2 * $Logfile: /Freespace2/code/MenuUI/OptionsMenu.cpp $
7 * C module that contains functions to drive the Options user interface
10 * Revision 1.1 2002/05/03 03:28:09 root
14 * 31 10/25/99 5:47p Jefff
15 * reassigned some xstr ids
17 * 30 10/14/99 2:50p Jefff
20 * 29 9/13/99 6:07p Jefff
21 * took out audiostream pausing to allow for correct volume adjustments
23 * 28 9/09/99 2:28p Jefff
24 * some detail slider #defines were switched around
26 * 27 9/08/99 2:38p Jefff
27 * sound pausing going to menu from game
29 * 26 8/05/99 3:40p Jefff
30 * hi-res text adjustments
32 * 25 8/04/99 4:06p Jefff
33 * fixed volume sliders blacking out at master volume of 1.0
35 * 24 8/02/99 6:05p Jefff
36 * failure sound on skill slider when disabled in game
38 * 23 7/19/99 3:29p Dave
39 * Fixed gamma bitmap in the options screen.
41 * 22 7/19/99 2:13p Dave
42 * Added some new strings for Heiko.
44 * 21 7/18/99 9:54p Andsager
47 * 20 7/15/99 7:15p Jefff
48 * Added sounds for skill select
50 * 19 7/15/99 4:10p Andsager
51 * Disable control_config hud_config in FS2_DEMO
53 * 18 7/15/99 9:20a Andsager
54 * FS2_DEMO initial checkin
56 * 17 7/13/99 1:15p Dave
57 * 32 bit support. Whee!
59 * 16 7/09/99 5:54p Dave
60 * Seperated cruiser types into individual types. Added tons of new
61 * briefing icons. Campaign screen.
63 * 15 6/25/99 11:59a Dave
64 * Multi options screen.
66 * 14 6/24/99 12:34a Dave
67 * Main options screen.
69 * 13 6/22/99 7:03p Dave
70 * New detail options screen.
72 * 12 6/16/99 4:06p Dave
73 * New pilot info popup. Added new draw-bitmap-as-poly function.
75 * 11 5/24/99 5:45p Dave
76 * Added detail levels to the nebula, with a decent speedup. Split nebula
77 * lightning into its own section.
79 * 10 4/02/99 4:44p Jasenw
81 * 9 2/05/99 7:22p Neilk
82 * Fixed gamma bitmap and converted coordinates for multiple resolutions
84 * 8 1/30/99 5:08p Dave
85 * More new hi-res stuff.Support for nice D3D textures.
87 * 7 12/18/98 1:13a Dave
88 * Rough 1024x768 support for Direct3D. Proper detection and usage through
91 * 6 11/30/98 1:07p Dave
92 * 16 bit conversion, first run.
94 * 5 11/05/98 5:55p Dave
95 * Big pass at reducing #includes
97 * 4 10/13/98 9:28a Dave
98 * Started neatening up freespace.h. Many variables renamed and
99 * reorganized. Added AlphaColors.[h,cpp]
101 * 3 10/09/98 2:57p Dave
102 * Starting splitting up OS stuff.
104 * 2 10/07/98 10:53a Dave
107 * 1 10/07/98 10:49a Dave
109 * 123 6/12/98 7:13p Hoffoss
110 * Fixed options screen problem where it wasn't showing tooltips.
112 * 122 6/12/98 4:52p Hoffoss
113 * Added support for special characters in in forgeign languages.
115 * 121 6/09/98 10:31a Hoffoss
116 * Created index numbers for all xstr() references. Any new xstr() stuff
117 * added from here on out should be added to the end if the list. The
118 * current list count can be found in FreeSpace.cpp (search for
121 * 120 6/05/98 9:50a Lawrance
124 * 119 6/01/98 11:43a John
125 * JAS & MK: Classified all strings for localization.
127 * 118 5/24/98 4:42p Dan
128 * AL: Fix several bugs related to pausing and enabling/disabling event
131 * 117 5/20/98 5:18p John
132 * Made the gamma box draw as a bitmap, not a bunch of pixels. Speeds up
133 * the menu dramatically.
135 * 116 5/19/98 1:21p Duncan
136 * Use 'InterfacePalette' instad of 'OptionsMainPalette'
138 * 115 5/18/98 9:14p Dave
139 * Put in network config files support.
141 * 114 5/18/98 5:16p Hoffoss
142 * Changed code to use new palette Jasen told me to use.
144 * 113 5/16/98 3:40p Lawrance
145 * Don't restore the original details unless they've been stored!
147 * 112 5/13/98 10:03a Mitri
148 * AL: Fix some bugs as a result of recent rearranging of code
150 * 111 5/13/98 12:24a Lawrance
151 * Only load required bitmaps and masks for the options screen
153 * 110 5/08/98 3:52p Hoffoss
154 * Fixed placement of gamma graphic.
156 * 109 5/07/98 12:41p Hoffoss
157 * Added joystick deadzone slider support and mouse on/off support.
159 * 108 5/06/98 8:06p Dave
160 * Made standalone reset properly under weird conditions. Tweak
161 * optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch
162 * countdown anim. Minro ui fixes/tweaks.
164 * 107 5/05/98 8:38p Hoffoss
165 * Added sensitivity adjustment to options menu and made it save to pilot
168 * 106 4/27/98 9:00a Jasen
169 * Updated coords for button change.
171 * 105 4/25/98 3:33p Allender
172 * do exit confirmation
174 * 104 4/22/98 12:34a Dave
175 * Make sure hud config and control config buttons draw properly in all
176 * tab modes. Make small tab buttons light up correctly in multi options
179 * 103 4/21/98 12:14a Allender
180 * disable skill level buttons for multiplayer games
182 * 102 4/20/98 6:04p Dave
183 * Implement multidata cache flushing and xferring mission files to
184 * multidata. Make sure observers can't change hud config. Fix pilot image
185 * viewing in popup. Put in game status field. Tweaked multi options.
187 * 101 4/18/98 12:45p Dave
188 * Aesthetic changes to multi options screen. Put in missing exit button.
191 * 100 4/17/98 5:27p Dave
192 * More work on the multi options screen. Fixed many minor ui todo bugs.
199 #include "grinternal.h"
201 #include "missionscreencommon.h"
203 #include "gamesequence.h"
205 #include "managepilot.h"
206 #include "freespace.h"
209 #include "eventmusic.h"
210 #include "mainhallmenu.h"
211 #include "audiostr.h"
215 #include "popupdead.h"
216 #include "missionbriefcommon.h"
217 #include "optionsmenu.h"
218 #include "optionsmenumulti.h"
221 #include "osregistry.h"
222 #include "alphacolors.h"
228 // will display a notification warning message
229 #define OPTIONS_NOTIFY_TIME 3500
230 #define OPTIONS_NOTIFY_Y 450
232 #define NUM_BUTTONS 24
235 #define NUM_COMMONS 10
239 #define OPTIONS_TAB 0
240 #define MULTIPLAYER_TAB 1
241 #define DETAIL_LEVELS_TAB 2
242 #define ABORT_GAME_BUTTON 3
243 #define CONTROL_CONFIG_BUTTON 4
244 #define HUD_CONFIG_BUTTON 5
245 #define ACCEPT_BUTTON 6
247 #define BRIEF_VOICE_OFF 7
248 #define BRIEF_VOICE_ON 8
251 #define GAMMA_DOWN 11
254 // detail level screen buttons
255 #define PLANETS_ON 13
256 #define PLANETS_OFF 14
257 #define HUD_TARGETVIEW_RENDER_ON 15
258 #define HUD_TARGETVIEW_RENDER_OFF 16
259 #define WEAPON_EXTRAS_ON 17
260 #define WEAPON_EXTRAS_OFF 18
262 #define LOW_DETAIL_N 19
263 #define MEDIUM_DETAIL_N 20
264 #define HIGH_DETAIL_N 21
265 #define VERY_HIGH_DETAIL_N 22
266 #define CUSTOM_DETAIL_N 23
268 #define REPEAT (1<<0)
269 #define NO_MOUSE_OVER_SOUND (1<<1)
271 // indicies for options coordinates
272 #define OPTIONS_X_COORD 0
273 #define OPTIONS_Y_COORD 1
274 #define OPTIONS_W_COORD 2
275 #define OPTIONS_H_COORD 3
277 struct options_buttons {
283 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
285 options_buttons(char *name, int x1, int y1, int h, int t, int f = 0) : filename(name), x(x1), y(y1), hotspot(h), tab(t), flags(f) {}
288 options_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
290 options_buttons("OPT_00", 17, 2, 0, -1), // options tab
291 options_buttons("OPT_01", 102, 2, 1, -1), // multiplayer tab
292 options_buttons("OPT_02", 170, 2, 2, -1), // detail levels tab
293 options_buttons("OPT_03", 10, 444, 3, -1), // abort game button
294 options_buttons("OPT_04", 411, 444, 4, -1), // control config button
295 options_buttons("OPT_05", 506, 444, 5, -1), // hud config
296 options_buttons("OPT_06", 576, 434, 6, -1), // accept button
298 options_buttons("OMB_07", 51, 74, 7, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle off
299 options_buttons("OMB_08", 106, 74, 8, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle on
300 options_buttons("OMB_18", 51, 266, 18, OPTIONS_TAB, 2), // Mouse off
301 options_buttons("OMB_19", 106, 266, 19, OPTIONS_TAB, 2), // Mouse on
302 options_buttons("OMB_26", 578, 149, 26, OPTIONS_TAB, 1), // Gamma Down
303 options_buttons("OMB_27", 607, 149, 27, OPTIONS_TAB, 1), // Gamma Up
305 options_buttons("ODB_21", 597, 261, 21, DETAIL_LEVELS_TAB, 2), // Planets On
306 options_buttons("ODB_20", 539, 261, 20, DETAIL_LEVELS_TAB, 2), // Planets Off
307 options_buttons("ODB_23", 597, 307, 23, DETAIL_LEVELS_TAB, 2), // Target View Rendering On
308 options_buttons("ODB_22", 539, 307, 22, DETAIL_LEVELS_TAB, 2), // Target View Rendering Off
309 options_buttons("ODB_25", 597, 354, 25, DETAIL_LEVELS_TAB, 2), // Weapon Extras On
310 options_buttons("ODB_24", 539, 354, 24, DETAIL_LEVELS_TAB, 2), // Weapon Extras Off
312 options_buttons("ODB_14", 614, 76, 14, DETAIL_LEVELS_TAB, 2), // Low Preset Detail
313 options_buttons("ODB_15", 614, 96, 15, DETAIL_LEVELS_TAB, 2), // Medium Preset Detail
314 options_buttons("ODB_16", 614, 114, 16, DETAIL_LEVELS_TAB, 2), // High Preset Detail
315 options_buttons("ODB_17", 614, 133, 17, DETAIL_LEVELS_TAB, 2), // Highest Preset Detail
316 options_buttons("ODB_18", 614, 152, 18, DETAIL_LEVELS_TAB, 2), // Custom Detail
319 options_buttons("2_OPT_00", 27, 4, 0, -1), // options tab
320 options_buttons("2_OPT_01", 164, 4, 1, -1), // multiplayer tab
321 options_buttons("2_OPT_02", 272, 4, 2, -1), // detail levels tab
322 options_buttons("2_OPT_03", 16, 711, 3, -1), // abort game
323 options_buttons("2_OPT_04", 657, 711, 4, -1), // control config button
324 options_buttons("2_OPT_05", 809, 711, 5, -1), // hud config button
325 options_buttons("2_OPT_06", 922, 694, 6, -1), // accept button
327 options_buttons("2_OMB_07", 81, 118, 7, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle off
328 options_buttons("2_OMB_08", 170, 118, 8, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle on
329 options_buttons("2_OMB_18", 81, 425, 18, OPTIONS_TAB, 2), // Mouse off
330 options_buttons("2_OMB_19", 170, 425, 19, OPTIONS_TAB, 2), // Mouse on
331 options_buttons("2_OMB_26", 925, 238, 26, OPTIONS_TAB, 1), // Gamma Down
332 options_buttons("2_OMB_27", 971, 238, 27, OPTIONS_TAB, 1), // Gamma Up
334 options_buttons("2_ODB_21", 956, 417, 21, DETAIL_LEVELS_TAB, 2), // Planets On
335 options_buttons("2_ODB_20", 863, 417, 20, DETAIL_LEVELS_TAB, 2), // Planets Off
336 options_buttons("2_ODB_23", 956, 492, 23, DETAIL_LEVELS_TAB, 2), // Target View Rendering On
337 options_buttons("2_ODB_22", 863, 492, 22, DETAIL_LEVELS_TAB, 2), // Target View Rendering Off
338 options_buttons("2_ODB_25", 956, 567, 25, DETAIL_LEVELS_TAB, 2), // Weapon Extras On
339 options_buttons("2_ODB_24", 863, 567, 24, DETAIL_LEVELS_TAB, 2), // Weapon Extras Off
341 options_buttons("2_ODB_14", 983, 122, 14, DETAIL_LEVELS_TAB, 2), // Low Preset Detail
342 options_buttons("2_ODB_15", 983, 153, 15, DETAIL_LEVELS_TAB, 2), // Medium Preset Detail
343 options_buttons("2_ODB_16", 983, 183, 16, DETAIL_LEVELS_TAB, 2), // High Preset Detail
344 options_buttons("2_ODB_17", 983, 213, 17, DETAIL_LEVELS_TAB, 2), // Highest Preset Detail
345 options_buttons("2_ODB_18", 983, 243, 18, DETAIL_LEVELS_TAB, 2), // Custom Detail
349 #define NUM_OPTIONS_SLIDERS 7
350 #define OPT_SOUND_VOLUME_SLIDER 0
351 #define OPT_MUSIC_VOLUME_SLIDER 1
352 #define OPT_VOICE_VOLUME_SLIDER 2
353 #define OPT_MOUSE_SENS_SLIDER 3
354 #define OPT_JOY_SENS_SLIDER 4
355 #define OPT_JOY_DEADZONE_SLIDER 5
356 #define OPT_SKILL_SLIDER 6
358 op_sliders Options_sliders[GR_NUM_RESOLUTIONS][NUM_OPTIONS_SLIDERS] = {
360 op_sliders("OMB_10", 31, 139, -1, -1, 10, 20, 10,
361 "OMB_11", 11, 226, 137,
362 "OMB_09", 9, 4, 137 ), // sound fx volume slider
363 op_sliders("OMB_13", 31, 174, -1, -1, 13, 20, 10,
364 "OMB_14", 14, 226, 172,
365 "OMB_12", 12, 4, 172 ), // music volume slider
366 op_sliders("OMB_16", 31, 209, -1, -1, 16, 20, 10,
367 "OMB_17", 17, 226, 206,
368 "OMB_15", 15, 4, 206 ), // voice volume slider
369 op_sliders("OMB_20", 6, 316, -1, -1, 20, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // mouse sensitivity
370 op_sliders("OMB_28", 440, 259, -1, -1, 28, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick sensitivity
371 op_sliders("OMB_29", 440, 290, -1, -1, 29, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick deadzone
372 op_sliders("OMB_21", 440, 75, -1, -1, 21, 36, 5, NULL, -1, -1, -1, NULL, -1, -1, -1)
375 op_sliders("2_OMB_10", 50, 223, -1, -1, 10, 32, 10,
376 "2_OMB_11", 11, 361, 219,
377 "2_OMB_09", 9, 7, 219 ), // sound fx volume slider
378 op_sliders("2_OMB_13", 50, 281, -1, -1, 13, 32, 10,
379 "2_OMB_14", 14, 361, 275,
380 "2_OMB_12", 12, 7, 275 ), // music volume slider
381 op_sliders("2_OMB_16", 50, 335, -1, -1, 16, 32, 10,
382 "2_OMB_17", 17, 361, 330,
383 "2_OMB_15", 15, 7, 330 ), // voice volume slider
384 op_sliders("2_OMB_20", 9, 505, -1, -1, 20, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // mouse sensitivity
385 op_sliders("2_OMB_28", 704, 414, -1, -1, 28, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick sensitivity
386 op_sliders("2_OMB_29", 704, 464, -1, -1, 29, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick deadzone
387 op_sliders("2_OMB_21", 704, 120, -1, -1, 21, 60, 5, NULL, -1, -1, -1, NULL, -1, -1, -1)
397 } Backgrounds[GR_NUM_RESOLUTIONS][NUM_TABS] = {
400 { "OptionsMain", "OptionsMain-M"},
401 { "OptionsMulti", "OptionsMulti-M"},
402 { "OptionsDetail", "OptionsDetail-M"},
405 { "2_OptionsMain", "2_OptionsMain-M"},
406 { "2_OptionsMulti", "2_OptionsMulti-M"},
407 { "2_OptionsDetail", "2_OptionsDetail-M"},
413 static int Options_menu_inited = 0;
414 static int Options_multi_inited = 0;
415 static int Options_detail_inited = 0;
416 static int Button_bms[NUM_COMMONS][MAX_BMAPS_PER_GADGET];
418 static UI_WINDOW Ui_window;
419 UI_GADGET Options_bogus;
421 static int Backup_skill_level;
422 static float Backup_sound_volume;
423 static float Backup_music_volume;
424 static float Backup_voice_volume;
426 static int Backup_briefing_voice_enabled;
427 static int Backup_use_mouse_to_fly;
429 static int Sound_volume_int;
430 static int Music_volume_int;
431 static int Voice_volume_int;
433 static int Voice_vol_handle = -1;
434 int Options_notify_stamp = -1;
435 char Options_notify_string[200];
437 // called whenever accept is hit
438 // do any processing, etc in here.
439 void options_accept();
440 void options_force_button_frame(int n, int frame_num);
442 extern float Freespace_gamma;
444 void options_add_notify(char *str);
445 void options_notify_do_frame();
447 int Options_gamma_coords[GR_NUM_RESOLUTIONS][4] = {
449 435, 179, 195, 28 // GR_640
452 692, 287, 308, 44 // GR_1024
456 #define MAX_GAMMA_BITMAP_SIZE 17500
458 int Options_gamma_num_coords[GR_NUM_RESOLUTIONS][4] = {
460 489, 159, 65, 17 // GR_640
463 779, 254, 65, 17 // GR_1024
467 int Options_skills_text_coords[GR_NUM_RESOLUTIONS][4] = {
469 468, 104, 155, 10 // GR_640
472 750, 169, 246, 21 // GR_1024
477 // ---------------------------------------------------------------------------------------------------------
478 // DETAIL LEVEL OPTIONS definitions BEGIN
481 #define NUM_DETAIL_SLIDERS 8
484 #define DETAIL_DISTANCE_SLIDER 0
485 #define NEBULA_DETAIL_SLIDER 1
486 #define HARDWARE_TEXTURES_SLIDER 2
487 #define NUM_PARTICLES_SLIDER 6
488 #define SHARD_CULLING_SLIDER 3
489 #define SHIELD_DETAIL_SLIDER 4
490 #define NUM_STARS_SLIDER 5
491 #define LIGHTING_SLIDER 7
493 #define DETAIL_DISTANCE_SLIDER 0
494 #define NEBULA_DETAIL_SLIDER 1
495 #define HARDWARE_TEXTURES_SLIDER 2
496 #define NUM_PARTICLES_SLIDER 3
497 #define SHARD_CULLING_SLIDER 4
498 #define SHIELD_DETAIL_SLIDER 5
499 #define NUM_STARS_SLIDER 6
500 #define LIGHTING_SLIDER 7
501 op_sliders Detail_sliders[GR_NUM_RESOLUTIONS][NUM_DETAIL_SLIDERS] = {
503 op_sliders("ODB_07", 21, 71, -1, -1, 7, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // model detail
504 op_sliders("ODB_08", 21, 119, -1, -1, 8, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // nebula detail
505 op_sliders("ODB_09", 21, 166, -1, -1, 9, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // textures
506 op_sliders("ODB_10", 21, 212, -1, -1, 10, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // particles
507 op_sliders("ODB_11", 21, 260, -1, -1, 11, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // debris
508 op_sliders("ODB_12", 21, 307, -1, -1, 12, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // shield hit
509 op_sliders("ODB_13", 21, 354, -1, -1, 13, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // stars
510 op_sliders("ODB_19", 518, 212, -1, -1, 19, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // lighting
513 op_sliders("2_ODB_07", 34, 114, -1, -1, 7, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // model detail
514 op_sliders("2_ODB_08", 34, 190, -1, -1, 8, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // nebula detail
515 op_sliders("2_ODB_09", 34, 265, -1, -1, 9, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // textures
516 op_sliders("2_ODB_10", 34, 340, -1, -1, 10, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // particles
517 op_sliders("2_ODB_11", 34, 416, -1, -1, 11, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // debris
518 op_sliders("2_ODB_12", 34, 492, -1, -1, 12, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // shield hit
519 op_sliders("2_ODB_13", 34, 567, -1, -1, 13, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // stars
520 op_sliders("2_ODB_19", 829, 340, -1, -1, 19, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // lighting
523 int Detail_slider_pos[NUM_DETAIL_SLIDERS];
524 detail_levels Detail_original; // backup of Detail settings when screen is first entered
525 UI_GADGET Detail_bogus;
526 void options_detail_init();
527 void options_detail_hide_stuff();
528 void options_detail_unhide_stuff();
529 void options_detail_do_frame();
530 void options_detail_set_level(int level);
533 #define OPTIONS_NUM_TEXT 49
534 UI_XSTR Options_text[GR_NUM_RESOLUTIONS][OPTIONS_NUM_TEXT] = {
537 { "Options", 1036, 10, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][OPTIONS_TAB].button },
538 { "Multi", 1042, 97, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MULTIPLAYER_TAB].button },
539 { "Detail", 1351, 166, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][DETAIL_LEVELS_TAB].button },
540 { "Exit", 1059, 8, 417, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ABORT_GAME_BUTTON].button },
541 { "Game", 1412, 8, 430, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ABORT_GAME_BUTTON].button },
542 { "Control", 1352, 409, 418, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CONTROL_CONFIG_BUTTON].button },
543 { "Config", 1353, 409, 430, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CONTROL_CONFIG_BUTTON].button },
544 { "HUD", 1354, 504, 418, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_CONFIG_BUTTON].button },
545 { "Config", 1415, 504, 430, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_CONFIG_BUTTON].button },
546 { "Accept", 1035, 573, 412, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ACCEPT_BUTTON].button },
548 // text for the detail level screen
549 { "Preset Detail Levels", 1355, 455, 56, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
550 { "Low", 1160, 570, 82, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][LOW_DETAIL_N].button },
551 { "Medium", 1161, 550, 100, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MEDIUM_DETAIL_N].button },
552 { "High", 1162, 568, 120, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HIGH_DETAIL_N].button },
553 { "Very High", 1163, 530, 139, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][VERY_HIGH_DETAIL_N].button },
554 { "Custom", 1356, 546, 158, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CUSTOM_DETAIL_N].button },
555 { "Off", 1286, 509, 267, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][PLANETS_OFF].button },
556 { "On", 1285, 573, 267, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][PLANETS_ON].button },
557 { "Off", 1286, 509, 314, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_TARGETVIEW_RENDER_OFF].button },
558 { "On", 1285, 573, 314, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_TARGETVIEW_RENDER_ON].button },
559 { "Off", 1286, 509, 361, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][WEAPON_EXTRAS_OFF].button },
560 { "On", 1285, 573, 361, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][WEAPON_EXTRAS_ON].button },
561 { "Planets/Backgrounds", 1357, 455, 244, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
562 { "Target View Rendering", 1358, 446, 291, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
563 { "Weapon Extras", 1359, 497, 338, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
564 { "Model Detail", 1360, 27, 56, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
565 { "Nebula Detail", 1361, 27, 103, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
566 { "3D Hardware Textures", 1362, 27, 150, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
567 { "Particles", 1363, 27, 197, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
568 { "Impact Effects", 1364, 27, 244, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
569 { "Shield Hit Effects", 1365, 27, 291, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
570 { "Stars", 1366, 27, 338, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
571 { "Lighting", 1367, 549, 197, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
573 // main options screen text
574 { "Briefing Voice", 1368, 14, 58, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
575 { "Off", 1286, 20, 81, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][BRIEF_VOICE_OFF].button },
576 { "On", 1285, 83, 81, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][BRIEF_VOICE_ON].button },
577 { "Volume", 1369, 14, 111, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
578 { "Effects", 1370, 20, 130, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
579 { "Music", 1371, 20, 165, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
580 { "Voice", 1372, 20, 199, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
581 { "Mouse", 1373, 14, 249, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
582 { "Off", 1286, 20, 273, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MOUSE_OFF].button },
583 { "On", 1285, 83, 273, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MOUSE_ON].button },
584 { "Sensitivity", 1529, 20, 297, UI_XSTR_COLOR_GREEN, -1, &Options_sliders[0][OPT_MOUSE_SENS_SLIDER].slider },
585 { "Skill Level", 1509, 533, 58, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
586 { "Brightness", 1375, 532, 133, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
587 { "Joystick", 1376, 556, 231, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
588 { "Sensitivity", 1374, 538, 250, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
589 { "Deadzone", 1377, 538, 281, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
593 { "Options", 1036, 16, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][OPTIONS_TAB].button },
594 { "Multi", 1042, 172, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MULTIPLAYER_TAB].button },
595 { "Detail", 1351, 283, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][DETAIL_LEVELS_TAB].button },
596 { "Exit", 1059, 13, 685, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ABORT_GAME_BUTTON].button },
597 { "Game", 1412, 13, 696, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ABORT_GAME_BUTTON].button },
598 { "Control", 1352, 655, 685, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CONTROL_CONFIG_BUTTON].button },
599 { "Config", 1353, 655, 696, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CONTROL_CONFIG_BUTTON].button },
600 { "HUD", 1354, 806, 685, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_CONFIG_BUTTON].button },
601 { "Config", 1415, 806, 696, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_CONFIG_BUTTON].button },
602 { "Accept", 1035, 927, 672, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ACCEPT_BUTTON].button },
604 // text for the detail level screen
605 { "Preset Detail Levels", 1355, 809, 90, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
606 { "Low", 1160, 944, 131, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][LOW_DETAIL_N].button },
607 { "Medium", 1161, 924, 161, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MEDIUM_DETAIL_N].button },
608 { "High", 1162, 942, 192, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HIGH_DETAIL_N].button },
609 { "Very High", 1163, 903, 222, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][VERY_HIGH_DETAIL_N].button },
610 { "Custom", 1356, 922, 252, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CUSTOM_DETAIL_N].button },
611 { "Off", 1286, 835, 427, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][PLANETS_OFF].button },
612 { "On", 1285, 936, 427, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][PLANETS_ON].button },
613 { "Off", 1286, 835, 503, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_TARGETVIEW_RENDER_OFF].button },
614 { "On", 1285, 936, 503, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_TARGETVIEW_RENDER_ON].button },
615 { "Off", 1286, 835, 578, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][WEAPON_EXTRAS_OFF].button },
616 { "On", 1285, 936, 578, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][WEAPON_EXTRAS_ON].button },
617 { "Planets/Backgrounds", 1357, 808, 391, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
618 { "Target View Rendering", 1358, 799, 466, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
619 { "Weapon Extras", 1359, 850, 542, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
620 { "Model Detail", 1360, 44, 99, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][DETAIL_DISTANCE_SLIDER].slider },
621 { "Nebula Detail", 1361, 44, 175, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NEBULA_DETAIL_SLIDER].slider },
622 { "3D Hardware Textures", 1362, 44, 250, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][HARDWARE_TEXTURES_SLIDER].slider },
623 { "Particles", 1363, 44, 325, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NUM_PARTICLES_SLIDER].slider },
624 { "Impact Effects", 1364, 44, 401, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][SHARD_CULLING_SLIDER].slider },
625 { "Shield Hit Effects", 1365, 44, 476, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][SHIELD_DETAIL_SLIDER].slider },
626 { "Stars", 1366, 44, 552, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NUM_STARS_SLIDER].slider },
627 { "Lighting", 1367, 903, 326, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][LIGHTING_SLIDER].slider },
629 // main options screen text
630 { "Briefing Voice", 1368, 23, 93, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
631 { "Off", 1286, 32, 130, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][BRIEF_VOICE_OFF].button },
632 { "On", 1285, 134, 130, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][BRIEF_VOICE_ON].button },
633 { "Volume", 1369, 23, 178, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
634 { "Effects", 1370, 33, 209, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
635 { "Music", 1371, 33, 264, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
636 { "Voice", 1372, 33, 319, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
637 { "Mouse", 1373, 23, 399, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
638 { "Off", 1286, 32, 437, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MOUSE_OFF].button },
639 { "On", 1285, 134, 437, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MOUSE_ON].button },
640 { "Sensitivity", 1529, 34, 477, UI_XSTR_COLOR_GREEN, -1, &Options_sliders[1][OPT_MOUSE_SENS_SLIDER].slider },
641 { "Skill Level", 1509, 854, 93, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
642 { "Brightness", 1375, 852, 214, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
643 { "Joystick", 1376, 891, 370, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
644 { "Sensitivity", 1374, 861, 400, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
645 { "Deadzone", 1377, 861, 451, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
651 // DETAIL LEVEL tab definitions END
652 // ---------------------------------------------------------------------------------------------------------
654 void options_play_voice_clip()
658 if ( snd_is_playing(Voice_vol_handle) ) {
659 snd_stop(Voice_vol_handle);
663 snd_id = snd_load(&Snds_iface[SND_VOICE_SLIDER_CLIP]);
664 Voice_vol_handle = snd_play_raw( snd_id, 0.0f, 1.0f, SND_PRIORITY_SINGLE_INSTANCE );
667 void options_add_notify(char *str)
669 strcpy(Options_notify_string, str);
670 Options_notify_stamp = timestamp(OPTIONS_NOTIFY_TIME);
673 void options_notify_do_frame()
677 if (Options_notify_stamp != -1) {
678 if (timestamp_elapsed(Options_notify_stamp)) {
679 Options_notify_stamp = -1;
682 gr_get_string_size(&w, &h, Options_notify_string);
683 gr_printf((gr_screen.max_w - w) / 2, OPTIONS_NOTIFY_Y, Options_notify_string);
689 void options_set_bmaps(int btn, int bm_index)
693 for (j=0; j<MAX_BMAPS_PER_GADGET; j++){
694 Buttons[gr_screen.res][btn].button.bmap_ids[j] = Button_bms[bm_index][j];
699 void options_tab_setup(int set_palette)
705 if (Tab != MULTIPLAYER_TAB) {
706 Assert(Backgrounds[gr_screen.res][Tab].mask >= 0);
707 Ui_window.set_mask_bmap(Backgrounds[gr_screen.res][Tab].mask, Backgrounds[gr_screen.res][Tab].mask_filename);
710 for (i=0; i<256; i++){
714 // activate, deactivate any necessary controls
715 for (i=0; i<NUM_BUTTONS; i++) {
716 if ( ((Buttons[gr_screen.res][i].tab == Tab) || (Buttons[gr_screen.res][i].tab == -1)) && !flags[Buttons[gr_screen.res][i].hotspot] ) {
717 flags[Buttons[gr_screen.res][i].hotspot] = 1;
718 Buttons[gr_screen.res][i].button.enable();
719 if (Buttons[gr_screen.res][i].filename)
720 Buttons[gr_screen.res][i].button.unhide();
723 Buttons[gr_screen.res][i].button.disable();
724 Buttons[gr_screen.res][i].button.hide();
728 // maybe enable/disable controls based upon current tab
729 if (Tab == OPTIONS_TAB) {
730 for(i=0; i<NUM_OPTIONS_SLIDERS; i++){
731 Options_sliders[gr_screen.res][i].slider.enable();
732 Options_sliders[gr_screen.res][i].slider.unhide();
735 for(i=0; i<NUM_OPTIONS_SLIDERS; i++){
736 Options_sliders[gr_screen.res][i].slider.hide();
737 Options_sliders[gr_screen.res][i].slider.disable();
741 if( ((Game_mode & GM_IN_MISSION) && (!popupdead_is_active())) || (Game_mode & GM_MULTIPLAYER) ){
742 Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.disable();
743 Ui_window.use_hack_to_get_around_stupid_problem_flag = 0;
746 // do other special processing
748 case MULTIPLAYER_TAB:
749 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
750 options_multi_select();
752 // need to hide the hud config and control config buttons
753 // Buttons[gr_screen.res][CONTROL_CONFIG_BUTTON].button.hide();
754 // Buttons[gr_screen.res][HUD_CONFIG_BUTTON].button.hide();
758 case DETAIL_LEVELS_TAB:
759 options_detail_unhide_stuff();
764 // call this function to close down, do other processing of data in the tab that's being left
765 void options_tab_close()
768 case MULTIPLAYER_TAB:
769 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
770 options_multi_unselect();
774 case DETAIL_LEVELS_TAB:
775 options_detail_hide_stuff();
780 void options_change_tab(int n)
784 #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
785 if (n == MULTIPLAYER_TAB) {
786 game_feature_not_in_demo_popup();
792 case MULTIPLAYER_TAB:
793 if ( !Options_multi_inited ) {
795 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
796 options_multi_init(&Ui_window);
797 options_multi_unselect();
799 Options_multi_inited = 1;
804 case DETAIL_LEVELS_TAB:
805 if (!Options_detail_inited) {
806 // init detail levels
807 options_detail_init();
808 options_detail_hide_stuff();
809 Options_detail_inited = 1;
815 // if we're going into the main screen
816 if(n == OPTIONS_TAB){
817 Options_bogus.enable();
818 Options_bogus.unhide();
819 for(idx=0; idx<NUM_OPTIONS_SLIDERS; idx++){
820 Options_sliders[gr_screen.res][idx].slider.enable();
821 Options_sliders[gr_screen.res][idx].slider.unhide();
824 Options_bogus.hide();
825 Options_bogus.disable();
826 for(idx=0; idx<NUM_OPTIONS_SLIDERS; idx++){
827 Options_sliders[gr_screen.res][idx].slider.hide();
828 Options_sliders[gr_screen.res][idx].slider.disable();
832 if (n != MULTIPLAYER_TAB) {
833 if (Backgrounds[gr_screen.res][n].mask < 0) {
834 gamesnd_play_iface(SND_GENERAL_FAIL);
842 options_tab_setup(1);
843 gamesnd_play_iface(SND_SCREEN_MODE_PRESSED);
846 void set_sound_volume()
848 main_hall_reset_ambient_vol();
851 void set_music_volume()
853 event_music_set_volume_all(Master_event_music_volume);
856 void set_voice_volume()
858 audiostream_set_volume_all(Master_voice_volume, ASF_VOICE);
861 void options_cancel_exit()
863 Master_sound_volume = Backup_sound_volume;
865 Master_event_music_volume = Backup_music_volume;
867 Master_voice_volume = Backup_voice_volume;
870 if(!(Game_mode & GM_MULTIPLAYER)){
871 Game_skill_level = Backup_skill_level;
874 Briefing_voice_enabled = Backup_briefing_voice_enabled;
875 Use_mouse_to_fly = Backup_use_mouse_to_fly;
877 if ( Options_detail_inited ) {
878 Detail = Detail_original;
881 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
884 void options_change_gamma(float delta)
886 char tmp_gamma_string[32];
888 Freespace_gamma += delta;
889 if (Freespace_gamma < 0.1f) {
890 Freespace_gamma = 0.1f;
891 gamesnd_play_iface(SND_GENERAL_FAIL);
893 } else if (Freespace_gamma > 5.0f) {
894 Freespace_gamma = 5.0f;
895 gamesnd_play_iface(SND_GENERAL_FAIL);
898 gamesnd_play_iface(SND_USER_SELECT);
901 gr_set_gamma(Freespace_gamma);
902 sprintf(tmp_gamma_string, NOX("%.2f"), Freespace_gamma);
903 os_config_write_string(NULL, NOX("Gamma"), tmp_gamma_string);
906 void options_button_pressed(int n)
912 case MULTIPLAYER_TAB:
913 case DETAIL_LEVELS_TAB:
915 options_change_tab(n);
919 case ABORT_GAME_BUTTON:
920 gamesnd_play_iface(SND_USER_SELECT);
921 choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 374));
923 gameseq_post_event(GS_EVENT_QUIT_GAME);
926 case CONTROL_CONFIG_BUTTON:
927 gamesnd_play_iface(SND_SWITCH_SCREENS);
928 gameseq_post_event(GS_EVENT_CONTROL_CONFIG);
931 case HUD_CONFIG_BUTTON:
933 game_feature_not_in_demo_popup();
935 // can't go to the hud config screen when a multiplayer observer
936 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
937 gamesnd_play_iface(SND_GENERAL_FAIL);
938 options_add_notify(XSTR( "Cannot use HUD config when an observer!", 375));
942 gamesnd_play_iface(SND_SWITCH_SCREENS);
943 gameseq_post_event(GS_EVENT_HUD_CONFIG);
951 // BEGIN - detail level tab buttons
953 case HUD_TARGETVIEW_RENDER_ON:
954 Detail.targetview_model = 1;
955 gamesnd_play_iface(SND_USER_SELECT);
958 case HUD_TARGETVIEW_RENDER_OFF:
959 Detail.targetview_model = 0;
960 gamesnd_play_iface(SND_USER_SELECT);
964 Detail.planets_suns = 1;
965 gamesnd_play_iface(SND_USER_SELECT);
969 Detail.planets_suns = 0;
970 gamesnd_play_iface(SND_USER_SELECT);
973 case WEAPON_EXTRAS_ON:
974 Detail.weapon_extras = 1;
975 gamesnd_play_iface(SND_USER_SELECT);
978 case WEAPON_EXTRAS_OFF:
979 Detail.weapon_extras = 0;
980 gamesnd_play_iface(SND_USER_SELECT);
984 options_detail_set_level(0);
985 gamesnd_play_iface(SND_USER_SELECT);
988 case MEDIUM_DETAIL_N:
989 options_detail_set_level(1);
990 gamesnd_play_iface(SND_USER_SELECT);
994 options_detail_set_level(2);
995 gamesnd_play_iface(SND_USER_SELECT);
998 case VERY_HIGH_DETAIL_N:
999 options_detail_set_level(3);
1000 gamesnd_play_iface(SND_USER_SELECT);
1003 case CUSTOM_DETAIL_N:
1004 options_detail_set_level(-1);
1005 gamesnd_play_iface(SND_USER_SELECT);
1007 // END - detail level tab buttons
1010 options_change_gamma(-0.05f);
1014 options_change_gamma(0.05f);
1017 case BRIEF_VOICE_ON:
1018 Briefing_voice_enabled = 1;
1019 gamesnd_play_iface(SND_USER_SELECT);
1022 case BRIEF_VOICE_OFF:
1023 Briefing_voice_enabled = 0;
1024 gamesnd_play_iface(SND_USER_SELECT);
1028 Use_mouse_to_fly = 1;
1029 gamesnd_play_iface(SND_USER_SELECT);
1033 Use_mouse_to_fly = 0;
1034 gamesnd_play_iface(SND_USER_SELECT);
1039 void options_sliders_update()
1042 if (Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos != Sound_volume_int) {
1043 Sound_volume_int = Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos;
1044 Master_sound_volume = ((float) (Sound_volume_int) / 9.0f);
1046 gamesnd_play_iface(SND_USER_SELECT);
1050 if (Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos != Music_volume_int) {
1051 Music_volume_int = Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos;
1052 Master_event_music_volume = ((float) (Music_volume_int) / 9.0f);
1053 if (Master_event_music_volume > 0.0f) {
1054 event_music_enable();
1058 gamesnd_play_iface(SND_USER_SELECT);
1062 if (Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos != Voice_volume_int) {
1063 Voice_volume_int = Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos;
1064 Master_voice_volume = ((float) (Voice_volume_int) / 9.0f);
1066 options_play_voice_clip();
1069 if (Mouse_sensitivity != Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos) {
1070 Mouse_sensitivity = Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos;
1071 gamesnd_play_iface(SND_USER_SELECT);
1074 if (Joy_sensitivity != Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos) {
1075 Joy_sensitivity = Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos;
1076 gamesnd_play_iface(SND_USER_SELECT);
1079 if (Dead_zone_size != Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos * 5) {
1080 Dead_zone_size = Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos * 5;
1081 gamesnd_play_iface(SND_USER_SELECT);
1084 if (Game_skill_level != Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos) {
1085 Game_skill_level = Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos;
1086 gamesnd_play_iface(SND_USER_SELECT);
1090 void options_accept()
1092 // apply the selected multiplayer options
1093 if ( Options_multi_inited ) {
1094 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
1095 options_multi_accept();
1099 // If music is zero volume, disable
1100 if ( Master_event_music_volume <= 0.0f ) {
1101 // event_music_disable();
1102 event_music_level_close();
1105 // apply other options (display options, etc)
1106 // note: return in here (and play failed sound) if they can't accept yet for some reason
1108 gamesnd_play_iface(SND_COMMIT_PRESSED);
1109 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
1112 void options_load_background_and_mask(int tab)
1114 Assert(tab == OPTIONS_TAB || tab == DETAIL_LEVELS_TAB );
1115 Backgrounds[gr_screen.res][tab].bitmap = bm_load(Backgrounds[gr_screen.res][tab].filename);
1116 Backgrounds[gr_screen.res][tab].mask = bm_load(Backgrounds[gr_screen.res][tab].mask_filename);
1119 int Gamma_last_set = -1;
1120 int Gamma_colors_inited = 0;
1122 void options_menu_init()
1127 Assert(!Options_menu_inited);
1129 // pause all sounds, since we could get here through the game
1130 beam_pause_sounds();
1131 //audiostream_pause_all();
1134 Gamma_last_set = -1;
1136 common_set_interface_palette("InterfacePalette"); // set the interface palette
1137 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1139 for (i=0; i<PLANETS_ON; i++) {
1140 b = &Buttons[gr_screen.res][i];
1142 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
1143 // set up callback for when a mouse first goes over a button
1145 b->button.set_bmaps(b->filename);
1146 if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
1147 b->button.set_highlight_action(common_play_highlight_sound);
1154 b->button.link_hotspot(b->hotspot);
1155 if (i < NUM_COMMONS) {
1156 for (j=0; j<MAX_BMAPS_PER_GADGET; j++){
1157 Button_bms[i][j] = b->button.bmap_ids[j];
1162 // add all xstr text
1163 for(i=0; i<OPTIONS_NUM_TEXT; i++){
1164 Ui_window.add_XSTR(&Options_text[gr_screen.res][i]);
1168 Detail_bogus.base_create(&Ui_window, UI_KIND_ICON, 0, 0, 0, 0);
1169 Options_bogus.base_create(&Ui_window, UI_KIND_ICON, 0, 0, 0, 0);
1171 Buttons[gr_screen.res][GAMMA_DOWN].button.set_hotkey(KEY_COMMA);
1172 Buttons[gr_screen.res][GAMMA_UP].button.set_hotkey(KEY_PERIOD);
1175 Skill_control.first_frame = bm_load_animation("OPa_11", &Skill_control.total_frames);
1176 if (Skill_control.first_frame < 0) {
1177 Error(LOCATION, "Could not load OPa_11.ani\n");
1182 for (i=0; i<NUM_TABS; i++) {
1183 Backgrounds[gr_screen.res][i].bitmap = -1;
1184 Backgrounds[gr_screen.res][i].mask = -1;
1187 options_load_background_and_mask(OPTIONS_TAB);
1188 options_tab_setup(0);
1190 Backup_skill_level = Game_skill_level;
1191 Backup_sound_volume = Master_sound_volume;
1192 Backup_music_volume = Master_event_music_volume;
1193 Backup_voice_volume = Master_voice_volume;
1194 Backup_briefing_voice_enabled = Briefing_voice_enabled;
1195 Backup_use_mouse_to_fly = Use_mouse_to_fly;
1198 for ( i = 0; i < NUM_OPTIONS_SLIDERS; i++ ) {
1199 Options_sliders[gr_screen.res][i].slider.create(&Ui_window, Options_sliders[gr_screen.res][i].x, Options_sliders[gr_screen.res][i].y,
1200 Options_sliders[gr_screen.res][i].dots, Options_sliders[gr_screen.res][i].filename,
1201 Options_sliders[gr_screen.res][i].hotspot, Options_sliders[gr_screen.res][i].right_filename, Options_sliders[gr_screen.res][i].right_mask, Options_sliders[gr_screen.res][i].right_x, Options_sliders[gr_screen.res][i].right_y,
1202 Options_sliders[gr_screen.res][i].left_filename, Options_sliders[gr_screen.res][i].left_mask, Options_sliders[gr_screen.res][i].left_x, Options_sliders[gr_screen.res][i].left_y,
1203 Options_sliders[gr_screen.res][i].dot_w);
1206 // maybe disable the skill slider
1207 if( ((Game_mode & GM_IN_MISSION) && (!popupdead_is_active())) || (Game_mode & GM_MULTIPLAYER) ) {
1208 Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.disable();
1209 Ui_window.use_hack_to_get_around_stupid_problem_flag = 0;
1212 // setup slider values
1213 // note slider scale is 0-9, while Master_ values calc with 1-10 scale (hence the -1)
1214 Sound_volume_int = Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos = (int) (Master_sound_volume * 9.0f + 0.5f);
1215 Music_volume_int = Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos = (int) (Master_event_music_volume * 9.0f + 0.5f);
1216 Voice_volume_int = Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos = (int) (Master_voice_volume * 9.0f + 0.5f);
1217 Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos = Joy_sensitivity;
1218 Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos = Dead_zone_size / 5;
1219 Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos = Mouse_sensitivity;
1220 Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos = Game_skill_level;
1222 Gamma_colors_inited = 0;
1224 // used to allow all keystrokes, even when called from a demo playback
1226 Options_menu_inited = 1;
1228 // hide options crap
1229 options_detail_hide_stuff();
1232 void options_menu_close()
1236 Assert(Options_menu_inited);
1238 for (i=0; i<NUM_TABS; i++) {
1239 if (Backgrounds[gr_screen.res][i].bitmap >= 0){
1240 bm_unload(Backgrounds[gr_screen.res][i].bitmap);
1242 if ((Backgrounds[gr_screen.res][i].mask >= 0) && (i != Tab)){ // Ui_window.destroy() expects to release current tab's mask.
1243 bm_unload(Backgrounds[gr_screen.res][i].mask);
1247 if ( Voice_vol_handle >= 0 ) {
1248 snd_stop(Voice_vol_handle);
1249 Voice_vol_handle = -1;
1252 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
1253 options_multi_close();
1256 Ui_window.destroy();
1257 common_free_interface_palette(); // restore game palette
1261 // unpause all sounds, since we could be headed back to the game
1262 beam_unpause_sounds();
1263 //audiostream_unpause_all();
1265 Options_menu_inited = 0;
1266 Options_multi_inited = 0;
1267 Options_detail_inited = 0;
1273 void draw_gamma_box()
1277 // NEILK: i had to change this declaration because the size is determined dynamically. I just picked an arbitrary large number to data size (although we should always be using less)
1278 // TODO: change MAX size to maximum size for a 1024x768 bitmap
1279 // ushort Gamma_data[Options_gamma_coords[gr_screen.res][OPTIONS_W_COORD]*Options_gamma_coords[gr_screen.res][OPTIONS_H_COORD]*2];
1280 ushort Gamma_data[MAX_GAMMA_BITMAP_SIZE];
1282 v = fl2i( pow(0.5f, 1.0f / Freespace_gamma) * 255.0f );
1289 int Gamma_changed = 0;
1290 if ( v != Gamma_last_set ) {
1298 ushort clr_full_white = 0;
1299 ushort clr_half_white = 0;
1302 // if we're in bitmap poly mode
1304 BM_SELECT_TEX_FORMAT();
1306 BM_SELECT_SCREEN_FORMAT();
1310 r = g = b = a = 255;
1311 bm_set_components((ubyte*)&clr_full_white, &r, &g, &b, &a);
1314 r = g = b = (ubyte)v;
1315 bm_set_components((ubyte*)&clr_half_white, &r, &g, &b, &a);
1317 ushort *dptr = Gamma_data;
1318 for (y=0; y<Options_gamma_coords[gr_screen.res][OPTIONS_H_COORD]; y++) {
1319 for (x=0; x<Options_gamma_coords[gr_screen.res][OPTIONS_W_COORD]; x++) {
1321 *dptr = clr_half_white;
1323 if ((x & 1) == (y & 1)) {
1324 *dptr = clr_full_white;
1333 // always go back to screen format
1334 BM_SELECT_SCREEN_FORMAT();
1336 // if we're in bitmap poly mode
1337 int Gamma_bitmap = bm_create( 16, Options_gamma_coords[gr_screen.res][OPTIONS_W_COORD], Options_gamma_coords[gr_screen.res][OPTIONS_H_COORD], Gamma_data );
1338 gr_set_bitmap(Gamma_bitmap);
1339 gr_bitmap( Options_gamma_coords[gr_screen.res][OPTIONS_X_COORD], Options_gamma_coords[gr_screen.res][OPTIONS_Y_COORD] );
1341 bm_release( Gamma_bitmap );
1347 void options_menu_do_frame(float frametime)
1351 Assert(Options_menu_inited);
1352 k = Ui_window.process() & ~KEY_DEBUGGED;
1354 case KEY_SHIFTED | KEY_TAB:
1355 case KEY_LEFT: // activate previous tab
1360 options_change_tab(i);
1364 case KEY_RIGHT: // activate next tab
1365 // check to see if the multiplayer options screen wants to eat the tab kay
1366 if ((k == KEY_TAB) && (Tab == MULTIPLAYER_TAB)) {
1367 if (options_multi_eat_tab()) {
1376 options_change_tab(i);
1380 if (Tab == OPTIONS_TAB) {
1381 gamesnd_play_iface(SND_SWITCH_SCREENS);
1382 gameseq_post_event(GS_EVENT_CONTROL_CONFIG);
1388 if (Tab == OPTIONS_TAB) {
1389 gamesnd_play_iface(SND_SWITCH_SCREENS);
1390 gameseq_post_event(GS_EVENT_HUD_CONFIG);
1396 // if(Tab != MULTIPLAYER_TAB){
1397 options_cancel_exit();
1401 case KEY_CTRLED | KEY_ENTER:
1412 for (i=0; i<NUM_BUTTONS; i++) {
1413 if (Buttons[gr_screen.res][i].button.pressed())
1414 options_button_pressed(i);
1417 options_sliders_update();
1419 // if we're in the multiplayer options tab, get the background bitmap from the options multi module
1420 if(Tab == MULTIPLAYER_TAB){
1421 i = options_multi_background_bitmap();
1423 i = Backgrounds[gr_screen.res][Tab].bitmap;
1426 GR_MAYBE_CLEAR_RES(i);
1434 // NOTE : this must be done here so that any special drawing crap we do is not overwritten by the UI_WINDOW::draw() call
1435 // do specific processing for the multiplayer tab
1437 case MULTIPLAYER_TAB:
1438 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
1439 options_multi_do(k);
1443 case DETAIL_LEVELS_TAB:
1444 options_detail_do_frame();
1448 Game_skill_level = Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos;
1452 // handle the displaying of any notification messages
1453 options_notify_do_frame();
1455 for (i=0; i<NUM_TABS; i++){
1456 if (Buttons[gr_screen.res][i].button.button_down()){
1461 if ((i == NUM_TABS) /*&& (Tab != MULTIPLAYER_TAB)*/ ){
1462 Buttons[gr_screen.res][Tab].button.draw_forced(2);
1465 if (Tab == OPTIONS_TAB) {
1466 // draw correct frame for briefing voice radio buttons
1467 if (Briefing_voice_enabled) {
1468 options_force_button_frame(BRIEF_VOICE_ON, 2);
1469 options_force_button_frame(BRIEF_VOICE_OFF, 0);
1472 options_force_button_frame(BRIEF_VOICE_OFF, 2);
1473 options_force_button_frame(BRIEF_VOICE_ON, 0);
1476 if (Use_mouse_to_fly) {
1477 options_force_button_frame(MOUSE_ON, 2);
1478 options_force_button_frame(MOUSE_OFF, 0);
1481 options_force_button_frame(MOUSE_OFF, 2);
1482 options_force_button_frame(MOUSE_ON, 0);
1486 gr_get_string_size(&w, NULL, Skill_level_names(Game_skill_level));
1487 x = Options_skills_text_coords[gr_screen.res][OPTIONS_X_COORD];
1488 y = Options_skills_text_coords[gr_screen.res][OPTIONS_Y_COORD];
1489 gr_set_color_fast(&Color_bright_white);
1490 gr_string(x + (Options_skills_text_coords[gr_screen.res][OPTIONS_W_COORD] / 2) - (w/2), y, Skill_level_names(Game_skill_level));
1494 //==============================================================================
1495 // Draw the gamma adjustment grid.
1496 if (Tab == OPTIONS_TAB) {
1500 gr_set_color_fast(&Color_white);
1501 x = Options_gamma_num_coords[gr_screen.res][OPTIONS_X_COORD]; // + Options_gamma_num_coords[gr_screen.res][OPTIONS_W_COORD] / 2 - 12;
1502 y = Options_gamma_num_coords[gr_screen.res][OPTIONS_Y_COORD]; // + Options_gamma_num_coords[gr_screen.res][OPTIONS_H_COORD] / 2 - gr_get_font_height() / 2;
1504 gr_printf(x, y, NOX("%.2f"), Freespace_gamma);
1505 //gr_printf(GAMMA_TEXT_X, GAMMA_TEXT_Y, "Squint and try to make the above\nbar appear to be one solid color.\nThere are more 'ranges' to see\nif you set this in Glide mode.");
1507 //==============================================================================
1509 // maybe blit a waveform
1510 if(Tab == MULTIPLAYER_TAB){
1511 options_multi_vox_process_waveform();
1514 /* Debug code: Graphs the joystick range scaling
1516 int joy_get_scaled_reading(int raw, int axn);
1519 gr_set_color_fast(&Color_white);
1520 for (x=0; x<256; x+=16) {
1521 gr_line(x + 15, 0, x + 15, 255);
1522 gr_line(0, x + 15, 255, x + 15);
1525 gr_set_color_fast(&Color_bright_white);
1526 for (x=0; x<256; x++) {
1527 y = joy_get_scaled_reading(x * 256, 0) / 512;
1528 gr_line(x, 128, x, 128 + y);
1536 // ---------------------------------------------------------------------------------------------------------
1537 // DETAIL LEVEL OPTIONS definitions BEGIN
1540 void options_detail_synch_sliders()
1542 Detail_slider_pos[DETAIL_DISTANCE_SLIDER] = Detail_sliders[gr_screen.res][DETAIL_DISTANCE_SLIDER].slider.pos = Detail.detail_distance;
1543 Detail_slider_pos[NEBULA_DETAIL_SLIDER] = Detail_sliders[gr_screen.res][NEBULA_DETAIL_SLIDER].slider.pos = Detail.nebula_detail;
1544 Detail_slider_pos[HARDWARE_TEXTURES_SLIDER] = Detail_sliders[gr_screen.res][HARDWARE_TEXTURES_SLIDER].slider.pos = Detail.hardware_textures;
1545 Detail_slider_pos[SHARD_CULLING_SLIDER] = Detail_sliders[gr_screen.res][SHARD_CULLING_SLIDER].slider.pos = Detail.num_small_debris;
1546 Detail_slider_pos[SHIELD_DETAIL_SLIDER] = Detail_sliders[gr_screen.res][SHIELD_DETAIL_SLIDER].slider.pos = Detail.shield_effects;
1547 Detail_slider_pos[NUM_STARS_SLIDER] = Detail_sliders[gr_screen.res][NUM_STARS_SLIDER].slider.pos = Detail.num_stars;
1548 Detail_slider_pos[NUM_PARTICLES_SLIDER] = Detail_sliders[gr_screen.res][NUM_PARTICLES_SLIDER].slider.pos = Detail.num_particles;
1549 Detail_slider_pos[LIGHTING_SLIDER] = Detail_sliders[gr_screen.res][LIGHTING_SLIDER].slider.pos = Detail.lighting;
1552 void options_detail_init()
1557 Detail_original = Detail;
1559 options_load_background_and_mask(DETAIL_LEVELS_TAB);
1561 for (i=PLANETS_ON; i<NUM_BUTTONS; i++) {
1562 b = &Buttons[gr_screen.res][i];
1564 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
1565 // set up callback for when a mouse first goes over a button
1567 b->button.set_bmaps(b->filename);
1568 if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
1569 b->button.set_highlight_action(common_play_highlight_sound);
1576 b->button.link_hotspot(b->hotspot);
1579 // create detail level sliders
1580 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1581 Detail_sliders[gr_screen.res][i].slider.create(&Ui_window, Detail_sliders[gr_screen.res][i].x, Detail_sliders[gr_screen.res][i].y,
1582 Detail_sliders[gr_screen.res][i].dots, Detail_sliders[gr_screen.res][i].filename,
1583 Detail_sliders[gr_screen.res][i].hotspot, Detail_sliders[gr_screen.res][i].right_filename, Detail_sliders[gr_screen.res][i].right_mask, Detail_sliders[gr_screen.res][i].right_x, Detail_sliders[gr_screen.res][i].right_y,
1584 Detail_sliders[gr_screen.res][i].left_filename, Detail_sliders[gr_screen.res][i].left_mask, Detail_sliders[gr_screen.res][i].left_x, Detail_sliders[gr_screen.res][i].left_y,
1585 Detail_sliders[gr_screen.res][i].dot_w);
1588 // init the actual slider positions and our internal positions
1589 options_detail_synch_sliders();
1592 void options_detail_sliders_update()
1596 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1597 if ( Detail_sliders[gr_screen.res][i].slider.pos != Detail_slider_pos[i] ) {
1598 Detail_slider_pos[i] = Detail_sliders[gr_screen.res][i].slider.pos;
1599 gamesnd_play_iface(SND_USER_SELECT);
1603 // set Detail based on slider positions
1604 Detail.detail_distance = Detail_sliders[gr_screen.res][DETAIL_DISTANCE_SLIDER].slider.pos;
1606 // modify nebula stuff
1607 Detail.nebula_detail = Detail_sliders[gr_screen.res][NEBULA_DETAIL_SLIDER].slider.pos;
1608 neb2_set_detail_level(Detail.nebula_detail);
1610 Detail.hardware_textures = Detail_sliders[gr_screen.res][HARDWARE_TEXTURES_SLIDER].slider.pos;
1611 Detail.num_small_debris = Detail_sliders[gr_screen.res][SHARD_CULLING_SLIDER].slider.pos;
1612 Detail.shield_effects = Detail_sliders[gr_screen.res][SHIELD_DETAIL_SLIDER].slider.pos;
1613 Detail.num_stars = Detail_sliders[gr_screen.res][NUM_STARS_SLIDER].slider.pos;
1614 Detail.num_particles = Detail_sliders[gr_screen.res][NUM_PARTICLES_SLIDER].slider.pos;
1615 Detail.lighting = Detail_sliders[gr_screen.res][LIGHTING_SLIDER].slider.pos;
1618 void options_detail_hide_stuff()
1622 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1623 Detail_sliders[gr_screen.res][i].slider.disable();
1624 Detail_sliders[gr_screen.res][i].slider.hide();
1627 // this will hide text unassociated with any real control
1628 Detail_bogus.hide();
1631 void options_detail_unhide_stuff()
1635 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1636 Detail_sliders[gr_screen.res][i].slider.enable();
1637 Detail_sliders[gr_screen.res][i].slider.unhide();
1640 // this will hide text unassociated with any real control
1641 Detail_bogus.unhide();
1644 void options_force_button_frame(int n, int frame_num)
1646 if ( !Buttons[gr_screen.res][n].button.button_down() ) {
1647 Buttons[gr_screen.res][n].button.draw_forced(frame_num);
1651 // called once per frame to set lit buttons
1652 void options_detail_do_frame()
1654 options_detail_sliders_update();
1656 // force on/off buttons to draw their correct setting
1658 if ( Detail.targetview_model ) {
1659 options_force_button_frame(HUD_TARGETVIEW_RENDER_ON, 2);
1660 options_force_button_frame(HUD_TARGETVIEW_RENDER_OFF, 0);
1662 options_force_button_frame(HUD_TARGETVIEW_RENDER_OFF, 2);
1663 options_force_button_frame(HUD_TARGETVIEW_RENDER_ON, 0);
1666 if ( Detail.planets_suns == 1 ) {
1667 options_force_button_frame(PLANETS_ON, 2);
1668 options_force_button_frame(PLANETS_OFF, 0);
1670 options_force_button_frame(PLANETS_OFF, 2);
1671 options_force_button_frame(PLANETS_ON, 0);
1674 if ( Detail.weapon_extras) {
1675 options_force_button_frame(WEAPON_EXTRAS_ON, 2);
1676 options_force_button_frame(WEAPON_EXTRAS_OFF, 0);
1678 options_force_button_frame(WEAPON_EXTRAS_OFF, 2);
1679 options_force_button_frame(WEAPON_EXTRAS_ON, 0);
1684 if ( Detail.setting >= 0 ) {
1685 current_detail = current_detail_level();
1686 Detail.setting = current_detail;
1688 current_detail = -1;
1691 options_force_button_frame(LOW_DETAIL_N, 0);
1692 options_force_button_frame(MEDIUM_DETAIL_N, 0);
1693 options_force_button_frame(HIGH_DETAIL_N, 0);
1694 options_force_button_frame(VERY_HIGH_DETAIL_N, 0);
1695 options_force_button_frame(CUSTOM_DETAIL_N, 0);
1697 switch ( current_detail ) {
1699 options_force_button_frame(CUSTOM_DETAIL_N, 2);
1702 options_force_button_frame(LOW_DETAIL_N, 2);
1705 options_force_button_frame(MEDIUM_DETAIL_N, 2);
1708 options_force_button_frame(HIGH_DETAIL_N, 2);
1711 options_force_button_frame(VERY_HIGH_DETAIL_N, 2);
1716 // Set all the detail settings to a predefined level
1717 void options_detail_set_level(int level)
1719 detail_level_set(level);
1720 options_detail_synch_sliders();
1724 // DETAIL LEVEL tab definitions END
1725 // ---------------------------------------------------------------------------------------------------------