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MenuReverbI3D.cpp
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#include "StdAfx.h"
#include "Menu.h"
#include "MenuReverbI3D.h"
#include "Effect.h"
#include "Console.h"
namespace Menu
{
ReverbI3D menu_fx_reverb3d({ 41, page_pos.Y + 9, 41 + 18, page_pos.Y + 9 + ReverbI3D::COUNT }, "REVERB I3D", ReverbI3D::COUNT);
static int atten_step[] = { 1, 10, 100, 1000 };
void ReverbI3D::Update(int index, int sign, DWORD modifiers)
{
switch (index)
{
case TITLE:
fx_active[BASS_FX_DX8_I3DL2REVERB] = sign > 0;
EnableEffect(BASS_FX_DX8_I3DL2REVERB, fx_active[BASS_FX_DX8_I3DL2REVERB]);
break;
case ROOM:
UpdateProperty(fx_reverb3d.lRoom, sign, modifiers, 1, atten_step, -10000, 0);
break;
case ROOM_HF:
UpdateProperty(fx_reverb3d.lRoomHF, sign, modifiers, 1, atten_step, -10000, 0);
break;
case ROOM_ROLLOFF:
UpdateProperty(fx_reverb3d.flRoomRolloffFactor, sign, modifiers, 1000, time_step, 0, 10);
break;
case DECAY_TIME:
UpdateProperty(fx_reverb3d.flDecayTime, sign, modifiers, 1000, time_step, 0.1f, 20);
break;
case DECAY_HF_RATIO:
UpdateProperty(fx_reverb3d.flDecayHFRatio, sign, modifiers, 10000, time_step, 0.1f, 2);
break;
case REFLECTIONS:
UpdateProperty(fx_reverb3d.lReflections, sign, modifiers, 1, atten_step, -10000, 1000);
break;
case REFLECTIONS_DELAY:
UpdateProperty(fx_reverb3d.flReflectionsDelay, sign, modifiers, 10000, time_step, 0, 0.3f);
break;
case REVERB:
UpdateProperty(fx_reverb3d.lReverb, sign, modifiers, 1, atten_step, -10000, 2000);
break;
case REVERB_DELAY:
UpdateProperty(fx_reverb3d.flReverbDelay, sign, modifiers, 10000, time_step, 0, 0.1f);
break;
case DIFFUSION:
UpdateProperty(fx_reverb3d.flDiffusion, sign, modifiers, 100, time_step, 0, 100);
break;
case DENSITY:
UpdateProperty(fx_reverb3d.flDensity, sign, modifiers, 100, time_step, 0, 100);
break;
case HF_REFERENCE:
UpdateProperty(fx_reverb3d.flHFReference, sign, modifiers, 1, time_step, 20, 20000);
break;
default:
__assume(0);
}
UpdateEffect(BASS_FX_DX8_I3DL2REVERB);
}
void ReverbI3D::Print(int index, HANDLE hOut, COORD pos, DWORD flags)
{
switch (index)
{
case TITLE:
PrintTitle(hOut, fx_active[BASS_FX_DX8_I3DL2REVERB], flags, " ON", "OFF");
break;
case ROOM:
PrintItemFloat(hOut, pos, flags, "Room: %+6.2fdB", fx_reverb3d.lRoom / 100.0f);
break;
case ROOM_HF:
PrintItemFloat(hOut, pos, flags, "Room HF: %+6.2fdB", fx_reverb3d.lRoomHF / 100.0f);
break;
case ROOM_ROLLOFF:
PrintItemFloat(hOut, pos, flags, "Rolloff: %6.3f", fx_reverb3d.flRoomRolloffFactor);
break;
case DECAY_TIME:
PrintItemFloat(hOut, pos, flags, "Decay: %7.2fms", fx_reverb3d.flDecayTime * 1000);
break;
case DECAY_HF_RATIO:
PrintItemFloat(hOut, pos, flags, "HF Ratio: %6.4f", fx_reverb3d.flDecayHFRatio);
break;
case REFLECTIONS:
PrintItemFloat(hOut, pos, flags, "Reflect: %+6.2fdB", fx_reverb3d.lReflections / 100.0f);
break;
case REFLECTIONS_DELAY:
PrintItemFloat(hOut, pos, flags, "Ref Dly: %7.2fms", fx_reverb3d.flReflectionsDelay * 1000);
break;
case REVERB:
PrintItemFloat(hOut, pos, flags, "Reverb: %+6.2fdB", fx_reverb3d.lReverb / 100.0f);
break;
case REVERB_DELAY:
PrintItemFloat(hOut, pos, flags, "Rev Dly: %7.2fms", fx_reverb3d.flReverbDelay * 1000);
break;
case DIFFUSION:
PrintItemFloat(hOut, pos, flags, "Diffusion: %5.1f%%", fx_reverb3d.flDiffusion);
break;
case DENSITY:
PrintItemFloat(hOut, pos, flags, "Density: %5.1f%%", fx_reverb3d.flDiffusion);
break;
case HF_REFERENCE:
PrintItemFloat(hOut, pos, flags, "HF Ref: %7.1fHz", fx_reverb3d.flHFReference);
break;
default:
__assume(0);
}
}
}