mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 09:21:36 +00:00
438 lines
12 KiB
Mathematica
438 lines
12 KiB
Mathematica
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// Objective-C programmers shall recoil in fear at this mess
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#import <Cocoa/Cocoa.h>
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#define GetTime xGetTime
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#include "duke3d.h"
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#undef GetTime
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#include "build.h"
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#include "compat.h"
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#include "baselayer.h"
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#include "grpscan.h"
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#import "GrpFile.game.h"
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#import "GameListSource.game.h"
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static struct {
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int fullscreen;
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int xdim3d, ydim3d, bpp3d;
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int forcesetup;
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char selectedgrp[BMAX_PATH+1];
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int game;
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int samplerate, bitspersample, channels;
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} settings;
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static struct soundQuality_t {
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int frequency;
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int samplesize;
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int channels;
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} * soundQualities = 0;
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@interface StartupWinController : NSWindowController
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{
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NSMutableArray *modeslist3d;
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GameListSource *gamelistsrc;
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IBOutlet NSButton *alwaysShowButton;
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IBOutlet NSButton *fullscreenButton;
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IBOutlet NSTextView *messagesView;
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IBOutlet NSTabView *tabView;
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IBOutlet NSPopUpButton *videoMode3DPUButton;
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IBOutlet NSPopUpButton *soundQualityPUButton;
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IBOutlet NSScrollView *gameList;
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IBOutlet NSButton *cancelButton;
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IBOutlet NSButton *startButton;
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}
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- (void)dealloc;
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- (void)populateVideoModes:(BOOL)firstTime;
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- (void)populateSoundQuality:(BOOL)firstTime;
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- (IBAction)alwaysShowClicked:(id)sender;
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- (IBAction)fullscreenClicked:(id)sender;
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- (IBAction)cancel:(id)sender;
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- (IBAction)start:(id)sender;
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- (void)setupRunMode;
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- (void)setupMessagesMode;
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- (void)putsMessage:(NSString *)str;
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- (void)setTitle:(NSString *)str;
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@end
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@implementation StartupWinController
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- (void)dealloc
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{
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[gamelistsrc release];
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[modeslist3d release];
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[super dealloc];
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}
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- (void)populateVideoModes:(BOOL)firstTime
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{
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int i, mode3d, fullscreen = ([fullscreenButton state] == NSOnState);
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int idx3d = -1;
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int xdim, ydim, bpp;
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if (firstTime) {
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xdim = settings.xdim3d;
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ydim = settings.ydim3d;
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bpp = settings.bpp3d;
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} else {
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mode3d = [[modeslist3d objectAtIndex:[videoMode3DPUButton indexOfSelectedItem]] intValue];
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if (mode3d >= 0) {
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xdim = validmode[mode3d].xdim;
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ydim = validmode[mode3d].ydim;
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bpp = validmode[mode3d].bpp;
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}
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}
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mode3d = checkvideomode(&xdim, &ydim, bpp, fullscreen, 1);
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if (mode3d < 0) {
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int i, cd[] = { 32, 24, 16, 15, 8, 0 };
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for (i=0; cd[i]; ) { if (cd[i] >= bpp) i++; else break; }
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for ( ; cd[i]; i++) {
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mode3d = checkvideomode(&xdim, &ydim, cd[i], fullscreen, 1);
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if (mode3d < 0) continue;
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break;
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}
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}
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[modeslist3d release];
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[videoMode3DPUButton removeAllItems];
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modeslist3d = [[NSMutableArray alloc] init];
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for (i = 0; i < validmodecnt; i++) {
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if (fullscreen == validmode[i].fs) {
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if (i == mode3d) idx3d = [modeslist3d count];
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[modeslist3d addObject:[NSNumber numberWithInt:i]];
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[videoMode3DPUButton addItemWithTitle:[NSString stringWithFormat:@"%d %C %d %d-bpp",
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validmode[i].xdim, 0xd7, validmode[i].ydim, validmode[i].bpp]];
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}
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}
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if (idx3d >= 0) [videoMode3DPUButton selectItemAtIndex:idx3d];
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}
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- (void)populateSoundQuality:(BOOL)firstTime
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{
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int i, curidx = -1;
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[soundQualityPUButton removeAllItems];
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for (i = 0; soundQualities[i].frequency > 0; i++) {
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const char *ch;
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switch (soundQualities[i].channels) {
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case 1: ch = "Mono"; break;
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case 2: ch = "Stereo"; break;
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default: ch = "?"; break;
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}
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NSString *s = [NSString stringWithFormat:@"%dkHz, %d-bit, %s",
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soundQualities[i].frequency / 1000,
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soundQualities[i].samplesize,
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ch
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];
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[soundQualityPUButton addItemWithTitle:s];
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if (firstTime &&
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soundQualities[i].frequency == settings.samplerate &&
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soundQualities[i].samplesize == settings.bitspersample &&
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soundQualities[i].channels == settings.channels) {
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curidx = i;
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}
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}
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if (firstTime && curidx < 0) {
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soundQualities[i].frequency = settings.samplerate;
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soundQualities[i].samplesize = settings.bitspersample;
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soundQualities[i].channels = settings.channels;
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const char *ch;
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switch (soundQualities[i].channels) {
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case 1: ch = "Mono"; break;
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case 2: ch = "Stereo"; break;
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default: ch = "?"; break;
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}
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NSString *s = [NSString stringWithFormat:@"%dkHz, %d-bit, %s",
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soundQualities[i].frequency / 1000,
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soundQualities[i].samplesize,
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ch
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];
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[soundQualityPUButton addItemWithTitle:s];
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curidx = i++;
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soundQualities[i].frequency = -1;
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}
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if (curidx >= 0) {
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[soundQualityPUButton selectItemAtIndex:curidx];
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}
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}
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- (IBAction)alwaysShowClicked:(id)sender
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{
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}
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- (IBAction)fullscreenClicked:(id)sender
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{
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[self populateVideoModes:NO];
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}
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- (IBAction)cancel:(id)sender
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{
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[NSApp abortModal];
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}
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- (IBAction)start:(id)sender
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{
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int mode = [[modeslist3d objectAtIndex:[videoMode3DPUButton indexOfSelectedItem]] intValue];
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if (mode >= 0) {
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settings.xdim3d = validmode[mode].xdim;
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settings.ydim3d = validmode[mode].ydim;
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settings.bpp3d = validmode[mode].bpp;
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settings.fullscreen = validmode[mode].fs;
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}
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int quality = [soundQualityPUButton indexOfSelectedItem];
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if (quality >= 0) {
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settings.samplerate = soundQualities[quality].frequency;
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settings.bitspersample = soundQualities[quality].samplesize;
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settings.channels = soundQualities[quality].channels;
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}
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int row = [[gameList documentView] selectedRow];
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if (row >= 0) {
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struct grpfile *p = [[gamelistsrc grpAtIndex:row] entryptr];
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if (p) {
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strcpy(settings.selectedgrp, p->name);
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settings.game = p->game;
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}
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}
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settings.forcesetup = [alwaysShowButton state] == NSOnState;
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[NSApp stopModal];
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}
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- (void)setupRunMode
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{
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getvalidmodes();
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[fullscreenButton setState: (settings.fullscreen ? NSOnState : NSOffState)];
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[alwaysShowButton setState: (settings.forcesetup ? NSOnState : NSOffState)];
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[self populateVideoModes:YES];
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[self populateSoundQuality:YES];
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// enable all the controls on the Configuration page
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NSEnumerator *enumerator = [[[[tabView tabViewItemAtIndex:0] view] subviews] objectEnumerator];
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NSControl *control;
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while (control = [enumerator nextObject]) [control setEnabled:true];
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gamelistsrc = [[GameListSource alloc] init];
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[[gameList documentView] setDataSource:gamelistsrc];
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[[gameList documentView] deselectAll:nil];
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int row = [gamelistsrc findIndexForGrpname:[NSString stringWithCString:settings.selectedgrp]];
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if (row >= 0) {
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[[gameList documentView] scrollRowToVisible:row];
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#if defined(MAC_OS_X_VERSION_10_3) && (MAC_OS_X_VERSION_MIN_REQUIRED >= MAC_OS_X_VERSION_10_3)
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[[gameList documentView] selectRowIndexes:[NSIndexSet indexSetWithIndex:row] byExtendingSelection:NO];
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#else
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[[gameList documentView] selectRow:row byExtendingSelection:NO];
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#endif
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}
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[cancelButton setEnabled:true];
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[startButton setEnabled:true];
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[tabView selectTabViewItemAtIndex:0];
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[NSCursor unhide]; // Why should I need to do this?
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}
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- (void)setupMessagesMode
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{
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[tabView selectTabViewItemAtIndex:2];
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// disable all the controls on the Configuration page except "always show", so the
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// user can enable it if they want to while waiting for something else to happen
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NSEnumerator *enumerator = [[[[tabView tabViewItemAtIndex:0] view] subviews] objectEnumerator];
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NSControl *control;
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while (control = [enumerator nextObject]) {
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if (control == alwaysShowButton) continue;
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[control setEnabled:false];
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}
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[cancelButton setEnabled:false];
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[startButton setEnabled:false];
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}
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- (void)putsMessage:(NSString *)str
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{
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NSRange end;
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NSTextStorage *text = [messagesView textStorage];
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BOOL shouldAutoScroll;
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shouldAutoScroll = ((int)NSMaxY([messagesView bounds]) == (int)NSMaxY([messagesView visibleRect]));
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end.location = [text length];
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end.length = 0;
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[text beginEditing];
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[messagesView replaceCharactersInRange:end withString:str];
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[text endEditing];
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if (shouldAutoScroll) {
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end.location = [text length];
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end.length = 0;
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[messagesView scrollRangeToVisible:end];
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}
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}
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- (void)setTitle:(NSString *)str
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{
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[[self window] setTitle:str];
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}
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@end
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static StartupWinController *startwin = nil;
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int startwin_open(void)
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{
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if (startwin != nil) return 1;
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startwin = [[StartupWinController alloc] initWithWindowNibName:@"startwin.game"];
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if (startwin == nil) return -1;
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{
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static int soundQualityFrequencies[] = { 48000, 44100, 32000, 24000, 22050 };
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static int soundQualitySampleSizes[] = { 16, 8 };
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static int soundQualityChannels[] = { 2, 1 };
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int f, b, c, i;
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i = sizeof(soundQualityFrequencies) *
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sizeof(soundQualitySampleSizes) *
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sizeof(soundQualityChannels) /
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sizeof(int) + 2; // one for the terminator, one for a custom setting
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soundQualities = (struct soundQuality_t *) malloc(i * sizeof(struct soundQuality_t));
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i = 0;
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for (c = 0; c < sizeof(soundQualityChannels) / sizeof(int); c++) {
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for (b = 0; b < sizeof(soundQualitySampleSizes) / sizeof(int); b++) {
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for (f = 0; f < sizeof(soundQualityFrequencies) / sizeof(int); f++) {
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soundQualities[i].frequency = soundQualityFrequencies[f];
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soundQualities[i].samplesize = soundQualitySampleSizes[b];
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soundQualities[i].channels = soundQualityChannels[c];
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i++;
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}
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}
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}
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soundQualities[i].frequency = -1;
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}
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[startwin setupMessagesMode];
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[startwin showWindow:nil];
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return 0;
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}
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int startwin_close(void)
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{
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if (startwin == nil) return 1;
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[startwin close];
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[startwin release];
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startwin = nil;
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free(soundQualities);
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return 0;
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}
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int startwin_puts(const char *s)
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{
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NSString *ns;
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if (!s) return -1;
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if (startwin == nil) return 1;
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ns = [[NSString alloc] initWithCString:s];
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[startwin putsMessage:ns];
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[ns release];
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return 0;
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}
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int startwin_settitle(const char *s)
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{
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NSString *ns;
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if (!s) return -1;
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if (startwin == nil) return 1;
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ns = [[NSString alloc] initWithCString:s];
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[startwin setTitle:ns];
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[ns release];
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return 0;
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}
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int startwin_idle(void *v)
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{
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if (startwin) [[startwin window] displayIfNeeded];
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return 0;
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}
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extern char *duke3dgrp;
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int startwin_run(void)
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{
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int retval;
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if (startwin == nil) return 0;
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settings.fullscreen = ScreenMode;
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settings.xdim3d = ScreenWidth;
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settings.ydim3d = ScreenHeight;
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settings.bpp3d = ScreenBPP;
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settings.samplerate = MixRate;
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settings.bitspersample = NumBits;
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settings.channels = NumChannels;
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settings.forcesetup = ForceSetup;
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settings.game = gametype;
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strncpy(settings.selectedgrp, duke3dgrp, BMAX_PATH);
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[startwin setupRunMode];
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switch ([NSApp runModalForWindow:[startwin window]]) {
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case NSRunStoppedResponse: retval = 1; break;
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case NSRunAbortedResponse: retval = 0; break;
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default: retval = -1;
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}
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[startwin setupMessagesMode];
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if (retval) {
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ScreenMode = settings.fullscreen;
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ScreenWidth = settings.xdim3d;
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ScreenHeight = settings.ydim3d;
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ScreenBPP = settings.bpp3d;
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MixRate = settings.samplerate;
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NumBits = settings.bitspersample;
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NumChannels = settings.channels;
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ForceSetup = settings.forcesetup;
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duke3dgrp = settings.selectedgrp;
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gametype = settings.game;
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}
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return retval;
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}
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