//-----------------------------------------------------------------------------
// Purpose: produces a dialog asking a player to enter a new ban
//-----------------------------------------------------------------------------
void CGamePanelInfo::OnStop()
{	
	QueryBox *box = new QueryBox("#Game_Stop_Server_Title", "#Game_Restart_Server");
	box->AddActionSignalTarget(this);
	box->SetOKButtonText("#Game_Stop_Server");
	box->SetOKCommand(new KeyValues("Command", "command", "stop2"));
	box->ShowWindow();
}
Esempio n. 2
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void COptionsSubAudio::OnCommand( const char *command )
{
	if ( !stricmp( command, "TestSpeakers" ) )
	{
		// ask them if they REALLY want to test the speakers if they're in a game already.
		if (engine->IsConnected())
		{
			QueryBox *qb = new QueryBox("#GameUI_TestSpeakersWarning_Title", "#GameUI_TestSpeakersWarning_Info" );
			if (qb != NULL)
			{
				qb->SetOKCommand(new KeyValues("RunTestSpeakers"));
				qb->SetOKButtonText("#GameUI_TestSpeakersWarning_OkButton");
				qb->SetCancelButtonText("#GameUI_TestSpeakersWarning_CancelButton");
				qb->AddActionSignalTarget( this );
				qb->DoModal();
			}
			else
			{
				// couldn't create the warning dialog for some reason, so just test the speakers.
				RunTestSpeakers();
			}
		}
		else
		{
			// player isn't connected to a game so there's no reason to warn them about being disconnected.
			// create the command to execute
			RunTestSpeakers();
		}
	}
   else if ( !stricmp( command, "ShowThirdPartyAudioCredits" ) )
   {
      OpenThirdPartySoundCreditsDialog();
   }

	BaseClass::OnCommand( command );
}
Esempio n. 3
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//-----------------------------------------------------------------------------
// Purpose: Applies changes
//-----------------------------------------------------------------------------
void COptionsSubAudio::OnApplyChanges()
{
	m_pSFXSlider->ApplyChanges();
	m_pMusicSlider->ApplyChanges();

	// set the cvars appropriately
	// Tracker 28933:  Note we can't do this because closecaption is marked
	//  FCVAR_USERINFO and it won't get sent to server is we direct set it, we
	//  need to pass it along to the engine parser!!!
	// ConVar *closecaption = (ConVar *)cvar->FindVar("closecaption");
	int closecaption_value = 0;

	CGameUIConVarRef cc_subtitles( "cc_subtitles" );
	switch (m_pCloseCaptionCombo->GetActiveItem())
	{
	default:
	case 0:
		closecaption_value = 0;
		cc_subtitles.SetValue( 0 );
		break;
	case 1:
		closecaption_value = 1;
		cc_subtitles.SetValue( 0 );
		break;
	case 2:
		closecaption_value = 1;
		cc_subtitles.SetValue( 1 );
		break;
	}

	// Stuff the close caption change to the console so that it can be
	//  sent to the server (FCVAR_USERINFO) so that you don't have to restart
	//  the level for the change to take effect.
	char cmd[ 64 ];
	Q_snprintf( cmd, sizeof( cmd ), "closecaption %i\n", closecaption_value );
	engine->ClientCmd_Unrestricted( cmd );

	CGameUIConVarRef snd_surround_speakers( "Snd_Surround_Speakers" );
	int speakers = m_pSpeakerSetupCombo->GetActiveItemUserData()->GetInt( "speakers" );
	snd_surround_speakers.SetValue( speakers );

	// quality
	CGameUIConVarRef Snd_PitchQuality( "Snd_PitchQuality" );
	CGameUIConVarRef dsp_slow_cpu( "dsp_slow_cpu" );
	int quality = m_pSoundQualityCombo->GetActiveItemUserData()->GetInt( "quality" );
	switch ( quality )
	{
	case SOUNDQUALITY_LOW:
		dsp_slow_cpu.SetValue(true);
		Snd_PitchQuality.SetValue(false);
		break;
	case SOUNDQUALITY_MEDIUM:
		dsp_slow_cpu.SetValue(false);
		Snd_PitchQuality.SetValue(false);
		break;
	default:
		Assert("Undefined sound quality setting.");
	case SOUNDQUALITY_HIGH:
		dsp_slow_cpu.SetValue(false);
		Snd_PitchQuality.SetValue(true);
		break;
	};

	// headphones at high quality get enhanced stereo turned on
	CGameUIConVarRef dsp_enhance_stereo( "dsp_enhance_stereo" );
	if (speakers == 0 && quality == SOUNDQUALITY_HIGH)
	{
		dsp_enhance_stereo.SetValue( 1 );
	}
	else
	{
		dsp_enhance_stereo.SetValue( 0 );
	}

   // Audio spoken language
   KeyValues *kv = m_pSpokenLanguageCombo->GetItemUserData( m_pSpokenLanguageCombo->GetActiveItem() );
   const ELanguage nUpdatedAudioLanguage = (ELanguage)( kv ? kv->GetInt( "language" ) : k_Lang_English );

   if ( nUpdatedAudioLanguage != m_nCurrentAudioLanguage )
   {
      // Store new language in static member so that it can be accessed during shutdown when this instance is gone
      m_pchUpdatedAudioLanguage = (char *) GetLanguageShortName( nUpdatedAudioLanguage );
      
      // Inform user that they need to restart in order change language at this time
      QueryBox *qb = new QueryBox( "#GameUI_ChangeLanguageRestart_Title", "#GameUI_ChangeLanguageRestart_Info", GetParent()->GetParent()->GetParent() );
      if (qb != NULL)
      {
         qb->SetOKCommand( new KeyValues( "Command", "command", "RestartWithNewLanguage" ) );
         qb->SetOKButtonText( "#GameUI_ChangeLanguageRestart_OkButton" );
         qb->SetCancelButtonText( "#GameUI_ChangeLanguageRestart_CancelButton" );
         qb->AddActionSignalTarget( GetParent()->GetParent()->GetParent() );
         qb->DoModal();
      }
   }
}