Exemple #1
0
void FarPlugin::Config()
{
    FarDialog & dlg = Dialogs()[L"SetupDialog"];
    dlg.ResetControls();
    dlg.LoadState(options);

    bool Repeat = true;
    while (Repeat)
    {
        Repeat = false;
        intptr_t res = dlg.Execute();
        switch (res)
        {
        case 0:
            dlg.SaveState(options);
            SaveOptions();
            Repeat = false;
            break;
        case 1:
            KeyConfig();
            break;
        case 2:
            About();
            break;
        case 3:
            SoundConfig();
            break;
        }
    }
}
/*
**  s = "Sound1 [SoundN ...]"
*/
/* virtual */ void CAnimation_RandomSound::Init(const char *s, lua_State *)
{
	const std::string str(s);
	const size_t len = str.size();

	for (size_t begin = 0; begin != std::string::npos;) {
		const size_t end = std::min(len, str.find(' ', begin));

		this->sounds.push_back(SoundConfig(str.substr(begin, end - begin)));
		begin = str.find_first_not_of(' ', end);
	}
}
Exemple #3
0
#include "ui.h"
#include "widgets.h"

/*----------------------------------------------------------------------------
--  Variables
----------------------------------------------------------------------------*/

/**
**  Various sounds used in game.
**
**  FIXME: @todo Must remove static config.
*/
GameSound GameSounds
#ifndef laterUSE_CCL
={
	SoundConfig("placement error"),
	SoundConfig("placement success"),
	SoundConfig("click"),
	SoundConfig("transport docking"),
	SoundConfig("building construction"),
	SoundConfig("rescue (human) UNUSED"),
}
#endif
	;

/**
**  Selection handling
*/
struct SelectionHandling {
	Origin Source;         /// origin of the sound
	CSound *Sound;         /// last sound played by this unit