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https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 04:51:19 +00:00
- use submenus for soundfont selection both for better overview and avoiding a music restart for each selection change.
This commit is contained in:
parent
918d188263
commit
36e8358763
8 changed files with 83 additions and 152 deletions
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@ -1384,91 +1384,40 @@ static void InitCrosshairsList()
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static void InitMusicMenus()
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{
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DMenuDescriptor **advmenu = MenuDescriptors.CheckKey("AdvSoundOptions");
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DMenuDescriptor **gusmenu = MenuDescriptors.CheckKey("GusConfigMenu");
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DMenuDescriptor **timiditymenu = MenuDescriptors.CheckKey("TimidityExeMenu");
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DMenuDescriptor **wildmidimenu = MenuDescriptors.CheckKey("WildMidiConfigMenu");
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DMenuDescriptor **timiditycfgmenu = MenuDescriptors.CheckKey("TimidityConfigMenu");
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DMenuDescriptor **fluidmenu = MenuDescriptors.CheckKey("FluidPatchsetMenu");
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auto soundfonts = sfmanager.GetList();
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std::tuple<const char *, int, const char *> sfmenus[] = { std::make_tuple("GusConfigMenu", SF_SF2 | SF_GUS, "midi_config"),
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std::make_tuple("WildMidiConfigMenu", SF_GUS, "wildmidi_config"),
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std::make_tuple("TimidityConfigMenu", SF_SF2 | SF_GUS, "timidity_config"),
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std::make_tuple("FluidPatchsetMenu", SF_SF2, "fluid_patchset") };
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const char *key, *value;
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if (GameConfig->SetSection("SoundFonts"))
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for (auto &p : sfmenus)
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{
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while (GameConfig->NextInSection(key, value))
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DMenuDescriptor **menu = MenuDescriptors.CheckKey(std::get<0>(p));
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if (menu != nullptr)
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{
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if (FileExists(value))
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if (soundfonts.Size() > 0)
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{
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if (fluidmenu != nullptr)
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for (auto &entry : soundfonts)
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{
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auto it = CreateOptionMenuItemCommand(key, FStringf("fluid_patchset %s", NicePath(value).GetChars()), true);
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static_cast<DOptionMenuDescriptor*>(*fluidmenu)->mItems.Push(it);
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if (entry.type & std::get<1>(p))
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{
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FString display = entry.mName;
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display.ReplaceChars("_", ' ');
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auto it = CreateOptionMenuItemCommand(display, FStringf("%s %s", std::get<2>(p), entry.mName), true);
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static_cast<DOptionMenuDescriptor*>(*menu)->mItems.Push(it);
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}
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}
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}
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else if (advmenu != nullptr)
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{
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// Remove the item for this submenu
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auto d = static_cast<DOptionMenuDescriptor*>(*advmenu);
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auto it = d->GetItem(std::get<0>(p));
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if (it != nullptr) d->mItems.Delete(d->mItems.Find(it));
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}
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}
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}
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else if (advmenu != nullptr)
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{
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// Remove the item for this submenu
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auto d = static_cast<DOptionMenuDescriptor*>(*advmenu);
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auto it = d->GetItem("FluidPatchsetMenu");
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if (it != nullptr) d->mItems.Delete(d->mItems.Find(it));
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}
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if (GameConfig->SetSection("PatchSets"))
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{
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while (GameConfig->NextInSection(key, value))
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{
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if (FileExists(value))
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{
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if (gusmenu != nullptr)
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{
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auto it = CreateOptionMenuItemCommand(key, FStringf("midi_config %s", NicePath(value).GetChars()), true);
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static_cast<DOptionMenuDescriptor*>(*gusmenu)->mItems.Push(it);
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}
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if (wildmidimenu != nullptr)
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{
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auto it = CreateOptionMenuItemCommand(key, FStringf("wildmidi_config %s", NicePath(value).GetChars()), true);
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static_cast<DOptionMenuDescriptor*>(*wildmidimenu)->mItems.Push(it);
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}
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if (timiditycfgmenu != nullptr)
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{
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auto it = CreateOptionMenuItemCommand(key, FStringf("timidity_config \"%s\"", NicePath(value).GetChars()), true);
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static_cast<DOptionMenuDescriptor*>(*timiditycfgmenu)->mItems.Push(it);
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}
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}
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}
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}
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else if (advmenu != nullptr)
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{
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// Remove the item for this submenu
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auto d = static_cast<DOptionMenuDescriptor*>(*advmenu);
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auto it = d->GetItem("GusConfigMenu");
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if (it != nullptr) d->mItems.Delete(d->mItems.Find(it));
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it = d->GetItem("WildMidiConfigMenu");
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if (it != nullptr) d->mItems.Delete(d->mItems.Find(it));
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it = d->GetItem("TimidityConfigMenu");
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if (it != nullptr) d->mItems.Delete(d->mItems.Find(it));
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}
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#ifdef _WIN32 // Different Timidity paths only make sense if they can be stored in arbitrary paths with local configs (i.e. not if things are done the Linux way)
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if (GameConfig->SetSection("TimidityExes"))
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{
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while (GameConfig->NextInSection(key, value))
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{
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if (FileExists(value))
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{
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if (timiditymenu != nullptr)
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{
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auto it = CreateOptionMenuItemCommand(key, FStringf("timidity_exe %s", NicePath(value).GetChars()), true);
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static_cast<DOptionMenuDescriptor*>(*timiditymenu)->mItems.Push(it);
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}
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}
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}
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}
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else
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{
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auto d = static_cast<DOptionMenuDescriptor*>(*advmenu);
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auto it = d->GetItem("TimidityExeMenu");
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if (it != nullptr) d->mItems.Delete(d->mItems.Find(it));
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}
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#endif
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}
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//=============================================================================
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@ -1538,27 +1487,6 @@ void M_CreateMenus()
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{
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I_BuildALResamplersList(*opt);
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}
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opt = OptionValues.CheckKey(NAME_GUSConfig);
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if (opt != nullptr)
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{
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I_BuildSoundFontList(*opt, SF_GUS|SF_SF2);
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}
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opt = OptionValues.CheckKey(NAME_TimidityConfig);
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if (opt != nullptr)
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{
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I_BuildSoundFontList(*opt, SF_GUS | SF_SF2);
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}
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opt = OptionValues.CheckKey(NAME_WildmidiConfig);
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if (opt != nullptr)
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{
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I_BuildSoundFontList(*opt, SF_GUS);
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}
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opt = OptionValues.CheckKey(NAME_FluidConfig);
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if (opt != nullptr)
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{
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I_BuildSoundFontList(*opt, SF_SF2);
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}
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}
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//=============================================================================
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@ -946,9 +946,3 @@ xx(snd_output)
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xx(snd_output_format)
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xx(snd_speakermode)
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xx(snd_resampler)
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// soundfont options
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xx(GUSConfig)
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xx(FluidConfig)
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xx(TimidityConfig)
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xx(WildmidiConfig)
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@ -41,7 +41,6 @@
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#include "i_system.h"
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#include "gameconfigfile.h"
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#include "resourcefiles/resourcefile.h"
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#include "menu/menu.h"
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FSoundFontManager sfmanager;
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@ -469,25 +468,4 @@ void I_InitSoundFonts()
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sfmanager.CollectSoundfonts();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void I_BuildSoundFontList(FOptionValues *opt, int allowed)
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{
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auto &list = sfmanager.GetList();
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for (auto &entry : list)
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{
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if (entry.type & allowed)
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{
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FString display = entry.mName;
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display.ReplaceChars("_", ' ');
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FOptionValues::Pair pair;
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pair.Text = display;
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pair.TextValue = entry.mName;
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opt->mValues.Push(pair);
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}
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}
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}
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@ -150,5 +150,3 @@ public:
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extern FSoundFontManager sfmanager;
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struct FOptionValues;
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void I_BuildSoundFontList(FOptionValues *opt, int allowed);
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@ -22,6 +22,7 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <atomic>
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#include <string.h>
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#include <math.h>
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@ -5027,11 +5028,13 @@ int Player::compute_data(float *buffer, int32_t count)
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timidity_drum_power = ::timidity_drum_power;
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timidity_key_adjust = ::timidity_key_adjust;
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timidity_tempo_adjust = ::timidity_tempo_adjust;
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std::atomic_thread_fence(std::memory_order_acq_rel);
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effect->timidity_chorus = timidity_chorus;
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if (::timidity_reverb != timidity_reverb)
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{
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timidity_reverb = ::timidity_reverb;
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std::atomic_thread_fence(std::memory_order_acq_rel);
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reverb->timidity_reverb = timidity_reverb;
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// If the reverb mode has changed some buffers need to be reallocated before doing any sound generation.
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@ -2451,7 +2451,7 @@ OPTSTR_SPLINE = "Spline";
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OPTSTR_OPENAL = "OpenAL";
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NOTSET = "Not set";
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SAFEMESSAGE = "Do you really want to do this?";
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MNU_COLORPICKER = "SELECT COLOR";
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@ -1657,25 +1657,6 @@ OptionValue OplCores
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3, "$OPTVAL_NUKEDOPL3"
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}
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OptionValue GUSConfig
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{
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// filled in by the sound code
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}
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OptionValue WildMidiConfig
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{
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// filled in by the sound code
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}
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OptionValue TimidityConfig
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{
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// filled in by the sound code
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}
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OptionValue FluidConfig
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{
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// filled in by the sound code
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}
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OptionMenu AdvSoundOptions protected
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{
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@ -1689,13 +1670,13 @@ OptionMenu AdvSoundOptions protected
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Option "$ADVSNDMNU_OPLCORES", "opl_core", "OplCores"
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StaticText " "
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StaticText "$ADVSNDMNU_GUSEMULATION", 1
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Option "$ADVSNDMNU_GUSCONFIG", "midi_config", GUSConfig
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LabeledSubMenu "$ADVSNDMNU_SELCONFIG", "midi_config", "GusConfigMenu"
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Slider "$ADVSNDMNU_MIDIVOICES", "midi_voices", 16, 256, 4, 0
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Option "$ADVSNDMNU_DMXGUS", "midi_dmxgus", "OnOff"
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Option "$ADVSNDMNU_GUSMEMSIZE", "gus_memsize", "GusMemory"
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StaticText " "
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StaticText "$ADVSNDMNU_FLUIDSYNTH", 1
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Option "$ADVSNDMNU_FLUIDPATCHSET", "fluid_patchset", FluidConfig
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LabeledSubMenu "$ADVSNDMNU_SELCONFIG", "fluid_patchset", "FluidPatchsetMenu"
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Slider "$ADVSNDMNU_FLUIDGAIN", "fluid_gain", 0, 10, 0.5, 1
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Option "$ADVSNDMNU_REVERB", "fluid_reverb", "OnOff"
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Option "$ADVSNDMNU_CHORUS", "fluid_chorus", "OnOff"
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@ -1703,15 +1684,36 @@ OptionMenu AdvSoundOptions protected
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// Leaving out the more advanced stuff for now.
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StaticText " "
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StaticText "$ADVSNDMNU_TIMIDITY", 1
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Option "$ADVSNDMNU_TIMIDITYCONFIG", "timidity_config", TimidityConfig
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Option "$ADVSNDMNU_REVERB", "timidity_reverb", "OnOff"
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LabeledSubMenu "$ADVSNDMNU_SELCONFIG", "timidity_config", "TimidityConfigMenu"
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// This one needs reworking
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//Option "$ADVSNDMNU_REVERB", "timidity_reverb", "OnOff"
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Option "$ADVSNDMNU_CHORUS", "timidity_chorus", "OnOff"
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StaticText " "
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StaticText "$ADVSNDMNU_WILDMIDI", 1
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Option "$ADVSNDMNU_WILDMIDICONFIG", "wildmidi_config", WildmidiConfig
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LabeledSubMenu "$ADVSNDMNU_SELCONFIG", "wildmidi_config", "WildMidiConfigMenu"
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Option "$ADVSNDMNU_REVERB", "wildmidi_reverb", "OnOff"
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}
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OptionMenu GusConfigMenu protected
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{
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Title "$ADVSNDMNU_SELCONFIG"
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}
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OptionMenu WildMidiConfigMenu protected
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{
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Title "$ADVSNDMNU_SELCONFIG"
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}
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OptionMenu TimidityConfigMenu protected
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{
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Title "$ADVSNDMNU_SELCONFIG"
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}
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OptionMenu FluidPatchsetMenu protected
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{
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Title "$ADVSNDMNU_SELCONFIG"
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}
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/*=======================================
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*
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@ -118,6 +118,34 @@ class OptionMenuItemSubmenu : OptionMenuItem
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}
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}
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//=============================================================================
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//
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// opens a submenu, command is a submenu name
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//
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//=============================================================================
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class OptionMenuItemLabeledSubmenu : OptionMenuItemSubmenu
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{
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CVar mLabelCVar;
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OptionMenuItemSubmenu Init(String label, CVar labelcvar, Name command, int param = 0)
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{
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Super.init(label, command, false);
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mLabelCVar = labelcvar;
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return self;
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}
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override int Draw(OptionMenuDescriptor desc, int y, int indent, bool selected)
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{
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drawLabel(indent, y, selected? OptionMenuSettings.mFontColorSelection : OptionMenuSettings.mFontColor);
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String text = mLabelCVar.GetString();
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if (text.Length() == 0) text = Stringtable.Localize("$notset");
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screen.DrawText (SmallFont, OptionMenuSettings.mFontColorValue, indent + CursorSpace(), y, text, DTA_CleanNoMove_1, true);
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return indent;
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}
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}
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//=============================================================================
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//
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// Executes a CCMD, command is a CCMD name
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