2 * $Logfile: /Freespace2/code/MenuUI/OptionsMenu.cpp $
7 * C module that contains functions to drive the Options user interface
10 * Revision 1.2 2002/05/26 22:06:17 relnev
11 * makefile: disable stand_gui for now.
13 * rest: staticize some globals
15 * Revision 1.1.1.1 2002/05/03 03:28:09 root
19 * 31 10/25/99 5:47p Jefff
20 * reassigned some xstr ids
22 * 30 10/14/99 2:50p Jefff
25 * 29 9/13/99 6:07p Jefff
26 * took out audiostream pausing to allow for correct volume adjustments
28 * 28 9/09/99 2:28p Jefff
29 * some detail slider #defines were switched around
31 * 27 9/08/99 2:38p Jefff
32 * sound pausing going to menu from game
34 * 26 8/05/99 3:40p Jefff
35 * hi-res text adjustments
37 * 25 8/04/99 4:06p Jefff
38 * fixed volume sliders blacking out at master volume of 1.0
40 * 24 8/02/99 6:05p Jefff
41 * failure sound on skill slider when disabled in game
43 * 23 7/19/99 3:29p Dave
44 * Fixed gamma bitmap in the options screen.
46 * 22 7/19/99 2:13p Dave
47 * Added some new strings for Heiko.
49 * 21 7/18/99 9:54p Andsager
52 * 20 7/15/99 7:15p Jefff
53 * Added sounds for skill select
55 * 19 7/15/99 4:10p Andsager
56 * Disable control_config hud_config in FS2_DEMO
58 * 18 7/15/99 9:20a Andsager
59 * FS2_DEMO initial checkin
61 * 17 7/13/99 1:15p Dave
62 * 32 bit support. Whee!
64 * 16 7/09/99 5:54p Dave
65 * Seperated cruiser types into individual types. Added tons of new
66 * briefing icons. Campaign screen.
68 * 15 6/25/99 11:59a Dave
69 * Multi options screen.
71 * 14 6/24/99 12:34a Dave
72 * Main options screen.
74 * 13 6/22/99 7:03p Dave
75 * New detail options screen.
77 * 12 6/16/99 4:06p Dave
78 * New pilot info popup. Added new draw-bitmap-as-poly function.
80 * 11 5/24/99 5:45p Dave
81 * Added detail levels to the nebula, with a decent speedup. Split nebula
82 * lightning into its own section.
84 * 10 4/02/99 4:44p Jasenw
86 * 9 2/05/99 7:22p Neilk
87 * Fixed gamma bitmap and converted coordinates for multiple resolutions
89 * 8 1/30/99 5:08p Dave
90 * More new hi-res stuff.Support for nice D3D textures.
92 * 7 12/18/98 1:13a Dave
93 * Rough 1024x768 support for Direct3D. Proper detection and usage through
96 * 6 11/30/98 1:07p Dave
97 * 16 bit conversion, first run.
99 * 5 11/05/98 5:55p Dave
100 * Big pass at reducing #includes
102 * 4 10/13/98 9:28a Dave
103 * Started neatening up freespace.h. Many variables renamed and
104 * reorganized. Added AlphaColors.[h,cpp]
106 * 3 10/09/98 2:57p Dave
107 * Starting splitting up OS stuff.
109 * 2 10/07/98 10:53a Dave
112 * 1 10/07/98 10:49a Dave
114 * 123 6/12/98 7:13p Hoffoss
115 * Fixed options screen problem where it wasn't showing tooltips.
117 * 122 6/12/98 4:52p Hoffoss
118 * Added support for special characters in in forgeign languages.
120 * 121 6/09/98 10:31a Hoffoss
121 * Created index numbers for all xstr() references. Any new xstr() stuff
122 * added from here on out should be added to the end if the list. The
123 * current list count can be found in FreeSpace.cpp (search for
126 * 120 6/05/98 9:50a Lawrance
129 * 119 6/01/98 11:43a John
130 * JAS & MK: Classified all strings for localization.
132 * 118 5/24/98 4:42p Dan
133 * AL: Fix several bugs related to pausing and enabling/disabling event
136 * 117 5/20/98 5:18p John
137 * Made the gamma box draw as a bitmap, not a bunch of pixels. Speeds up
138 * the menu dramatically.
140 * 116 5/19/98 1:21p Duncan
141 * Use 'InterfacePalette' instad of 'OptionsMainPalette'
143 * 115 5/18/98 9:14p Dave
144 * Put in network config files support.
146 * 114 5/18/98 5:16p Hoffoss
147 * Changed code to use new palette Jasen told me to use.
149 * 113 5/16/98 3:40p Lawrance
150 * Don't restore the original details unless they've been stored!
152 * 112 5/13/98 10:03a Mitri
153 * AL: Fix some bugs as a result of recent rearranging of code
155 * 111 5/13/98 12:24a Lawrance
156 * Only load required bitmaps and masks for the options screen
158 * 110 5/08/98 3:52p Hoffoss
159 * Fixed placement of gamma graphic.
161 * 109 5/07/98 12:41p Hoffoss
162 * Added joystick deadzone slider support and mouse on/off support.
164 * 108 5/06/98 8:06p Dave
165 * Made standalone reset properly under weird conditions. Tweak
166 * optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch
167 * countdown anim. Minro ui fixes/tweaks.
169 * 107 5/05/98 8:38p Hoffoss
170 * Added sensitivity adjustment to options menu and made it save to pilot
173 * 106 4/27/98 9:00a Jasen
174 * Updated coords for button change.
176 * 105 4/25/98 3:33p Allender
177 * do exit confirmation
179 * 104 4/22/98 12:34a Dave
180 * Make sure hud config and control config buttons draw properly in all
181 * tab modes. Make small tab buttons light up correctly in multi options
184 * 103 4/21/98 12:14a Allender
185 * disable skill level buttons for multiplayer games
187 * 102 4/20/98 6:04p Dave
188 * Implement multidata cache flushing and xferring mission files to
189 * multidata. Make sure observers can't change hud config. Fix pilot image
190 * viewing in popup. Put in game status field. Tweaked multi options.
192 * 101 4/18/98 12:45p Dave
193 * Aesthetic changes to multi options screen. Put in missing exit button.
196 * 100 4/17/98 5:27p Dave
197 * More work on the multi options screen. Fixed many minor ui todo bugs.
204 #include "grinternal.h"
206 #include "missionscreencommon.h"
208 #include "gamesequence.h"
210 #include "managepilot.h"
211 #include "freespace.h"
214 #include "eventmusic.h"
215 #include "mainhallmenu.h"
216 #include "audiostr.h"
220 #include "popupdead.h"
221 #include "missionbriefcommon.h"
222 #include "optionsmenu.h"
223 #include "optionsmenumulti.h"
226 #include "osregistry.h"
227 #include "alphacolors.h"
233 // will display a notification warning message
234 #define OPTIONS_NOTIFY_TIME 3500
235 #define OPTIONS_NOTIFY_Y 450
237 #define NUM_BUTTONS 24
240 #define NUM_COMMONS 10
244 #define OPTIONS_TAB 0
245 #define MULTIPLAYER_TAB 1
246 #define DETAIL_LEVELS_TAB 2
247 #define ABORT_GAME_BUTTON 3
248 #define CONTROL_CONFIG_BUTTON 4
249 #define HUD_CONFIG_BUTTON 5
250 #define ACCEPT_BUTTON 6
252 #define BRIEF_VOICE_OFF 7
253 #define BRIEF_VOICE_ON 8
256 #define GAMMA_DOWN 11
259 // detail level screen buttons
260 #define PLANETS_ON 13
261 #define PLANETS_OFF 14
262 #define HUD_TARGETVIEW_RENDER_ON 15
263 #define HUD_TARGETVIEW_RENDER_OFF 16
264 #define WEAPON_EXTRAS_ON 17
265 #define WEAPON_EXTRAS_OFF 18
267 #define LOW_DETAIL_N 19
268 #define MEDIUM_DETAIL_N 20
269 #define HIGH_DETAIL_N 21
270 #define VERY_HIGH_DETAIL_N 22
271 #define CUSTOM_DETAIL_N 23
273 #define REPEAT (1<<0)
274 #define NO_MOUSE_OVER_SOUND (1<<1)
276 // indicies for options coordinates
277 #define OPTIONS_X_COORD 0
278 #define OPTIONS_Y_COORD 1
279 #define OPTIONS_W_COORD 2
280 #define OPTIONS_H_COORD 3
282 struct options_buttons {
288 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
290 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) {}
293 static options_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
295 options_buttons("OPT_00", 17, 2, 0, -1), // options tab
296 options_buttons("OPT_01", 102, 2, 1, -1), // multiplayer tab
297 options_buttons("OPT_02", 170, 2, 2, -1), // detail levels tab
298 options_buttons("OPT_03", 10, 444, 3, -1), // abort game button
299 options_buttons("OPT_04", 411, 444, 4, -1), // control config button
300 options_buttons("OPT_05", 506, 444, 5, -1), // hud config
301 options_buttons("OPT_06", 576, 434, 6, -1), // accept button
303 options_buttons("OMB_07", 51, 74, 7, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle off
304 options_buttons("OMB_08", 106, 74, 8, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle on
305 options_buttons("OMB_18", 51, 266, 18, OPTIONS_TAB, 2), // Mouse off
306 options_buttons("OMB_19", 106, 266, 19, OPTIONS_TAB, 2), // Mouse on
307 options_buttons("OMB_26", 578, 149, 26, OPTIONS_TAB, 1), // Gamma Down
308 options_buttons("OMB_27", 607, 149, 27, OPTIONS_TAB, 1), // Gamma Up
310 options_buttons("ODB_21", 597, 261, 21, DETAIL_LEVELS_TAB, 2), // Planets On
311 options_buttons("ODB_20", 539, 261, 20, DETAIL_LEVELS_TAB, 2), // Planets Off
312 options_buttons("ODB_23", 597, 307, 23, DETAIL_LEVELS_TAB, 2), // Target View Rendering On
313 options_buttons("ODB_22", 539, 307, 22, DETAIL_LEVELS_TAB, 2), // Target View Rendering Off
314 options_buttons("ODB_25", 597, 354, 25, DETAIL_LEVELS_TAB, 2), // Weapon Extras On
315 options_buttons("ODB_24", 539, 354, 24, DETAIL_LEVELS_TAB, 2), // Weapon Extras Off
317 options_buttons("ODB_14", 614, 76, 14, DETAIL_LEVELS_TAB, 2), // Low Preset Detail
318 options_buttons("ODB_15", 614, 96, 15, DETAIL_LEVELS_TAB, 2), // Medium Preset Detail
319 options_buttons("ODB_16", 614, 114, 16, DETAIL_LEVELS_TAB, 2), // High Preset Detail
320 options_buttons("ODB_17", 614, 133, 17, DETAIL_LEVELS_TAB, 2), // Highest Preset Detail
321 options_buttons("ODB_18", 614, 152, 18, DETAIL_LEVELS_TAB, 2), // Custom Detail
324 options_buttons("2_OPT_00", 27, 4, 0, -1), // options tab
325 options_buttons("2_OPT_01", 164, 4, 1, -1), // multiplayer tab
326 options_buttons("2_OPT_02", 272, 4, 2, -1), // detail levels tab
327 options_buttons("2_OPT_03", 16, 711, 3, -1), // abort game
328 options_buttons("2_OPT_04", 657, 711, 4, -1), // control config button
329 options_buttons("2_OPT_05", 809, 711, 5, -1), // hud config button
330 options_buttons("2_OPT_06", 922, 694, 6, -1), // accept button
332 options_buttons("2_OMB_07", 81, 118, 7, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle off
333 options_buttons("2_OMB_08", 170, 118, 8, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle on
334 options_buttons("2_OMB_18", 81, 425, 18, OPTIONS_TAB, 2), // Mouse off
335 options_buttons("2_OMB_19", 170, 425, 19, OPTIONS_TAB, 2), // Mouse on
336 options_buttons("2_OMB_26", 925, 238, 26, OPTIONS_TAB, 1), // Gamma Down
337 options_buttons("2_OMB_27", 971, 238, 27, OPTIONS_TAB, 1), // Gamma Up
339 options_buttons("2_ODB_21", 956, 417, 21, DETAIL_LEVELS_TAB, 2), // Planets On
340 options_buttons("2_ODB_20", 863, 417, 20, DETAIL_LEVELS_TAB, 2), // Planets Off
341 options_buttons("2_ODB_23", 956, 492, 23, DETAIL_LEVELS_TAB, 2), // Target View Rendering On
342 options_buttons("2_ODB_22", 863, 492, 22, DETAIL_LEVELS_TAB, 2), // Target View Rendering Off
343 options_buttons("2_ODB_25", 956, 567, 25, DETAIL_LEVELS_TAB, 2), // Weapon Extras On
344 options_buttons("2_ODB_24", 863, 567, 24, DETAIL_LEVELS_TAB, 2), // Weapon Extras Off
346 options_buttons("2_ODB_14", 983, 122, 14, DETAIL_LEVELS_TAB, 2), // Low Preset Detail
347 options_buttons("2_ODB_15", 983, 153, 15, DETAIL_LEVELS_TAB, 2), // Medium Preset Detail
348 options_buttons("2_ODB_16", 983, 183, 16, DETAIL_LEVELS_TAB, 2), // High Preset Detail
349 options_buttons("2_ODB_17", 983, 213, 17, DETAIL_LEVELS_TAB, 2), // Highest Preset Detail
350 options_buttons("2_ODB_18", 983, 243, 18, DETAIL_LEVELS_TAB, 2), // Custom Detail
354 #define NUM_OPTIONS_SLIDERS 7
355 #define OPT_SOUND_VOLUME_SLIDER 0
356 #define OPT_MUSIC_VOLUME_SLIDER 1
357 #define OPT_VOICE_VOLUME_SLIDER 2
358 #define OPT_MOUSE_SENS_SLIDER 3
359 #define OPT_JOY_SENS_SLIDER 4
360 #define OPT_JOY_DEADZONE_SLIDER 5
361 #define OPT_SKILL_SLIDER 6
363 op_sliders Options_sliders[GR_NUM_RESOLUTIONS][NUM_OPTIONS_SLIDERS] = {
365 op_sliders("OMB_10", 31, 139, -1, -1, 10, 20, 10,
366 "OMB_11", 11, 226, 137,
367 "OMB_09", 9, 4, 137 ), // sound fx volume slider
368 op_sliders("OMB_13", 31, 174, -1, -1, 13, 20, 10,
369 "OMB_14", 14, 226, 172,
370 "OMB_12", 12, 4, 172 ), // music volume slider
371 op_sliders("OMB_16", 31, 209, -1, -1, 16, 20, 10,
372 "OMB_17", 17, 226, 206,
373 "OMB_15", 15, 4, 206 ), // voice volume slider
374 op_sliders("OMB_20", 6, 316, -1, -1, 20, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // mouse sensitivity
375 op_sliders("OMB_28", 440, 259, -1, -1, 28, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick sensitivity
376 op_sliders("OMB_29", 440, 290, -1, -1, 29, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick deadzone
377 op_sliders("OMB_21", 440, 75, -1, -1, 21, 36, 5, NULL, -1, -1, -1, NULL, -1, -1, -1)
380 op_sliders("2_OMB_10", 50, 223, -1, -1, 10, 32, 10,
381 "2_OMB_11", 11, 361, 219,
382 "2_OMB_09", 9, 7, 219 ), // sound fx volume slider
383 op_sliders("2_OMB_13", 50, 281, -1, -1, 13, 32, 10,
384 "2_OMB_14", 14, 361, 275,
385 "2_OMB_12", 12, 7, 275 ), // music volume slider
386 op_sliders("2_OMB_16", 50, 335, -1, -1, 16, 32, 10,
387 "2_OMB_17", 17, 361, 330,
388 "2_OMB_15", 15, 7, 330 ), // voice volume slider
389 op_sliders("2_OMB_20", 9, 505, -1, -1, 20, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // mouse sensitivity
390 op_sliders("2_OMB_28", 704, 414, -1, -1, 28, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick sensitivity
391 op_sliders("2_OMB_29", 704, 464, -1, -1, 29, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick deadzone
392 op_sliders("2_OMB_21", 704, 120, -1, -1, 21, 60, 5, NULL, -1, -1, -1, NULL, -1, -1, -1)
402 } Backgrounds[GR_NUM_RESOLUTIONS][NUM_TABS] = {
405 { "OptionsMain", "OptionsMain-M"},
406 { "OptionsMulti", "OptionsMulti-M"},
407 { "OptionsDetail", "OptionsDetail-M"},
410 { "2_OptionsMain", "2_OptionsMain-M"},
411 { "2_OptionsMulti", "2_OptionsMulti-M"},
412 { "2_OptionsDetail", "2_OptionsDetail-M"},
418 static int Options_menu_inited = 0;
419 static int Options_multi_inited = 0;
420 static int Options_detail_inited = 0;
421 static int Button_bms[NUM_COMMONS][MAX_BMAPS_PER_GADGET];
423 static UI_WINDOW Ui_window;
424 UI_GADGET Options_bogus;
426 static int Backup_skill_level;
427 static float Backup_sound_volume;
428 static float Backup_music_volume;
429 static float Backup_voice_volume;
431 static int Backup_briefing_voice_enabled;
432 static int Backup_use_mouse_to_fly;
434 static int Sound_volume_int;
435 static int Music_volume_int;
436 static int Voice_volume_int;
438 static int Voice_vol_handle = -1;
439 int Options_notify_stamp = -1;
440 char Options_notify_string[200];
442 // called whenever accept is hit
443 // do any processing, etc in here.
444 void options_accept();
445 void options_force_button_frame(int n, int frame_num);
447 extern float Freespace_gamma;
449 void options_add_notify(char *str);
450 void options_notify_do_frame();
452 int Options_gamma_coords[GR_NUM_RESOLUTIONS][4] = {
454 435, 179, 195, 28 // GR_640
457 692, 287, 308, 44 // GR_1024
461 #define MAX_GAMMA_BITMAP_SIZE 17500
463 int Options_gamma_num_coords[GR_NUM_RESOLUTIONS][4] = {
465 489, 159, 65, 17 // GR_640
468 779, 254, 65, 17 // GR_1024
472 int Options_skills_text_coords[GR_NUM_RESOLUTIONS][4] = {
474 468, 104, 155, 10 // GR_640
477 750, 169, 246, 21 // GR_1024
482 // ---------------------------------------------------------------------------------------------------------
483 // DETAIL LEVEL OPTIONS definitions BEGIN
486 #define NUM_DETAIL_SLIDERS 8
489 #define DETAIL_DISTANCE_SLIDER 0
490 #define NEBULA_DETAIL_SLIDER 1
491 #define HARDWARE_TEXTURES_SLIDER 2
492 #define NUM_PARTICLES_SLIDER 6
493 #define SHARD_CULLING_SLIDER 3
494 #define SHIELD_DETAIL_SLIDER 4
495 #define NUM_STARS_SLIDER 5
496 #define LIGHTING_SLIDER 7
498 #define DETAIL_DISTANCE_SLIDER 0
499 #define NEBULA_DETAIL_SLIDER 1
500 #define HARDWARE_TEXTURES_SLIDER 2
501 #define NUM_PARTICLES_SLIDER 3
502 #define SHARD_CULLING_SLIDER 4
503 #define SHIELD_DETAIL_SLIDER 5
504 #define NUM_STARS_SLIDER 6
505 #define LIGHTING_SLIDER 7
506 op_sliders Detail_sliders[GR_NUM_RESOLUTIONS][NUM_DETAIL_SLIDERS] = {
508 op_sliders("ODB_07", 21, 71, -1, -1, 7, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // model detail
509 op_sliders("ODB_08", 21, 119, -1, -1, 8, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // nebula detail
510 op_sliders("ODB_09", 21, 166, -1, -1, 9, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // textures
511 op_sliders("ODB_10", 21, 212, -1, -1, 10, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // particles
512 op_sliders("ODB_11", 21, 260, -1, -1, 11, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // debris
513 op_sliders("ODB_12", 21, 307, -1, -1, 12, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // shield hit
514 op_sliders("ODB_13", 21, 354, -1, -1, 13, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // stars
515 op_sliders("ODB_19", 518, 212, -1, -1, 19, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // lighting
518 op_sliders("2_ODB_07", 34, 114, -1, -1, 7, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // model detail
519 op_sliders("2_ODB_08", 34, 190, -1, -1, 8, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // nebula detail
520 op_sliders("2_ODB_09", 34, 265, -1, -1, 9, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // textures
521 op_sliders("2_ODB_10", 34, 340, -1, -1, 10, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // particles
522 op_sliders("2_ODB_11", 34, 416, -1, -1, 11, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // debris
523 op_sliders("2_ODB_12", 34, 492, -1, -1, 12, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // shield hit
524 op_sliders("2_ODB_13", 34, 567, -1, -1, 13, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // stars
525 op_sliders("2_ODB_19", 829, 340, -1, -1, 19, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // lighting
528 int Detail_slider_pos[NUM_DETAIL_SLIDERS];
529 detail_levels Detail_original; // backup of Detail settings when screen is first entered
530 UI_GADGET Detail_bogus;
531 void options_detail_init();
532 void options_detail_hide_stuff();
533 void options_detail_unhide_stuff();
534 void options_detail_do_frame();
535 void options_detail_set_level(int level);
538 #define OPTIONS_NUM_TEXT 49
539 UI_XSTR Options_text[GR_NUM_RESOLUTIONS][OPTIONS_NUM_TEXT] = {
542 { "Options", 1036, 10, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][OPTIONS_TAB].button },
543 { "Multi", 1042, 97, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MULTIPLAYER_TAB].button },
544 { "Detail", 1351, 166, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][DETAIL_LEVELS_TAB].button },
545 { "Exit", 1059, 8, 417, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ABORT_GAME_BUTTON].button },
546 { "Game", 1412, 8, 430, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ABORT_GAME_BUTTON].button },
547 { "Control", 1352, 409, 418, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CONTROL_CONFIG_BUTTON].button },
548 { "Config", 1353, 409, 430, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CONTROL_CONFIG_BUTTON].button },
549 { "HUD", 1354, 504, 418, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_CONFIG_BUTTON].button },
550 { "Config", 1415, 504, 430, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_CONFIG_BUTTON].button },
551 { "Accept", 1035, 573, 412, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ACCEPT_BUTTON].button },
553 // text for the detail level screen
554 { "Preset Detail Levels", 1355, 455, 56, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
555 { "Low", 1160, 570, 82, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][LOW_DETAIL_N].button },
556 { "Medium", 1161, 550, 100, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MEDIUM_DETAIL_N].button },
557 { "High", 1162, 568, 120, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HIGH_DETAIL_N].button },
558 { "Very High", 1163, 530, 139, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][VERY_HIGH_DETAIL_N].button },
559 { "Custom", 1356, 546, 158, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CUSTOM_DETAIL_N].button },
560 { "Off", 1286, 509, 267, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][PLANETS_OFF].button },
561 { "On", 1285, 573, 267, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][PLANETS_ON].button },
562 { "Off", 1286, 509, 314, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_TARGETVIEW_RENDER_OFF].button },
563 { "On", 1285, 573, 314, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_TARGETVIEW_RENDER_ON].button },
564 { "Off", 1286, 509, 361, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][WEAPON_EXTRAS_OFF].button },
565 { "On", 1285, 573, 361, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][WEAPON_EXTRAS_ON].button },
566 { "Planets/Backgrounds", 1357, 455, 244, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
567 { "Target View Rendering", 1358, 446, 291, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
568 { "Weapon Extras", 1359, 497, 338, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
569 { "Model Detail", 1360, 27, 56, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
570 { "Nebula Detail", 1361, 27, 103, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
571 { "3D Hardware Textures", 1362, 27, 150, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
572 { "Particles", 1363, 27, 197, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
573 { "Impact Effects", 1364, 27, 244, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
574 { "Shield Hit Effects", 1365, 27, 291, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
575 { "Stars", 1366, 27, 338, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
576 { "Lighting", 1367, 549, 197, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
578 // main options screen text
579 { "Briefing Voice", 1368, 14, 58, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
580 { "Off", 1286, 20, 81, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][BRIEF_VOICE_OFF].button },
581 { "On", 1285, 83, 81, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][BRIEF_VOICE_ON].button },
582 { "Volume", 1369, 14, 111, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
583 { "Effects", 1370, 20, 130, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
584 { "Music", 1371, 20, 165, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
585 { "Voice", 1372, 20, 199, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
586 { "Mouse", 1373, 14, 249, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
587 { "Off", 1286, 20, 273, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MOUSE_OFF].button },
588 { "On", 1285, 83, 273, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MOUSE_ON].button },
589 { "Sensitivity", 1529, 20, 297, UI_XSTR_COLOR_GREEN, -1, &Options_sliders[0][OPT_MOUSE_SENS_SLIDER].slider },
590 { "Skill Level", 1509, 533, 58, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
591 { "Brightness", 1375, 532, 133, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
592 { "Joystick", 1376, 556, 231, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
593 { "Sensitivity", 1374, 538, 250, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
594 { "Deadzone", 1377, 538, 281, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
598 { "Options", 1036, 16, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][OPTIONS_TAB].button },
599 { "Multi", 1042, 172, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MULTIPLAYER_TAB].button },
600 { "Detail", 1351, 283, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][DETAIL_LEVELS_TAB].button },
601 { "Exit", 1059, 13, 685, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ABORT_GAME_BUTTON].button },
602 { "Game", 1412, 13, 696, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ABORT_GAME_BUTTON].button },
603 { "Control", 1352, 655, 685, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CONTROL_CONFIG_BUTTON].button },
604 { "Config", 1353, 655, 696, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CONTROL_CONFIG_BUTTON].button },
605 { "HUD", 1354, 806, 685, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_CONFIG_BUTTON].button },
606 { "Config", 1415, 806, 696, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_CONFIG_BUTTON].button },
607 { "Accept", 1035, 927, 672, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ACCEPT_BUTTON].button },
609 // text for the detail level screen
610 { "Preset Detail Levels", 1355, 809, 90, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
611 { "Low", 1160, 944, 131, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][LOW_DETAIL_N].button },
612 { "Medium", 1161, 924, 161, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MEDIUM_DETAIL_N].button },
613 { "High", 1162, 942, 192, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HIGH_DETAIL_N].button },
614 { "Very High", 1163, 903, 222, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][VERY_HIGH_DETAIL_N].button },
615 { "Custom", 1356, 922, 252, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CUSTOM_DETAIL_N].button },
616 { "Off", 1286, 835, 427, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][PLANETS_OFF].button },
617 { "On", 1285, 936, 427, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][PLANETS_ON].button },
618 { "Off", 1286, 835, 503, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_TARGETVIEW_RENDER_OFF].button },
619 { "On", 1285, 936, 503, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_TARGETVIEW_RENDER_ON].button },
620 { "Off", 1286, 835, 578, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][WEAPON_EXTRAS_OFF].button },
621 { "On", 1285, 936, 578, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][WEAPON_EXTRAS_ON].button },
622 { "Planets/Backgrounds", 1357, 808, 391, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
623 { "Target View Rendering", 1358, 799, 466, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
624 { "Weapon Extras", 1359, 850, 542, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
625 { "Model Detail", 1360, 44, 99, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][DETAIL_DISTANCE_SLIDER].slider },
626 { "Nebula Detail", 1361, 44, 175, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NEBULA_DETAIL_SLIDER].slider },
627 { "3D Hardware Textures", 1362, 44, 250, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][HARDWARE_TEXTURES_SLIDER].slider },
628 { "Particles", 1363, 44, 325, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NUM_PARTICLES_SLIDER].slider },
629 { "Impact Effects", 1364, 44, 401, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][SHARD_CULLING_SLIDER].slider },
630 { "Shield Hit Effects", 1365, 44, 476, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][SHIELD_DETAIL_SLIDER].slider },
631 { "Stars", 1366, 44, 552, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NUM_STARS_SLIDER].slider },
632 { "Lighting", 1367, 903, 326, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][LIGHTING_SLIDER].slider },
634 // main options screen text
635 { "Briefing Voice", 1368, 23, 93, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
636 { "Off", 1286, 32, 130, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][BRIEF_VOICE_OFF].button },
637 { "On", 1285, 134, 130, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][BRIEF_VOICE_ON].button },
638 { "Volume", 1369, 23, 178, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
639 { "Effects", 1370, 33, 209, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
640 { "Music", 1371, 33, 264, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
641 { "Voice", 1372, 33, 319, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
642 { "Mouse", 1373, 23, 399, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
643 { "Off", 1286, 32, 437, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MOUSE_OFF].button },
644 { "On", 1285, 134, 437, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MOUSE_ON].button },
645 { "Sensitivity", 1529, 34, 477, UI_XSTR_COLOR_GREEN, -1, &Options_sliders[1][OPT_MOUSE_SENS_SLIDER].slider },
646 { "Skill Level", 1509, 854, 93, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
647 { "Brightness", 1375, 852, 214, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
648 { "Joystick", 1376, 891, 370, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
649 { "Sensitivity", 1374, 861, 400, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
650 { "Deadzone", 1377, 861, 451, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
656 // DETAIL LEVEL tab definitions END
657 // ---------------------------------------------------------------------------------------------------------
659 void options_play_voice_clip()
663 if ( snd_is_playing(Voice_vol_handle) ) {
664 snd_stop(Voice_vol_handle);
668 snd_id = snd_load(&Snds_iface[SND_VOICE_SLIDER_CLIP]);
669 Voice_vol_handle = snd_play_raw( snd_id, 0.0f, 1.0f, SND_PRIORITY_SINGLE_INSTANCE );
672 void options_add_notify(char *str)
674 strcpy(Options_notify_string, str);
675 Options_notify_stamp = timestamp(OPTIONS_NOTIFY_TIME);
678 void options_notify_do_frame()
682 if (Options_notify_stamp != -1) {
683 if (timestamp_elapsed(Options_notify_stamp)) {
684 Options_notify_stamp = -1;
687 gr_get_string_size(&w, &h, Options_notify_string);
688 gr_printf((gr_screen.max_w - w) / 2, OPTIONS_NOTIFY_Y, Options_notify_string);
694 void options_set_bmaps(int btn, int bm_index)
698 for (j=0; j<MAX_BMAPS_PER_GADGET; j++){
699 Buttons[gr_screen.res][btn].button.bmap_ids[j] = Button_bms[bm_index][j];
704 void options_tab_setup(int set_palette)
710 if (Tab != MULTIPLAYER_TAB) {
711 Assert(Backgrounds[gr_screen.res][Tab].mask >= 0);
712 Ui_window.set_mask_bmap(Backgrounds[gr_screen.res][Tab].mask, Backgrounds[gr_screen.res][Tab].mask_filename);
715 for (i=0; i<256; i++){
719 // activate, deactivate any necessary controls
720 for (i=0; i<NUM_BUTTONS; i++) {
721 if ( ((Buttons[gr_screen.res][i].tab == Tab) || (Buttons[gr_screen.res][i].tab == -1)) && !flags[Buttons[gr_screen.res][i].hotspot] ) {
722 flags[Buttons[gr_screen.res][i].hotspot] = 1;
723 Buttons[gr_screen.res][i].button.enable();
724 if (Buttons[gr_screen.res][i].filename)
725 Buttons[gr_screen.res][i].button.unhide();
728 Buttons[gr_screen.res][i].button.disable();
729 Buttons[gr_screen.res][i].button.hide();
733 // maybe enable/disable controls based upon current tab
734 if (Tab == OPTIONS_TAB) {
735 for(i=0; i<NUM_OPTIONS_SLIDERS; i++){
736 Options_sliders[gr_screen.res][i].slider.enable();
737 Options_sliders[gr_screen.res][i].slider.unhide();
740 for(i=0; i<NUM_OPTIONS_SLIDERS; i++){
741 Options_sliders[gr_screen.res][i].slider.hide();
742 Options_sliders[gr_screen.res][i].slider.disable();
746 if( ((Game_mode & GM_IN_MISSION) && (!popupdead_is_active())) || (Game_mode & GM_MULTIPLAYER) ){
747 Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.disable();
748 Ui_window.use_hack_to_get_around_stupid_problem_flag = 0;
751 // do other special processing
753 case MULTIPLAYER_TAB:
754 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
755 options_multi_select();
757 // need to hide the hud config and control config buttons
758 // Buttons[gr_screen.res][CONTROL_CONFIG_BUTTON].button.hide();
759 // Buttons[gr_screen.res][HUD_CONFIG_BUTTON].button.hide();
763 case DETAIL_LEVELS_TAB:
764 options_detail_unhide_stuff();
769 // call this function to close down, do other processing of data in the tab that's being left
770 void options_tab_close()
773 case MULTIPLAYER_TAB:
774 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
775 options_multi_unselect();
779 case DETAIL_LEVELS_TAB:
780 options_detail_hide_stuff();
785 void options_change_tab(int n)
789 #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
790 if (n == MULTIPLAYER_TAB) {
791 game_feature_not_in_demo_popup();
797 case MULTIPLAYER_TAB:
798 if ( !Options_multi_inited ) {
800 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
801 options_multi_init(&Ui_window);
802 options_multi_unselect();
804 Options_multi_inited = 1;
809 case DETAIL_LEVELS_TAB:
810 if (!Options_detail_inited) {
811 // init detail levels
812 options_detail_init();
813 options_detail_hide_stuff();
814 Options_detail_inited = 1;
820 // if we're going into the main screen
821 if(n == OPTIONS_TAB){
822 Options_bogus.enable();
823 Options_bogus.unhide();
824 for(idx=0; idx<NUM_OPTIONS_SLIDERS; idx++){
825 Options_sliders[gr_screen.res][idx].slider.enable();
826 Options_sliders[gr_screen.res][idx].slider.unhide();
829 Options_bogus.hide();
830 Options_bogus.disable();
831 for(idx=0; idx<NUM_OPTIONS_SLIDERS; idx++){
832 Options_sliders[gr_screen.res][idx].slider.hide();
833 Options_sliders[gr_screen.res][idx].slider.disable();
837 if (n != MULTIPLAYER_TAB) {
838 if (Backgrounds[gr_screen.res][n].mask < 0) {
839 gamesnd_play_iface(SND_GENERAL_FAIL);
847 options_tab_setup(1);
848 gamesnd_play_iface(SND_SCREEN_MODE_PRESSED);
851 void set_sound_volume()
853 main_hall_reset_ambient_vol();
856 void set_music_volume()
858 event_music_set_volume_all(Master_event_music_volume);
861 void set_voice_volume()
863 audiostream_set_volume_all(Master_voice_volume, ASF_VOICE);
866 void options_cancel_exit()
868 Master_sound_volume = Backup_sound_volume;
870 Master_event_music_volume = Backup_music_volume;
872 Master_voice_volume = Backup_voice_volume;
875 if(!(Game_mode & GM_MULTIPLAYER)){
876 Game_skill_level = Backup_skill_level;
879 Briefing_voice_enabled = Backup_briefing_voice_enabled;
880 Use_mouse_to_fly = Backup_use_mouse_to_fly;
882 if ( Options_detail_inited ) {
883 Detail = Detail_original;
886 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
889 void options_change_gamma(float delta)
891 char tmp_gamma_string[32];
893 Freespace_gamma += delta;
894 if (Freespace_gamma < 0.1f) {
895 Freespace_gamma = 0.1f;
896 gamesnd_play_iface(SND_GENERAL_FAIL);
898 } else if (Freespace_gamma > 5.0f) {
899 Freespace_gamma = 5.0f;
900 gamesnd_play_iface(SND_GENERAL_FAIL);
903 gamesnd_play_iface(SND_USER_SELECT);
906 gr_set_gamma(Freespace_gamma);
907 sprintf(tmp_gamma_string, NOX("%.2f"), Freespace_gamma);
908 os_config_write_string(NULL, NOX("Gamma"), tmp_gamma_string);
911 void options_button_pressed(int n)
917 case MULTIPLAYER_TAB:
918 case DETAIL_LEVELS_TAB:
920 options_change_tab(n);
924 case ABORT_GAME_BUTTON:
925 gamesnd_play_iface(SND_USER_SELECT);
926 choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 374));
928 gameseq_post_event(GS_EVENT_QUIT_GAME);
931 case CONTROL_CONFIG_BUTTON:
932 gamesnd_play_iface(SND_SWITCH_SCREENS);
933 gameseq_post_event(GS_EVENT_CONTROL_CONFIG);
936 case HUD_CONFIG_BUTTON:
938 game_feature_not_in_demo_popup();
940 // can't go to the hud config screen when a multiplayer observer
941 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
942 gamesnd_play_iface(SND_GENERAL_FAIL);
943 options_add_notify(XSTR( "Cannot use HUD config when an observer!", 375));
947 gamesnd_play_iface(SND_SWITCH_SCREENS);
948 gameseq_post_event(GS_EVENT_HUD_CONFIG);
956 // BEGIN - detail level tab buttons
958 case HUD_TARGETVIEW_RENDER_ON:
959 Detail.targetview_model = 1;
960 gamesnd_play_iface(SND_USER_SELECT);
963 case HUD_TARGETVIEW_RENDER_OFF:
964 Detail.targetview_model = 0;
965 gamesnd_play_iface(SND_USER_SELECT);
969 Detail.planets_suns = 1;
970 gamesnd_play_iface(SND_USER_SELECT);
974 Detail.planets_suns = 0;
975 gamesnd_play_iface(SND_USER_SELECT);
978 case WEAPON_EXTRAS_ON:
979 Detail.weapon_extras = 1;
980 gamesnd_play_iface(SND_USER_SELECT);
983 case WEAPON_EXTRAS_OFF:
984 Detail.weapon_extras = 0;
985 gamesnd_play_iface(SND_USER_SELECT);
989 options_detail_set_level(0);
990 gamesnd_play_iface(SND_USER_SELECT);
993 case MEDIUM_DETAIL_N:
994 options_detail_set_level(1);
995 gamesnd_play_iface(SND_USER_SELECT);
999 options_detail_set_level(2);
1000 gamesnd_play_iface(SND_USER_SELECT);
1003 case VERY_HIGH_DETAIL_N:
1004 options_detail_set_level(3);
1005 gamesnd_play_iface(SND_USER_SELECT);
1008 case CUSTOM_DETAIL_N:
1009 options_detail_set_level(-1);
1010 gamesnd_play_iface(SND_USER_SELECT);
1012 // END - detail level tab buttons
1015 options_change_gamma(-0.05f);
1019 options_change_gamma(0.05f);
1022 case BRIEF_VOICE_ON:
1023 Briefing_voice_enabled = 1;
1024 gamesnd_play_iface(SND_USER_SELECT);
1027 case BRIEF_VOICE_OFF:
1028 Briefing_voice_enabled = 0;
1029 gamesnd_play_iface(SND_USER_SELECT);
1033 Use_mouse_to_fly = 1;
1034 gamesnd_play_iface(SND_USER_SELECT);
1038 Use_mouse_to_fly = 0;
1039 gamesnd_play_iface(SND_USER_SELECT);
1044 void options_sliders_update()
1047 if (Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos != Sound_volume_int) {
1048 Sound_volume_int = Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos;
1049 Master_sound_volume = ((float) (Sound_volume_int) / 9.0f);
1051 gamesnd_play_iface(SND_USER_SELECT);
1055 if (Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos != Music_volume_int) {
1056 Music_volume_int = Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos;
1057 Master_event_music_volume = ((float) (Music_volume_int) / 9.0f);
1058 if (Master_event_music_volume > 0.0f) {
1059 event_music_enable();
1063 gamesnd_play_iface(SND_USER_SELECT);
1067 if (Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos != Voice_volume_int) {
1068 Voice_volume_int = Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos;
1069 Master_voice_volume = ((float) (Voice_volume_int) / 9.0f);
1071 options_play_voice_clip();
1074 if (Mouse_sensitivity != Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos) {
1075 Mouse_sensitivity = Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos;
1076 gamesnd_play_iface(SND_USER_SELECT);
1079 if (Joy_sensitivity != Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos) {
1080 Joy_sensitivity = Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos;
1081 gamesnd_play_iface(SND_USER_SELECT);
1084 if (Dead_zone_size != Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos * 5) {
1085 Dead_zone_size = Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos * 5;
1086 gamesnd_play_iface(SND_USER_SELECT);
1089 if (Game_skill_level != Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos) {
1090 Game_skill_level = Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos;
1091 gamesnd_play_iface(SND_USER_SELECT);
1095 void options_accept()
1097 // apply the selected multiplayer options
1098 if ( Options_multi_inited ) {
1099 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
1100 options_multi_accept();
1104 // If music is zero volume, disable
1105 if ( Master_event_music_volume <= 0.0f ) {
1106 // event_music_disable();
1107 event_music_level_close();
1110 // apply other options (display options, etc)
1111 // note: return in here (and play failed sound) if they can't accept yet for some reason
1113 gamesnd_play_iface(SND_COMMIT_PRESSED);
1114 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
1117 void options_load_background_and_mask(int tab)
1119 Assert(tab == OPTIONS_TAB || tab == DETAIL_LEVELS_TAB );
1120 Backgrounds[gr_screen.res][tab].bitmap = bm_load(Backgrounds[gr_screen.res][tab].filename);
1121 Backgrounds[gr_screen.res][tab].mask = bm_load(Backgrounds[gr_screen.res][tab].mask_filename);
1124 int Gamma_last_set = -1;
1125 int Gamma_colors_inited = 0;
1127 void options_menu_init()
1132 Assert(!Options_menu_inited);
1134 // pause all sounds, since we could get here through the game
1135 beam_pause_sounds();
1136 //audiostream_pause_all();
1139 Gamma_last_set = -1;
1141 common_set_interface_palette("InterfacePalette"); // set the interface palette
1142 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1144 for (i=0; i<PLANETS_ON; i++) {
1145 b = &Buttons[gr_screen.res][i];
1147 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
1148 // set up callback for when a mouse first goes over a button
1150 b->button.set_bmaps(b->filename);
1151 if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
1152 b->button.set_highlight_action(common_play_highlight_sound);
1159 b->button.link_hotspot(b->hotspot);
1160 if (i < NUM_COMMONS) {
1161 for (j=0; j<MAX_BMAPS_PER_GADGET; j++){
1162 Button_bms[i][j] = b->button.bmap_ids[j];
1167 // add all xstr text
1168 for(i=0; i<OPTIONS_NUM_TEXT; i++){
1169 Ui_window.add_XSTR(&Options_text[gr_screen.res][i]);
1173 Detail_bogus.base_create(&Ui_window, UI_KIND_ICON, 0, 0, 0, 0);
1174 Options_bogus.base_create(&Ui_window, UI_KIND_ICON, 0, 0, 0, 0);
1176 Buttons[gr_screen.res][GAMMA_DOWN].button.set_hotkey(KEY_COMMA);
1177 Buttons[gr_screen.res][GAMMA_UP].button.set_hotkey(KEY_PERIOD);
1180 Skill_control.first_frame = bm_load_animation("OPa_11", &Skill_control.total_frames);
1181 if (Skill_control.first_frame < 0) {
1182 Error(LOCATION, "Could not load OPa_11.ani\n");
1187 for (i=0; i<NUM_TABS; i++) {
1188 Backgrounds[gr_screen.res][i].bitmap = -1;
1189 Backgrounds[gr_screen.res][i].mask = -1;
1192 options_load_background_and_mask(OPTIONS_TAB);
1193 options_tab_setup(0);
1195 Backup_skill_level = Game_skill_level;
1196 Backup_sound_volume = Master_sound_volume;
1197 Backup_music_volume = Master_event_music_volume;
1198 Backup_voice_volume = Master_voice_volume;
1199 Backup_briefing_voice_enabled = Briefing_voice_enabled;
1200 Backup_use_mouse_to_fly = Use_mouse_to_fly;
1203 for ( i = 0; i < NUM_OPTIONS_SLIDERS; i++ ) {
1204 Options_sliders[gr_screen.res][i].slider.create(&Ui_window, Options_sliders[gr_screen.res][i].x, Options_sliders[gr_screen.res][i].y,
1205 Options_sliders[gr_screen.res][i].dots, Options_sliders[gr_screen.res][i].filename,
1206 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,
1207 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,
1208 Options_sliders[gr_screen.res][i].dot_w);
1211 // maybe disable the skill slider
1212 if( ((Game_mode & GM_IN_MISSION) && (!popupdead_is_active())) || (Game_mode & GM_MULTIPLAYER) ) {
1213 Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.disable();
1214 Ui_window.use_hack_to_get_around_stupid_problem_flag = 0;
1217 // setup slider values
1218 // note slider scale is 0-9, while Master_ values calc with 1-10 scale (hence the -1)
1219 Sound_volume_int = Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos = (int) (Master_sound_volume * 9.0f + 0.5f);
1220 Music_volume_int = Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos = (int) (Master_event_music_volume * 9.0f + 0.5f);
1221 Voice_volume_int = Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos = (int) (Master_voice_volume * 9.0f + 0.5f);
1222 Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos = Joy_sensitivity;
1223 Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos = Dead_zone_size / 5;
1224 Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos = Mouse_sensitivity;
1225 Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos = Game_skill_level;
1227 Gamma_colors_inited = 0;
1229 // used to allow all keystrokes, even when called from a demo playback
1231 Options_menu_inited = 1;
1233 // hide options crap
1234 options_detail_hide_stuff();
1237 void options_menu_close()
1241 Assert(Options_menu_inited);
1243 for (i=0; i<NUM_TABS; i++) {
1244 if (Backgrounds[gr_screen.res][i].bitmap >= 0){
1245 bm_unload(Backgrounds[gr_screen.res][i].bitmap);
1247 if ((Backgrounds[gr_screen.res][i].mask >= 0) && (i != Tab)){ // Ui_window.destroy() expects to release current tab's mask.
1248 bm_unload(Backgrounds[gr_screen.res][i].mask);
1252 if ( Voice_vol_handle >= 0 ) {
1253 snd_stop(Voice_vol_handle);
1254 Voice_vol_handle = -1;
1257 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
1258 options_multi_close();
1261 Ui_window.destroy();
1262 common_free_interface_palette(); // restore game palette
1266 // unpause all sounds, since we could be headed back to the game
1267 beam_unpause_sounds();
1268 //audiostream_unpause_all();
1270 Options_menu_inited = 0;
1271 Options_multi_inited = 0;
1272 Options_detail_inited = 0;
1278 void draw_gamma_box()
1282 // 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)
1283 // TODO: change MAX size to maximum size for a 1024x768 bitmap
1284 // ushort Gamma_data[Options_gamma_coords[gr_screen.res][OPTIONS_W_COORD]*Options_gamma_coords[gr_screen.res][OPTIONS_H_COORD]*2];
1285 ushort Gamma_data[MAX_GAMMA_BITMAP_SIZE];
1287 v = fl2i( pow(0.5f, 1.0f / Freespace_gamma) * 255.0f );
1294 int Gamma_changed = 0;
1295 if ( v != Gamma_last_set ) {
1303 ushort clr_full_white = 0;
1304 ushort clr_half_white = 0;
1307 // if we're in bitmap poly mode
1309 BM_SELECT_TEX_FORMAT();
1311 BM_SELECT_SCREEN_FORMAT();
1315 r = g = b = a = 255;
1316 bm_set_components((ubyte*)&clr_full_white, &r, &g, &b, &a);
1319 r = g = b = (ubyte)v;
1320 bm_set_components((ubyte*)&clr_half_white, &r, &g, &b, &a);
1322 ushort *dptr = Gamma_data;
1323 for (y=0; y<Options_gamma_coords[gr_screen.res][OPTIONS_H_COORD]; y++) {
1324 for (x=0; x<Options_gamma_coords[gr_screen.res][OPTIONS_W_COORD]; x++) {
1326 *dptr = clr_half_white;
1328 if ((x & 1) == (y & 1)) {
1329 *dptr = clr_full_white;
1338 // always go back to screen format
1339 BM_SELECT_SCREEN_FORMAT();
1341 // if we're in bitmap poly mode
1342 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 );
1343 gr_set_bitmap(Gamma_bitmap);
1344 gr_bitmap( Options_gamma_coords[gr_screen.res][OPTIONS_X_COORD], Options_gamma_coords[gr_screen.res][OPTIONS_Y_COORD] );
1346 bm_release( Gamma_bitmap );
1352 void options_menu_do_frame(float frametime)
1356 Assert(Options_menu_inited);
1357 k = Ui_window.process() & ~KEY_DEBUGGED;
1359 case KEY_SHIFTED | KEY_TAB:
1360 case KEY_LEFT: // activate previous tab
1365 options_change_tab(i);
1369 case KEY_RIGHT: // activate next tab
1370 // check to see if the multiplayer options screen wants to eat the tab kay
1371 if ((k == KEY_TAB) && (Tab == MULTIPLAYER_TAB)) {
1372 if (options_multi_eat_tab()) {
1381 options_change_tab(i);
1385 if (Tab == OPTIONS_TAB) {
1386 gamesnd_play_iface(SND_SWITCH_SCREENS);
1387 gameseq_post_event(GS_EVENT_CONTROL_CONFIG);
1393 if (Tab == OPTIONS_TAB) {
1394 gamesnd_play_iface(SND_SWITCH_SCREENS);
1395 gameseq_post_event(GS_EVENT_HUD_CONFIG);
1401 // if(Tab != MULTIPLAYER_TAB){
1402 options_cancel_exit();
1406 case KEY_CTRLED | KEY_ENTER:
1417 for (i=0; i<NUM_BUTTONS; i++) {
1418 if (Buttons[gr_screen.res][i].button.pressed())
1419 options_button_pressed(i);
1422 options_sliders_update();
1424 // if we're in the multiplayer options tab, get the background bitmap from the options multi module
1425 if(Tab == MULTIPLAYER_TAB){
1426 i = options_multi_background_bitmap();
1428 i = Backgrounds[gr_screen.res][Tab].bitmap;
1431 GR_MAYBE_CLEAR_RES(i);
1439 // NOTE : this must be done here so that any special drawing crap we do is not overwritten by the UI_WINDOW::draw() call
1440 // do specific processing for the multiplayer tab
1442 case MULTIPLAYER_TAB:
1443 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
1444 options_multi_do(k);
1448 case DETAIL_LEVELS_TAB:
1449 options_detail_do_frame();
1453 Game_skill_level = Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos;
1457 // handle the displaying of any notification messages
1458 options_notify_do_frame();
1460 for (i=0; i<NUM_TABS; i++){
1461 if (Buttons[gr_screen.res][i].button.button_down()){
1466 if ((i == NUM_TABS) /*&& (Tab != MULTIPLAYER_TAB)*/ ){
1467 Buttons[gr_screen.res][Tab].button.draw_forced(2);
1470 if (Tab == OPTIONS_TAB) {
1471 // draw correct frame for briefing voice radio buttons
1472 if (Briefing_voice_enabled) {
1473 options_force_button_frame(BRIEF_VOICE_ON, 2);
1474 options_force_button_frame(BRIEF_VOICE_OFF, 0);
1477 options_force_button_frame(BRIEF_VOICE_OFF, 2);
1478 options_force_button_frame(BRIEF_VOICE_ON, 0);
1481 if (Use_mouse_to_fly) {
1482 options_force_button_frame(MOUSE_ON, 2);
1483 options_force_button_frame(MOUSE_OFF, 0);
1486 options_force_button_frame(MOUSE_OFF, 2);
1487 options_force_button_frame(MOUSE_ON, 0);
1491 gr_get_string_size(&w, NULL, Skill_level_names(Game_skill_level));
1492 x = Options_skills_text_coords[gr_screen.res][OPTIONS_X_COORD];
1493 y = Options_skills_text_coords[gr_screen.res][OPTIONS_Y_COORD];
1494 gr_set_color_fast(&Color_bright_white);
1495 gr_string(x + (Options_skills_text_coords[gr_screen.res][OPTIONS_W_COORD] / 2) - (w/2), y, Skill_level_names(Game_skill_level));
1499 //==============================================================================
1500 // Draw the gamma adjustment grid.
1501 if (Tab == OPTIONS_TAB) {
1505 gr_set_color_fast(&Color_white);
1506 x = Options_gamma_num_coords[gr_screen.res][OPTIONS_X_COORD]; // + Options_gamma_num_coords[gr_screen.res][OPTIONS_W_COORD] / 2 - 12;
1507 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;
1509 gr_printf(x, y, NOX("%.2f"), Freespace_gamma);
1510 //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.");
1512 //==============================================================================
1514 // maybe blit a waveform
1515 if(Tab == MULTIPLAYER_TAB){
1516 options_multi_vox_process_waveform();
1519 /* Debug code: Graphs the joystick range scaling
1521 int joy_get_scaled_reading(int raw, int axn);
1524 gr_set_color_fast(&Color_white);
1525 for (x=0; x<256; x+=16) {
1526 gr_line(x + 15, 0, x + 15, 255);
1527 gr_line(0, x + 15, 255, x + 15);
1530 gr_set_color_fast(&Color_bright_white);
1531 for (x=0; x<256; x++) {
1532 y = joy_get_scaled_reading(x * 256, 0) / 512;
1533 gr_line(x, 128, x, 128 + y);
1541 // ---------------------------------------------------------------------------------------------------------
1542 // DETAIL LEVEL OPTIONS definitions BEGIN
1545 void options_detail_synch_sliders()
1547 Detail_slider_pos[DETAIL_DISTANCE_SLIDER] = Detail_sliders[gr_screen.res][DETAIL_DISTANCE_SLIDER].slider.pos = Detail.detail_distance;
1548 Detail_slider_pos[NEBULA_DETAIL_SLIDER] = Detail_sliders[gr_screen.res][NEBULA_DETAIL_SLIDER].slider.pos = Detail.nebula_detail;
1549 Detail_slider_pos[HARDWARE_TEXTURES_SLIDER] = Detail_sliders[gr_screen.res][HARDWARE_TEXTURES_SLIDER].slider.pos = Detail.hardware_textures;
1550 Detail_slider_pos[SHARD_CULLING_SLIDER] = Detail_sliders[gr_screen.res][SHARD_CULLING_SLIDER].slider.pos = Detail.num_small_debris;
1551 Detail_slider_pos[SHIELD_DETAIL_SLIDER] = Detail_sliders[gr_screen.res][SHIELD_DETAIL_SLIDER].slider.pos = Detail.shield_effects;
1552 Detail_slider_pos[NUM_STARS_SLIDER] = Detail_sliders[gr_screen.res][NUM_STARS_SLIDER].slider.pos = Detail.num_stars;
1553 Detail_slider_pos[NUM_PARTICLES_SLIDER] = Detail_sliders[gr_screen.res][NUM_PARTICLES_SLIDER].slider.pos = Detail.num_particles;
1554 Detail_slider_pos[LIGHTING_SLIDER] = Detail_sliders[gr_screen.res][LIGHTING_SLIDER].slider.pos = Detail.lighting;
1557 void options_detail_init()
1562 Detail_original = Detail;
1564 options_load_background_and_mask(DETAIL_LEVELS_TAB);
1566 for (i=PLANETS_ON; i<NUM_BUTTONS; i++) {
1567 b = &Buttons[gr_screen.res][i];
1569 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
1570 // set up callback for when a mouse first goes over a button
1572 b->button.set_bmaps(b->filename);
1573 if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
1574 b->button.set_highlight_action(common_play_highlight_sound);
1581 b->button.link_hotspot(b->hotspot);
1584 // create detail level sliders
1585 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1586 Detail_sliders[gr_screen.res][i].slider.create(&Ui_window, Detail_sliders[gr_screen.res][i].x, Detail_sliders[gr_screen.res][i].y,
1587 Detail_sliders[gr_screen.res][i].dots, Detail_sliders[gr_screen.res][i].filename,
1588 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,
1589 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,
1590 Detail_sliders[gr_screen.res][i].dot_w);
1593 // init the actual slider positions and our internal positions
1594 options_detail_synch_sliders();
1597 void options_detail_sliders_update()
1601 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1602 if ( Detail_sliders[gr_screen.res][i].slider.pos != Detail_slider_pos[i] ) {
1603 Detail_slider_pos[i] = Detail_sliders[gr_screen.res][i].slider.pos;
1604 gamesnd_play_iface(SND_USER_SELECT);
1608 // set Detail based on slider positions
1609 Detail.detail_distance = Detail_sliders[gr_screen.res][DETAIL_DISTANCE_SLIDER].slider.pos;
1611 // modify nebula stuff
1612 Detail.nebula_detail = Detail_sliders[gr_screen.res][NEBULA_DETAIL_SLIDER].slider.pos;
1613 neb2_set_detail_level(Detail.nebula_detail);
1615 Detail.hardware_textures = Detail_sliders[gr_screen.res][HARDWARE_TEXTURES_SLIDER].slider.pos;
1616 Detail.num_small_debris = Detail_sliders[gr_screen.res][SHARD_CULLING_SLIDER].slider.pos;
1617 Detail.shield_effects = Detail_sliders[gr_screen.res][SHIELD_DETAIL_SLIDER].slider.pos;
1618 Detail.num_stars = Detail_sliders[gr_screen.res][NUM_STARS_SLIDER].slider.pos;
1619 Detail.num_particles = Detail_sliders[gr_screen.res][NUM_PARTICLES_SLIDER].slider.pos;
1620 Detail.lighting = Detail_sliders[gr_screen.res][LIGHTING_SLIDER].slider.pos;
1623 void options_detail_hide_stuff()
1627 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1628 Detail_sliders[gr_screen.res][i].slider.disable();
1629 Detail_sliders[gr_screen.res][i].slider.hide();
1632 // this will hide text unassociated with any real control
1633 Detail_bogus.hide();
1636 void options_detail_unhide_stuff()
1640 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1641 Detail_sliders[gr_screen.res][i].slider.enable();
1642 Detail_sliders[gr_screen.res][i].slider.unhide();
1645 // this will hide text unassociated with any real control
1646 Detail_bogus.unhide();
1649 void options_force_button_frame(int n, int frame_num)
1651 if ( !Buttons[gr_screen.res][n].button.button_down() ) {
1652 Buttons[gr_screen.res][n].button.draw_forced(frame_num);
1656 // called once per frame to set lit buttons
1657 void options_detail_do_frame()
1659 options_detail_sliders_update();
1661 // force on/off buttons to draw their correct setting
1663 if ( Detail.targetview_model ) {
1664 options_force_button_frame(HUD_TARGETVIEW_RENDER_ON, 2);
1665 options_force_button_frame(HUD_TARGETVIEW_RENDER_OFF, 0);
1667 options_force_button_frame(HUD_TARGETVIEW_RENDER_OFF, 2);
1668 options_force_button_frame(HUD_TARGETVIEW_RENDER_ON, 0);
1671 if ( Detail.planets_suns == 1 ) {
1672 options_force_button_frame(PLANETS_ON, 2);
1673 options_force_button_frame(PLANETS_OFF, 0);
1675 options_force_button_frame(PLANETS_OFF, 2);
1676 options_force_button_frame(PLANETS_ON, 0);
1679 if ( Detail.weapon_extras) {
1680 options_force_button_frame(WEAPON_EXTRAS_ON, 2);
1681 options_force_button_frame(WEAPON_EXTRAS_OFF, 0);
1683 options_force_button_frame(WEAPON_EXTRAS_OFF, 2);
1684 options_force_button_frame(WEAPON_EXTRAS_ON, 0);
1689 if ( Detail.setting >= 0 ) {
1690 current_detail = current_detail_level();
1691 Detail.setting = current_detail;
1693 current_detail = -1;
1696 options_force_button_frame(LOW_DETAIL_N, 0);
1697 options_force_button_frame(MEDIUM_DETAIL_N, 0);
1698 options_force_button_frame(HIGH_DETAIL_N, 0);
1699 options_force_button_frame(VERY_HIGH_DETAIL_N, 0);
1700 options_force_button_frame(CUSTOM_DETAIL_N, 0);
1702 switch ( current_detail ) {
1704 options_force_button_frame(CUSTOM_DETAIL_N, 2);
1707 options_force_button_frame(LOW_DETAIL_N, 2);
1710 options_force_button_frame(MEDIUM_DETAIL_N, 2);
1713 options_force_button_frame(HIGH_DETAIL_N, 2);
1716 options_force_button_frame(VERY_HIGH_DETAIL_N, 2);
1721 // Set all the detail settings to a predefined level
1722 void options_detail_set_level(int level)
1724 detail_level_set(level);
1725 options_detail_synch_sliders();
1729 // DETAIL LEVEL tab definitions END
1730 // ---------------------------------------------------------------------------------------------------------