{
// Set slider values to current volume settings
//
GuiMenuItem* menuItem = NULL;
rAssert( m_pMenu );
// music
//
menuItem = m_pMenu->GetMenuItem( MENU_ITEM_MUSIC );
rAssert( menuItem );
menuItem->m_slider.SetValue( GetSoundManager()->GetMusicVolume() );
rAssert( m_soundOffIcons[ MENU_ITEM_MUSIC ] != NULL );
m_soundOffIcons[ MENU_ITEM_MUSIC ]->SetVisible( menuItem->m_slider.m_value == 0 );
// effects
//
menuItem = m_pMenu->GetMenuItem( MENU_ITEM_EFFECTS );
rAssert( menuItem );
menuItem->m_slider.SetValue( GetSoundManager()->GetSfxVolume() );
rAssert( m_soundOffIcons[ MENU_ITEM_EFFECTS ] != NULL );
m_soundOffIcons[ MENU_ITEM_EFFECTS ]->SetVisible( menuItem->m_slider.m_value == 0 );
// engine
//
menuItem = m_pMenu->GetMenuItem( MENU_ITEM_ENGINE );
rAssert( menuItem );
menuItem->m_slider.SetValue( GetSoundManager()->GetCarVolume() );
rAssert( m_soundOffIcons[ MENU_ITEM_ENGINE ] != NULL );
m_soundOffIcons[ MENU_ITEM_ENGINE ]->SetVisible( menuItem->m_slider.m_value == 0 );
// voice
//
menuItem = m_pMenu->GetMenuItem( MENU_ITEM_VOICE );
rAssert( menuItem );
menuItem->m_slider.SetValue( GetSoundManager()->GetDialogueVolume() );
rAssert( m_soundOffIcons[ MENU_ITEM_VOICE ] != NULL );
m_soundOffIcons[ MENU_ITEM_VOICE ]->SetVisible( menuItem->m_slider.m_value == 0 );
// surround sound
//
#ifdef INCLUDE_SOUND_MODE
if( GetSoundManager()->GetSoundMode() == SOUND_MONO )
{
m_pMenu->SetSelectionValue( MENU_ITEM_SURROUND_SOUND, MONO_SOUND );
}
else if( GetSoundManager()->GetSoundMode() == SOUND_STEREO )
{
m_pMenu->SetSelectionValue( MENU_ITEM_SURROUND_SOUND, STEREO_SOUND );
}
else if( GetSoundManager()->GetSoundMode() == SOUND_SURROUND )
{
m_pMenu->SetSelectionValue( MENU_ITEM_SURROUND_SOUND, SURROUND_SOUND );
}
#endif
// reset slider value changed flags
//
for( int i = 0; i < NUM_MENU_ITEMS; i++ )
{
m_hasSliderValueChanged[ i ] = false;
}
}
//===========================================================================
// CGuiScreenSound::InitRunning
//===========================================================================
// Description:
//
// Constraints: None.
//
// Parameters: None.
//
// Return: N/A.
//
//===========================================================================
void CGuiScreenSound::InitRunning()
{
}
//===========================================================================
// CGuiScreenSound::InitOutro
//===========================================================================
// Description:
//
// Constraints: None.
//
// Parameters: None.
//
// Return: N/A.
//
//===========================================================================
void CGuiScreenSound::InitOutro()
{
#ifdef RAD_WIN32
// Save the new controller mappings to the config file.
GetGameConfigManager()->SaveConfigFile();
#endif
}
//---------------------------------------------------------------------
// Private Functions
//---------------------------------------------------------------------