2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/MenuUI/OptionsMenu.cpp $
15 * C module that contains functions to drive the Options user interface
18 * Revision 1.7 2005/10/01 22:04:58 taylor
19 * fix FS1 (de)briefing voices, the directory names are different in FS1
20 * hard code the table values so that the fs1.vp file isn't needed
21 * hard code a mission fix for sm2-08a since a have no idea how to fix it otherwise
22 * generally cleanup some FS1 code
23 * fix volume sliders in the options screen that never went all the way up
25 * Revision 1.6 2005/03/29 02:18:47 taylor
26 * Various 64-bit platform fixes
27 * Fix compiler errors with MAKE_FS1 and fix gr_set_bitmap() too
28 * Make sure that turrets can fire at asteroids for FS1 (needed for a couple missions)
29 * Streaming audio support (big thanks to Pierre Willenbrock!!)
30 * Removed dependance on strings.tbl for FS1 since we don't actually need it now
32 * Revision 1.5 2004/09/20 01:31:44 theoddone33
35 * Revision 1.4 2003/05/25 02:30:42 taylor
38 * Revision 1.3 2002/06/09 04:41:22 relnev
39 * added copyright header
41 * Revision 1.2 2002/05/26 22:06:17 relnev
42 * makefile: disable stand_gui for now.
44 * rest: staticize some globals
46 * Revision 1.1.1.1 2002/05/03 03:28:09 root
50 * 31 10/25/99 5:47p Jefff
51 * reassigned some xstr ids
53 * 30 10/14/99 2:50p Jefff
56 * 29 9/13/99 6:07p Jefff
57 * took out audiostream pausing to allow for correct volume adjustments
59 * 28 9/09/99 2:28p Jefff
60 * some detail slider #defines were switched around
62 * 27 9/08/99 2:38p Jefff
63 * sound pausing going to menu from game
65 * 26 8/05/99 3:40p Jefff
66 * hi-res text adjustments
68 * 25 8/04/99 4:06p Jefff
69 * fixed volume sliders blacking out at master volume of 1.0
71 * 24 8/02/99 6:05p Jefff
72 * failure sound on skill slider when disabled in game
74 * 23 7/19/99 3:29p Dave
75 * Fixed gamma bitmap in the options screen.
77 * 22 7/19/99 2:13p Dave
78 * Added some new strings for Heiko.
80 * 21 7/18/99 9:54p Andsager
83 * 20 7/15/99 7:15p Jefff
84 * Added sounds for skill select
86 * 19 7/15/99 4:10p Andsager
87 * Disable control_config hud_config in FS2_DEMO
89 * 18 7/15/99 9:20a Andsager
90 * FS2_DEMO initial checkin
92 * 17 7/13/99 1:15p Dave
93 * 32 bit support. Whee!
95 * 16 7/09/99 5:54p Dave
96 * Seperated cruiser types into individual types. Added tons of new
97 * briefing icons. Campaign screen.
99 * 15 6/25/99 11:59a Dave
100 * Multi options screen.
102 * 14 6/24/99 12:34a Dave
103 * Main options screen.
105 * 13 6/22/99 7:03p Dave
106 * New detail options screen.
108 * 12 6/16/99 4:06p Dave
109 * New pilot info popup. Added new draw-bitmap-as-poly function.
111 * 11 5/24/99 5:45p Dave
112 * Added detail levels to the nebula, with a decent speedup. Split nebula
113 * lightning into its own section.
115 * 10 4/02/99 4:44p Jasenw
117 * 9 2/05/99 7:22p Neilk
118 * Fixed gamma bitmap and converted coordinates for multiple resolutions
120 * 8 1/30/99 5:08p Dave
121 * More new hi-res stuff.Support for nice D3D textures.
123 * 7 12/18/98 1:13a Dave
124 * Rough 1024x768 support for Direct3D. Proper detection and usage through
127 * 6 11/30/98 1:07p Dave
128 * 16 bit conversion, first run.
130 * 5 11/05/98 5:55p Dave
131 * Big pass at reducing #includes
133 * 4 10/13/98 9:28a Dave
134 * Started neatening up freespace.h. Many variables renamed and
135 * reorganized. Added AlphaColors.[h,cpp]
137 * 3 10/09/98 2:57p Dave
138 * Starting splitting up OS stuff.
140 * 2 10/07/98 10:53a Dave
143 * 1 10/07/98 10:49a Dave
145 * 123 6/12/98 7:13p Hoffoss
146 * Fixed options screen problem where it wasn't showing tooltips.
148 * 122 6/12/98 4:52p Hoffoss
149 * Added support for special characters in in forgeign languages.
151 * 121 6/09/98 10:31a Hoffoss
152 * Created index numbers for all xstr() references. Any new xstr() stuff
153 * added from here on out should be added to the end if the list. The
154 * current list count can be found in FreeSpace.cpp (search for
157 * 120 6/05/98 9:50a Lawrance
160 * 119 6/01/98 11:43a John
161 * JAS & MK: Classified all strings for localization.
163 * 118 5/24/98 4:42p Dan
164 * AL: Fix several bugs related to pausing and enabling/disabling event
167 * 117 5/20/98 5:18p John
168 * Made the gamma box draw as a bitmap, not a bunch of pixels. Speeds up
169 * the menu dramatically.
171 * 116 5/19/98 1:21p Duncan
172 * Use 'InterfacePalette' instad of 'OptionsMainPalette'
174 * 115 5/18/98 9:14p Dave
175 * Put in network config files support.
177 * 114 5/18/98 5:16p Hoffoss
178 * Changed code to use new palette Jasen told me to use.
180 * 113 5/16/98 3:40p Lawrance
181 * Don't restore the original details unless they've been stored!
183 * 112 5/13/98 10:03a Mitri
184 * AL: Fix some bugs as a result of recent rearranging of code
186 * 111 5/13/98 12:24a Lawrance
187 * Only load required bitmaps and masks for the options screen
189 * 110 5/08/98 3:52p Hoffoss
190 * Fixed placement of gamma graphic.
192 * 109 5/07/98 12:41p Hoffoss
193 * Added joystick deadzone slider support and mouse on/off support.
195 * 108 5/06/98 8:06p Dave
196 * Made standalone reset properly under weird conditions. Tweak
197 * optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch
198 * countdown anim. Minro ui fixes/tweaks.
200 * 107 5/05/98 8:38p Hoffoss
201 * Added sensitivity adjustment to options menu and made it save to pilot
204 * 106 4/27/98 9:00a Jasen
205 * Updated coords for button change.
207 * 105 4/25/98 3:33p Allender
208 * do exit confirmation
210 * 104 4/22/98 12:34a Dave
211 * Make sure hud config and control config buttons draw properly in all
212 * tab modes. Make small tab buttons light up correctly in multi options
215 * 103 4/21/98 12:14a Allender
216 * disable skill level buttons for multiplayer games
218 * 102 4/20/98 6:04p Dave
219 * Implement multidata cache flushing and xferring mission files to
220 * multidata. Make sure observers can't change hud config. Fix pilot image
221 * viewing in popup. Put in game status field. Tweaked multi options.
223 * 101 4/18/98 12:45p Dave
224 * Aesthetic changes to multi options screen. Put in missing exit button.
227 * 100 4/17/98 5:27p Dave
228 * More work on the multi options screen. Fixed many minor ui todo bugs.
235 #include "grinternal.h"
237 #include "missionscreencommon.h"
239 #include "gamesequence.h"
241 #include "managepilot.h"
242 #include "freespace.h"
245 #include "eventmusic.h"
246 #include "mainhallmenu.h"
247 #include "audiostr.h"
251 #include "popupdead.h"
252 #include "missionbriefcommon.h"
253 #include "optionsmenu.h"
254 #include "optionsmenumulti.h"
257 #include "osregistry.h"
258 #include "alphacolors.h"
264 // will display a notification warning message
265 #define OPTIONS_NOTIFY_TIME 3500
266 #define OPTIONS_NOTIFY_Y 450
269 #define NUM_BUTTONS 26
271 #define NUM_BUTTONS 24
275 #define NUM_COMMONS 10
279 #define OPTIONS_TAB 0
280 #define MULTIPLAYER_TAB 1
281 #define DETAIL_LEVELS_TAB 2
282 #define ABORT_GAME_BUTTON 3
283 #define CONTROL_CONFIG_BUTTON 4
284 #define HUD_CONFIG_BUTTON 5
285 #define ACCEPT_BUTTON 6
287 #define BRIEF_VOICE_OFF 7
288 #define BRIEF_VOICE_ON 8
291 #define GAMMA_DOWN 11
294 // detail level screen buttons
295 #define PLANETS_ON 13
296 #define PLANETS_OFF 14
297 #define HUD_TARGETVIEW_RENDER_ON 15
298 #define HUD_TARGETVIEW_RENDER_OFF 16
299 #define WEAPON_EXTRAS_ON 17
300 #define WEAPON_EXTRAS_OFF 18
303 #define ENGINE_GLOWS_ON 24
304 #define ENGINE_GLOWS_OFF 25
307 #define LOW_DETAIL_N 19
308 #define MEDIUM_DETAIL_N 20
309 #define HIGH_DETAIL_N 21
310 #define VERY_HIGH_DETAIL_N 22
311 #define CUSTOM_DETAIL_N 23
313 #define REPEAT (1<<0)
314 #define NO_MOUSE_OVER_SOUND (1<<1)
316 // indicies for options coordinates
317 #define OPTIONS_X_COORD 0
318 #define OPTIONS_Y_COORD 1
319 #define OPTIONS_W_COORD 2
320 #define OPTIONS_H_COORD 3
322 struct options_buttons {
323 const char *filename;
328 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
330 options_buttons(const 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) {}
333 static options_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
336 options_buttons("OPa_00", 84, 25, 0, -1), // options tab
337 options_buttons("OPa_01", 173, 25, 1, -1), // multiplayer tab
338 options_buttons("OPa_02", 256, 25, 2, -1), // detail levels tab
339 options_buttons("OPa_03", 6, 380, 3, -1), // abort game button
340 options_buttons("OPa_05", 448, 335, 5, -1), // control config button
341 options_buttons("OPa_06", 541, 335, 6, -1), // hud config
342 options_buttons("OPa_07", 560, 411, 7, -1), // accept button
344 options_buttons("OPa_58", 39, 99, 58, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle off
345 options_buttons("OPa_59", 104, 99, 59, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle on
346 options_buttons("OPa_62", 359, 274, 62, OPTIONS_TAB, 2), // Mouse off
347 options_buttons("OPa_63", 424, 274, 63, OPTIONS_TAB, 2), // Mouse on
348 options_buttons("OPa_56", 451, 79, 56, OPTIONS_TAB, 1), // Gamma Down
349 options_buttons("OPa_57", 484, 79, 57, OPTIONS_TAB, 1), // Gamma Up
351 options_buttons("OPc_40", 321, 237, 40, DETAIL_LEVELS_TAB, 2), // Planets On (Nebula)
352 options_buttons("OPc_39", 264, 237, 39, DETAIL_LEVELS_TAB, 2), // Planets Off (Nebula)
353 options_buttons("OPc_42", 321, 284, 42, DETAIL_LEVELS_TAB, 2), // Target View Rendering On
354 options_buttons("OPc_41", 264, 284, 41, DETAIL_LEVELS_TAB, 2), // Target View Rendering Off
355 options_buttons("OPc_44", 321, 331, 44, DETAIL_LEVELS_TAB, 2), // Weapon Extras On
356 options_buttons("OPc_43", 264, 331, 43, DETAIL_LEVELS_TAB, 2), // Weapon Extras Off
358 options_buttons("OPc_50", 516, 194, 50, DETAIL_LEVELS_TAB, 2), // Low Preset Detail
359 options_buttons("OPc_51", 516, 213, 51, DETAIL_LEVELS_TAB, 2), // Medium Preset Detail
360 options_buttons("OPc_52", 516, 232, 52, DETAIL_LEVELS_TAB, 2), // High Preset Detail
361 options_buttons("OPc_53", 498, 251, 53, DETAIL_LEVELS_TAB, 2), // Highest Preset Detail
362 options_buttons("OPc_54", 516, 270, 54, DETAIL_LEVELS_TAB, 2), // Custom Detail
364 options_buttons("OPc_38", 321, 190, 38, DETAIL_LEVELS_TAB, 2), // Engine Glow On
365 options_buttons("OPc_37", 264, 190, 37, DETAIL_LEVELS_TAB, 2), // Engine Glow Off
367 options_buttons("OPT_00", 17, 2, 0, -1), // options tab
368 options_buttons("OPT_01", 102, 2, 1, -1), // multiplayer tab
369 options_buttons("OPT_02", 170, 2, 2, -1), // detail levels tab
370 options_buttons("OPT_03", 10, 444, 3, -1), // abort game button
371 options_buttons("OPT_04", 411, 444, 4, -1), // control config button
372 options_buttons("OPT_05", 506, 444, 5, -1), // hud config
373 options_buttons("OPT_06", 576, 434, 6, -1), // accept button
375 options_buttons("OMB_07", 51, 74, 7, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle off
376 options_buttons("OMB_08", 106, 74, 8, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle on
377 options_buttons("OMB_18", 51, 266, 18, OPTIONS_TAB, 2), // Mouse off
378 options_buttons("OMB_19", 106, 266, 19, OPTIONS_TAB, 2), // Mouse on
379 options_buttons("OMB_26", 578, 149, 26, OPTIONS_TAB, 1), // Gamma Down
380 options_buttons("OMB_27", 607, 149, 27, OPTIONS_TAB, 1), // Gamma Up
382 options_buttons("ODB_21", 597, 261, 21, DETAIL_LEVELS_TAB, 2), // Planets On
383 options_buttons("ODB_20", 539, 261, 20, DETAIL_LEVELS_TAB, 2), // Planets Off
384 options_buttons("ODB_23", 597, 307, 23, DETAIL_LEVELS_TAB, 2), // Target View Rendering On
385 options_buttons("ODB_22", 539, 307, 22, DETAIL_LEVELS_TAB, 2), // Target View Rendering Off
386 options_buttons("ODB_25", 597, 354, 25, DETAIL_LEVELS_TAB, 2), // Weapon Extras On
387 options_buttons("ODB_24", 539, 354, 24, DETAIL_LEVELS_TAB, 2), // Weapon Extras Off
389 options_buttons("ODB_14", 614, 76, 14, DETAIL_LEVELS_TAB, 2), // Low Preset Detail
390 options_buttons("ODB_15", 614, 96, 15, DETAIL_LEVELS_TAB, 2), // Medium Preset Detail
391 options_buttons("ODB_16", 614, 114, 16, DETAIL_LEVELS_TAB, 2), // High Preset Detail
392 options_buttons("ODB_17", 614, 133, 17, DETAIL_LEVELS_TAB, 2), // Highest Preset Detail
393 options_buttons("ODB_18", 614, 152, 18, DETAIL_LEVELS_TAB, 2), // Custom Detail
397 options_buttons("2_OPT_00", 27, 4, 0, -1), // options tab
398 options_buttons("2_OPT_01", 164, 4, 1, -1), // multiplayer tab
399 options_buttons("2_OPT_02", 272, 4, 2, -1), // detail levels tab
400 options_buttons("2_OPT_03", 16, 711, 3, -1), // abort game
401 options_buttons("2_OPT_04", 657, 711, 4, -1), // control config button
402 options_buttons("2_OPT_05", 809, 711, 5, -1), // hud config button
403 options_buttons("2_OPT_06", 922, 694, 6, -1), // accept button
405 options_buttons("2_OMB_07", 81, 118, 7, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle off
406 options_buttons("2_OMB_08", 170, 118, 8, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle on
407 options_buttons("2_OMB_18", 81, 425, 18, OPTIONS_TAB, 2), // Mouse off
408 options_buttons("2_OMB_19", 170, 425, 19, OPTIONS_TAB, 2), // Mouse on
409 options_buttons("2_OMB_26", 925, 238, 26, OPTIONS_TAB, 1), // Gamma Down
410 options_buttons("2_OMB_27", 971, 238, 27, OPTIONS_TAB, 1), // Gamma Up
412 options_buttons("2_ODB_21", 956, 417, 21, DETAIL_LEVELS_TAB, 2), // Planets On
413 options_buttons("2_ODB_20", 863, 417, 20, DETAIL_LEVELS_TAB, 2), // Planets Off
414 options_buttons("2_ODB_23", 956, 492, 23, DETAIL_LEVELS_TAB, 2), // Target View Rendering On
415 options_buttons("2_ODB_22", 863, 492, 22, DETAIL_LEVELS_TAB, 2), // Target View Rendering Off
416 options_buttons("2_ODB_25", 956, 567, 25, DETAIL_LEVELS_TAB, 2), // Weapon Extras On
417 options_buttons("2_ODB_24", 863, 567, 24, DETAIL_LEVELS_TAB, 2), // Weapon Extras Off
419 options_buttons("2_ODB_14", 983, 122, 14, DETAIL_LEVELS_TAB, 2), // Low Preset Detail
420 options_buttons("2_ODB_15", 983, 153, 15, DETAIL_LEVELS_TAB, 2), // Medium Preset Detail
421 options_buttons("2_ODB_16", 983, 183, 16, DETAIL_LEVELS_TAB, 2), // High Preset Detail
422 options_buttons("2_ODB_17", 983, 213, 17, DETAIL_LEVELS_TAB, 2), // Highest Preset Detail
423 options_buttons("2_ODB_18", 983, 243, 18, DETAIL_LEVELS_TAB, 2), // Custom Detail
424 #ifdef MAKE_FS1 // just filler
425 options_buttons("OPc_38", 321, 290, 38, DETAIL_LEVELS_TAB, 2), // Engine Glow On
426 options_buttons("OPc_37", 264, 290, 37, DETAIL_LEVELS_TAB, 2), // Engine Glow Off
431 #define NUM_OPTIONS_SLIDERS 7
432 #define OPT_SOUND_VOLUME_SLIDER 0
433 #define OPT_MUSIC_VOLUME_SLIDER 1
434 #define OPT_VOICE_VOLUME_SLIDER 2
435 #define OPT_MOUSE_SENS_SLIDER 3
436 #define OPT_JOY_SENS_SLIDER 4
437 #define OPT_JOY_DEADZONE_SLIDER 5
438 #define OPT_SKILL_SLIDER 6
440 op_sliders Options_sliders[GR_NUM_RESOLUTIONS][NUM_OPTIONS_SLIDERS] = {
443 // slider, right arrow, left arrow
444 // s(name), s(x), s(y), s(?), s(?), s(h), s(?), s(?), ra(name), ra(h), ra(x), ra(y), la(name), la(h), la(x), la(y)
445 op_sliders("OPa_09", 53, 160, -1, -1, 9, 20, 11,
446 "OPa_10", 10, 245, 159,
447 "OPa_08", 8, 29, 159), // sound fx volume slider
448 op_sliders("OPa_17", 53, 195, -1, -1, 17, 20, 11,
449 "OPa_18", 18, 245, 194,
450 "OPa_16", 16, 29, 194), // music volume slider
451 op_sliders("OPa_20", 53, 229, -1, -1, 20, 20, 11,
452 "OPa_21", 21, 245, 228,
453 "OPa_19", 19, 29, 228), // voice volume slider
454 op_sliders("OPa_64", 358, 301, -1, -1, 64, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // mouse sensitivity
455 op_sliders("OPa_60", 358, 194, -1, -1, 60, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick sensitivity
456 op_sliders("OPa_61", 358, 226, -1, -1, 61, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick deadzone
457 op_sliders("OPa_11", 28, 285, -1, -1, -1, 42, 5, NULL, -1, -1, -1, NULL, -1, -1, -1) // skill
459 op_sliders("OMB_10", 31, 139, -1, -1, 10, 20, 10,
460 "OMB_11", 11, 226, 137,
461 "OMB_09", 9, 4, 137 ), // sound fx volume slider
462 op_sliders("OMB_13", 31, 174, -1, -1, 13, 20, 10,
463 "OMB_14", 14, 226, 172,
464 "OMB_12", 12, 4, 172 ), // music volume slider
465 op_sliders("OMB_16", 31, 209, -1, -1, 16, 20, 10,
466 "OMB_17", 17, 226, 206,
467 "OMB_15", 15, 4, 206 ), // voice volume slider
468 op_sliders("OMB_20", 6, 316, -1, -1, 20, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // mouse sensitivity
469 op_sliders("OMB_28", 440, 259, -1, -1, 28, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick sensitivity
470 op_sliders("OMB_29", 440, 290, -1, -1, 29, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick deadzone
471 op_sliders("OMB_21", 440, 75, -1, -1, 21, 36, 5, NULL, -1, -1, -1, NULL, -1, -1, -1)
475 op_sliders("2_OMB_10", 50, 223, -1, -1, 10, 32, 10,
476 "2_OMB_11", 11, 361, 219,
477 "2_OMB_09", 9, 7, 219 ), // sound fx volume slider
478 op_sliders("2_OMB_13", 50, 281, -1, -1, 13, 32, 10,
479 "2_OMB_14", 14, 361, 275,
480 "2_OMB_12", 12, 7, 275 ), // music volume slider
481 op_sliders("2_OMB_16", 50, 335, -1, -1, 16, 32, 10,
482 "2_OMB_17", 17, 361, 330,
483 "2_OMB_15", 15, 7, 330 ), // voice volume slider
484 op_sliders("2_OMB_20", 9, 505, -1, -1, 20, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // mouse sensitivity
485 op_sliders("2_OMB_28", 704, 414, -1, -1, 28, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick sensitivity
486 op_sliders("2_OMB_29", 704, 464, -1, -1, 29, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick deadzone
487 op_sliders("2_OMB_21", 704, 120, -1, -1, 21, 60, 5, NULL, -1, -1, -1, NULL, -1, -1, -1)
492 const char *filename;
493 const char *mask_filename;
497 } Backgrounds[GR_NUM_RESOLUTIONS][NUM_TABS] = {
500 { "OptionsMain", "OptionsMain-M", -1, -1 },
501 { "OptionsMulti", "OptionsMulti-M", -1, -1 },
502 { "OptionsDetail", "OptionsDetail-M", -1, -1 },
505 { "2_OptionsMain", "2_OptionsMain-M", -1, -1 },
506 { "2_OptionsMulti", "2_OptionsMulti-M", -1, -1 },
507 { "2_OptionsDetail", "2_OptionsDetail-M", -1, -1 },
513 static int Options_menu_inited = 0;
514 static int Options_multi_inited = 0;
515 static int Options_detail_inited = 0;
516 static int Button_bms[NUM_COMMONS][MAX_BMAPS_PER_GADGET];
518 static UI_WINDOW Ui_window;
519 UI_GADGET Options_bogus;
521 static int Backup_skill_level;
522 static float Backup_sound_volume;
523 static float Backup_music_volume;
524 static float Backup_voice_volume;
526 static int Backup_briefing_voice_enabled;
527 static int Backup_use_mouse_to_fly;
529 static int Sound_volume_int;
530 static int Music_volume_int;
531 static int Voice_volume_int;
533 static int Voice_vol_handle = -1;
534 int Options_notify_stamp = -1;
535 char Options_notify_string[200];
537 // called whenever accept is hit
538 // do any processing, etc in here.
539 void options_accept();
540 void options_force_button_frame(int n, int frame_num);
542 extern float Freespace_gamma;
544 void options_add_notify(const char *str);
545 void options_notify_do_frame();
547 int Options_gamma_coords[GR_NUM_RESOLUTIONS][4] = {
552 435, 179, 195, 28 // GR_640
556 692, 287, 308, 44 // GR_1024
560 #define MAX_GAMMA_BITMAP_SIZE 17500
562 int Options_gamma_num_coords[GR_NUM_RESOLUTIONS][4] = {
567 489, 159, 65, 17 // GR_640
571 779, 254, 65, 17 // GR_1024
575 int Options_skills_text_coords[GR_NUM_RESOLUTIONS][4] = {
580 468, 104, 155, 10 // GR_640
584 750, 169, 246, 21 // GR_1024
589 // ---------------------------------------------------------------------------------------------------------
590 // DETAIL LEVEL OPTIONS definitions BEGIN
594 #define NUM_DETAIL_SLIDERS 9
596 #define NUM_DETAIL_SLIDERS 8
600 #define DETAIL_DISTANCE_SLIDER 0
601 #define NEBULA_DETAIL_SLIDER 1
602 #define HARDWARE_TEXTURES_SLIDER 2
603 #define NUM_PARTICLES_SLIDER 6
604 #define SHARD_CULLING_SLIDER 3
605 #define SHIELD_DETAIL_SLIDER 4
606 #define NUM_STARS_SLIDER 5
607 #define LIGHTING_SLIDER 7
609 #define DETAIL_DISTANCE_SLIDER 0
610 #define NEBULA_DETAIL_SLIDER 1
611 #define HARDWARE_TEXTURES_SLIDER 2
612 #define NUM_PARTICLES_SLIDER 3
613 #define SHARD_CULLING_SLIDER 4
614 #define SHIELD_DETAIL_SLIDER 5
615 #define NUM_STARS_SLIDER 6
616 #define LIGHTING_SLIDER 7
618 #define WEAPON_RENDERING_SLIDER 8
620 op_sliders Detail_sliders[GR_NUM_RESOLUTIONS][NUM_DETAIL_SLIDERS] = {
623 op_sliders("OPc_29", 38, 96, -1, -1, 29, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // model detail
624 op_sliders("OPc_30", 38, 143, -1, -1, 30, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // nebula detail
625 op_sliders("OPc_31", 38, 176, -1, -1, 31, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // textures
626 op_sliders("OPc_36", 273, 143, -1, -1, 36, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // particles
627 op_sliders("Opc_33", 38, 284, -1, -1, 33, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // impact effects
628 op_sliders("OPc_34", 38, 333, -1, -1, 34, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // shield hit
629 op_sliders("OPc_35", 273, 96, -1, -1, 35, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // stars
630 op_sliders("OPc_45", 496, 96, -1, -1, 45, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // lighting
631 op_sliders("OPc_32", 38, 223, -1, -1, 32, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // weapon rendering - doesn't actually do anything
633 op_sliders("ODB_07", 21, 71, -1, -1, 7, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // model detail
634 op_sliders("ODB_08", 21, 119, -1, -1, 8, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // nebula detail
635 op_sliders("ODB_09", 21, 166, -1, -1, 9, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // textures
636 op_sliders("ODB_10", 21, 212, -1, -1, 10, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // particles
637 op_sliders("ODB_11", 21, 260, -1, -1, 11, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // debris
638 op_sliders("ODB_12", 21, 307, -1, -1, 12, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // shield hit
639 op_sliders("ODB_13", 21, 354, -1, -1, 13, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // stars
640 op_sliders("ODB_19", 518, 212, -1, -1, 19, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // lighting
644 op_sliders("2_ODB_07", 34, 114, -1, -1, 7, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // model detail
645 op_sliders("2_ODB_08", 34, 190, -1, -1, 8, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // nebula detail
646 op_sliders("2_ODB_09", 34, 265, -1, -1, 9, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // textures
647 op_sliders("2_ODB_10", 34, 340, -1, -1, 10, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // particles
648 op_sliders("2_ODB_11", 34, 416, -1, -1, 11, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // debris
649 op_sliders("2_ODB_12", 34, 492, -1, -1, 12, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // shield hit
650 op_sliders("2_ODB_13", 34, 567, -1, -1, 13, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // stars
651 op_sliders("2_ODB_19", 829, 340, -1, -1, 19, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // lighting
652 #ifdef MAKE_FS1 // filler
653 op_sliders("none", -1, -1, -1, -1, -1, -1, -1, NULL, -1, -1, -1, NULL, -1, -1, -1),
657 int Detail_slider_pos[NUM_DETAIL_SLIDERS];
658 detail_levels Detail_original; // backup of Detail settings when screen is first entered
659 UI_GADGET Detail_bogus;
660 void options_detail_init();
661 void options_detail_hide_stuff();
662 void options_detail_unhide_stuff();
663 void options_detail_do_frame();
664 void options_detail_set_level(int level);
668 #define OPTIONS_NUM_TEXT 49
670 UI_XSTR Options_text[GR_NUM_RESOLUTIONS][OPTIONS_NUM_TEXT] = {
673 { "Options", 1036, 10, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][OPTIONS_TAB].button },
674 { "Multi", 1042, 97, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MULTIPLAYER_TAB].button },
675 { "Detail", 1351, 166, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][DETAIL_LEVELS_TAB].button },
676 { "Exit", 1059, 8, 417, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ABORT_GAME_BUTTON].button },
677 { "Game", 1412, 8, 430, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ABORT_GAME_BUTTON].button },
678 { "Control", 1352, 409, 418, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CONTROL_CONFIG_BUTTON].button },
679 { "Config", 1353, 409, 430, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CONTROL_CONFIG_BUTTON].button },
680 { "HUD", 1354, 504, 418, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_CONFIG_BUTTON].button },
681 { "Config", 1415, 504, 430, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_CONFIG_BUTTON].button },
682 { "Accept", 1035, 573, 412, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ACCEPT_BUTTON].button },
684 // text for the detail level screen
685 { "Preset Detail Levels", 1355, 455, 56, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
686 { "Low", 1160, 570, 82, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][LOW_DETAIL_N].button },
687 { "Medium", 1161, 550, 100, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MEDIUM_DETAIL_N].button },
688 { "High", 1162, 568, 120, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HIGH_DETAIL_N].button },
689 { "Very High", 1163, 530, 139, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][VERY_HIGH_DETAIL_N].button },
690 { "Custom", 1356, 546, 158, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CUSTOM_DETAIL_N].button },
691 { "Off", 1286, 509, 267, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][PLANETS_OFF].button },
692 { "On", 1285, 573, 267, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][PLANETS_ON].button },
693 { "Off", 1286, 509, 314, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_TARGETVIEW_RENDER_OFF].button },
694 { "On", 1285, 573, 314, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_TARGETVIEW_RENDER_ON].button },
695 { "Off", 1286, 509, 361, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][WEAPON_EXTRAS_OFF].button },
696 { "On", 1285, 573, 361, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][WEAPON_EXTRAS_ON].button },
697 { "Planets/Backgrounds", 1357, 455, 244, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
698 { "Target View Rendering", 1358, 446, 291, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
699 { "Weapon Extras", 1359, 497, 338, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
700 { "Model Detail", 1360, 27, 56, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
701 { "Nebula Detail", 1361, 27, 103, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
702 { "3D Hardware Textures", 1362, 27, 150, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
703 { "Particles", 1363, 27, 197, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
704 { "Impact Effects", 1364, 27, 244, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
705 { "Shield Hit Effects", 1365, 27, 291, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
706 { "Stars", 1366, 27, 338, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
707 { "Lighting", 1367, 549, 197, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
709 // main options screen text
710 { "Briefing Voice", 1368, 14, 58, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
711 { "Off", 1286, 20, 81, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][BRIEF_VOICE_OFF].button },
712 { "On", 1285, 83, 81, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][BRIEF_VOICE_ON].button },
713 { "Volume", 1369, 14, 111, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
714 { "Effects", 1370, 20, 130, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
715 { "Music", 1371, 20, 165, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
716 { "Voice", 1372, 20, 199, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
717 { "Mouse", 1373, 14, 249, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
718 { "Off", 1286, 20, 273, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MOUSE_OFF].button },
719 { "On", 1285, 83, 273, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MOUSE_ON].button },
720 { "Sensitivity", 1529, 20, 297, UI_XSTR_COLOR_GREEN, -1, &Options_sliders[0][OPT_MOUSE_SENS_SLIDER].slider },
721 { "Skill Level", 1509, 533, 58, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
722 { "Brightness", 1375, 532, 133, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
723 { "Joystick", 1376, 556, 231, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
724 { "Sensitivity", 1374, 538, 250, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
725 { "Deadzone", 1377, 538, 281, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
729 { "Options", 1036, 16, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][OPTIONS_TAB].button },
730 { "Multi", 1042, 172, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MULTIPLAYER_TAB].button },
731 { "Detail", 1351, 283, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][DETAIL_LEVELS_TAB].button },
732 { "Exit", 1059, 13, 685, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ABORT_GAME_BUTTON].button },
733 { "Game", 1412, 13, 696, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ABORT_GAME_BUTTON].button },
734 { "Control", 1352, 655, 685, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CONTROL_CONFIG_BUTTON].button },
735 { "Config", 1353, 655, 696, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CONTROL_CONFIG_BUTTON].button },
736 { "HUD", 1354, 806, 685, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_CONFIG_BUTTON].button },
737 { "Config", 1415, 806, 696, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_CONFIG_BUTTON].button },
738 { "Accept", 1035, 927, 672, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ACCEPT_BUTTON].button },
740 // text for the detail level screen
741 { "Preset Detail Levels", 1355, 809, 90, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
742 { "Low", 1160, 944, 131, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][LOW_DETAIL_N].button },
743 { "Medium", 1161, 924, 161, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MEDIUM_DETAIL_N].button },
744 { "High", 1162, 942, 192, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HIGH_DETAIL_N].button },
745 { "Very High", 1163, 903, 222, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][VERY_HIGH_DETAIL_N].button },
746 { "Custom", 1356, 922, 252, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CUSTOM_DETAIL_N].button },
747 { "Off", 1286, 835, 427, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][PLANETS_OFF].button },
748 { "On", 1285, 936, 427, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][PLANETS_ON].button },
749 { "Off", 1286, 835, 503, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_TARGETVIEW_RENDER_OFF].button },
750 { "On", 1285, 936, 503, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_TARGETVIEW_RENDER_ON].button },
751 { "Off", 1286, 835, 578, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][WEAPON_EXTRAS_OFF].button },
752 { "On", 1285, 936, 578, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][WEAPON_EXTRAS_ON].button },
753 { "Planets/Backgrounds", 1357, 808, 391, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
754 { "Target View Rendering", 1358, 799, 466, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
755 { "Weapon Extras", 1359, 850, 542, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
756 { "Model Detail", 1360, 44, 99, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][DETAIL_DISTANCE_SLIDER].slider },
757 { "Nebula Detail", 1361, 44, 175, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NEBULA_DETAIL_SLIDER].slider },
758 { "3D Hardware Textures", 1362, 44, 250, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][HARDWARE_TEXTURES_SLIDER].slider },
759 { "Particles", 1363, 44, 325, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NUM_PARTICLES_SLIDER].slider },
760 { "Impact Effects", 1364, 44, 401, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][SHARD_CULLING_SLIDER].slider },
761 { "Shield Hit Effects", 1365, 44, 476, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][SHIELD_DETAIL_SLIDER].slider },
762 { "Stars", 1366, 44, 552, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NUM_STARS_SLIDER].slider },
763 { "Lighting", 1367, 903, 326, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][LIGHTING_SLIDER].slider },
765 // main options screen text
766 { "Briefing Voice", 1368, 23, 93, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
767 { "Off", 1286, 32, 130, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][BRIEF_VOICE_OFF].button },
768 { "On", 1285, 134, 130, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][BRIEF_VOICE_ON].button },
769 { "Volume", 1369, 23, 178, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
770 { "Effects", 1370, 33, 209, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
771 { "Music", 1371, 33, 264, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
772 { "Voice", 1372, 33, 319, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
773 { "Mouse", 1373, 23, 399, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
774 { "Off", 1286, 32, 437, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MOUSE_OFF].button },
775 { "On", 1285, 134, 437, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MOUSE_ON].button },
776 { "Sensitivity", 1529, 34, 477, UI_XSTR_COLOR_GREEN, -1, &Options_sliders[1][OPT_MOUSE_SENS_SLIDER].slider },
777 { "Skill Level", 1509, 854, 93, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
778 { "Brightness", 1375, 852, 214, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
779 { "Joystick", 1376, 891, 370, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
780 { "Sensitivity", 1374, 861, 400, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
781 { "Deadzone", 1377, 861, 451, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
788 // DETAIL LEVEL tab definitions END
789 // ---------------------------------------------------------------------------------------------------------
791 void options_play_voice_clip()
795 if ( snd_is_playing(Voice_vol_handle) ) {
796 snd_stop(Voice_vol_handle);
800 snd_id = snd_load(&Snds_iface[SND_VOICE_SLIDER_CLIP]);
801 Voice_vol_handle = snd_play_raw( snd_id, 0.0f, 1.0f, SND_PRIORITY_SINGLE_INSTANCE );
804 void options_add_notify(const char *str)
806 SDL_strlcpy(Options_notify_string, str, SDL_arraysize(Options_notify_string));
807 Options_notify_stamp = timestamp(OPTIONS_NOTIFY_TIME);
810 void options_notify_do_frame()
814 if (Options_notify_stamp != -1) {
815 if (timestamp_elapsed(Options_notify_stamp)) {
816 Options_notify_stamp = -1;
819 gr_get_string_size(&w, &h, Options_notify_string);
820 gr_printf((gr_screen.max_w - w) / 2, OPTIONS_NOTIFY_Y, Options_notify_string);
826 void options_set_bmaps(int btn, int bm_index)
830 for (j=0; j<MAX_BMAPS_PER_GADGET; j++){
831 Buttons[gr_screen.res][btn].button.bmap_ids[j] = Button_bms[bm_index][j];
836 void options_tab_setup(int set_palette)
842 if (Tab != MULTIPLAYER_TAB) {
843 SDL_assert(Backgrounds[gr_screen.res][Tab].mask >= 0);
844 Ui_window.set_mask_bmap(Backgrounds[gr_screen.res][Tab].mask, Backgrounds[gr_screen.res][Tab].mask_filename);
847 for (i=0; i<256; i++){
851 // activate, deactivate any necessary controls
852 for (i=0; i<NUM_BUTTONS; i++) {
853 if ( ((Buttons[gr_screen.res][i].tab == Tab) || (Buttons[gr_screen.res][i].tab == -1)) && !flags[Buttons[gr_screen.res][i].hotspot] ) {
854 flags[Buttons[gr_screen.res][i].hotspot] = 1;
855 Buttons[gr_screen.res][i].button.enable();
856 if (Buttons[gr_screen.res][i].filename)
857 Buttons[gr_screen.res][i].button.unhide();
860 Buttons[gr_screen.res][i].button.disable();
861 Buttons[gr_screen.res][i].button.hide();
865 // maybe enable/disable controls based upon current tab
866 if (Tab == OPTIONS_TAB) {
867 for(i=0; i<NUM_OPTIONS_SLIDERS; i++){
868 Options_sliders[gr_screen.res][i].slider.enable();
869 Options_sliders[gr_screen.res][i].slider.unhide();
872 for(i=0; i<NUM_OPTIONS_SLIDERS; i++){
873 Options_sliders[gr_screen.res][i].slider.hide();
874 Options_sliders[gr_screen.res][i].slider.disable();
878 if( ((Game_mode & GM_IN_MISSION) && (!popupdead_is_active())) || (Game_mode & GM_MULTIPLAYER) ){
879 Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.disable();
880 Ui_window.use_hack_to_get_around_stupid_problem_flag = 0;
883 // do other special processing
885 case MULTIPLAYER_TAB:
886 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
887 options_multi_select();
889 // need to hide the hud config and control config buttons
890 Buttons[gr_screen.res][CONTROL_CONFIG_BUTTON].button.hide();
891 Buttons[gr_screen.res][HUD_CONFIG_BUTTON].button.hide();
896 case DETAIL_LEVELS_TAB:
897 options_detail_unhide_stuff();
902 // call this function to close down, do other processing of data in the tab that's being left
903 void options_tab_close()
906 case MULTIPLAYER_TAB:
907 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
908 options_multi_unselect();
912 case DETAIL_LEVELS_TAB:
913 options_detail_hide_stuff();
918 void options_change_tab(int n)
922 #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
923 if (n == MULTIPLAYER_TAB) {
924 game_feature_not_in_demo_popup();
930 case MULTIPLAYER_TAB:
931 if ( !Options_multi_inited ) {
933 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
934 options_multi_init(&Ui_window);
935 options_multi_unselect();
937 Options_multi_inited = 1;
942 case DETAIL_LEVELS_TAB:
943 if (!Options_detail_inited) {
944 // init detail levels
945 options_detail_init();
946 options_detail_hide_stuff();
947 Options_detail_inited = 1;
953 // if we're going into the main screen
954 if(n == OPTIONS_TAB){
955 Options_bogus.enable();
956 Options_bogus.unhide();
957 for(idx=0; idx<NUM_OPTIONS_SLIDERS; idx++){
958 Options_sliders[gr_screen.res][idx].slider.enable();
959 Options_sliders[gr_screen.res][idx].slider.unhide();
962 Options_bogus.hide();
963 Options_bogus.disable();
964 for(idx=0; idx<NUM_OPTIONS_SLIDERS; idx++){
965 Options_sliders[gr_screen.res][idx].slider.hide();
966 Options_sliders[gr_screen.res][idx].slider.disable();
970 if (n != MULTIPLAYER_TAB) {
971 if (Backgrounds[gr_screen.res][n].mask < 0) {
972 gamesnd_play_iface(SND_GENERAL_FAIL);
980 options_tab_setup(1);
981 gamesnd_play_iface(SND_SCREEN_MODE_PRESSED);
984 void set_sound_volume()
986 main_hall_reset_ambient_vol();
989 void set_music_volume()
991 event_music_set_volume_all(Master_event_music_volume);
994 void set_voice_volume()
996 audiostream_set_volume_all(Master_voice_volume, ASF_VOICE);
999 void options_cancel_exit()
1001 Master_sound_volume = Backup_sound_volume;
1003 Master_event_music_volume = Backup_music_volume;
1005 Master_voice_volume = Backup_voice_volume;
1008 if(!(Game_mode & GM_MULTIPLAYER)){
1009 Game_skill_level = Backup_skill_level;
1012 Briefing_voice_enabled = Backup_briefing_voice_enabled;
1013 Use_mouse_to_fly = Backup_use_mouse_to_fly;
1015 if ( Options_detail_inited ) {
1016 Detail = Detail_original;
1019 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
1022 void options_change_gamma(float delta)
1024 Freespace_gamma += delta;
1025 if (Freespace_gamma < 0.1f) {
1026 Freespace_gamma = 0.1f;
1027 gamesnd_play_iface(SND_GENERAL_FAIL);
1029 } else if (Freespace_gamma > 5.0f) {
1030 Freespace_gamma = 5.0f;
1031 gamesnd_play_iface(SND_GENERAL_FAIL);
1034 gamesnd_play_iface(SND_USER_SELECT);
1037 gr_set_gamma(Freespace_gamma);
1040 void options_button_pressed(int n)
1046 case MULTIPLAYER_TAB:
1047 case DETAIL_LEVELS_TAB:
1049 options_change_tab(n);
1053 case ABORT_GAME_BUTTON:
1054 gamesnd_play_iface(SND_USER_SELECT);
1055 choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 374));
1057 gameseq_post_event(GS_EVENT_QUIT_GAME);
1060 case CONTROL_CONFIG_BUTTON:
1061 gamesnd_play_iface(SND_SWITCH_SCREENS);
1062 gameseq_post_event(GS_EVENT_CONTROL_CONFIG);
1065 case HUD_CONFIG_BUTTON:
1066 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1067 game_feature_not_in_demo_popup();
1069 // can't go to the hud config screen when a multiplayer observer
1070 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
1071 gamesnd_play_iface(SND_GENERAL_FAIL);
1072 options_add_notify(XSTR( "Cannot use HUD config when an observer!", 375));
1076 gamesnd_play_iface(SND_SWITCH_SCREENS);
1077 gameseq_post_event(GS_EVENT_HUD_CONFIG);
1085 // BEGIN - detail level tab buttons
1087 case HUD_TARGETVIEW_RENDER_ON:
1088 Detail.targetview_model = 1;
1089 gamesnd_play_iface(SND_USER_SELECT);
1092 case HUD_TARGETVIEW_RENDER_OFF:
1093 Detail.targetview_model = 0;
1094 gamesnd_play_iface(SND_USER_SELECT);
1098 Detail.planets_suns = 1;
1099 gamesnd_play_iface(SND_USER_SELECT);
1103 Detail.planets_suns = 0;
1104 gamesnd_play_iface(SND_USER_SELECT);
1107 case WEAPON_EXTRAS_ON:
1108 Detail.weapon_extras = 1;
1109 gamesnd_play_iface(SND_USER_SELECT);
1112 case WEAPON_EXTRAS_OFF:
1113 Detail.weapon_extras = 0;
1114 gamesnd_play_iface(SND_USER_SELECT);
1118 case ENGINE_GLOWS_ON:
1119 Detail.engine_glows = 1;
1120 gamesnd_play_iface(SND_USER_SELECT);
1123 case ENGINE_GLOWS_OFF:
1124 Detail.engine_glows = 0;
1125 gamesnd_play_iface(SND_USER_SELECT);
1130 options_detail_set_level(0);
1131 gamesnd_play_iface(SND_USER_SELECT);
1134 case MEDIUM_DETAIL_N:
1135 options_detail_set_level(1);
1136 gamesnd_play_iface(SND_USER_SELECT);
1140 options_detail_set_level(2);
1141 gamesnd_play_iface(SND_USER_SELECT);
1144 case VERY_HIGH_DETAIL_N:
1145 options_detail_set_level(3);
1146 gamesnd_play_iface(SND_USER_SELECT);
1149 case CUSTOM_DETAIL_N:
1150 options_detail_set_level(-1);
1151 gamesnd_play_iface(SND_USER_SELECT);
1153 // END - detail level tab buttons
1156 options_change_gamma(-0.05f);
1160 options_change_gamma(0.05f);
1163 case BRIEF_VOICE_ON:
1164 Briefing_voice_enabled = 1;
1165 gamesnd_play_iface(SND_USER_SELECT);
1168 case BRIEF_VOICE_OFF:
1169 Briefing_voice_enabled = 0;
1170 gamesnd_play_iface(SND_USER_SELECT);
1174 Use_mouse_to_fly = 1;
1175 gamesnd_play_iface(SND_USER_SELECT);
1179 Use_mouse_to_fly = 0;
1180 gamesnd_play_iface(SND_USER_SELECT);
1185 void options_sliders_update()
1188 if (Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos != Sound_volume_int) {
1189 Sound_volume_int = Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos;
1190 Master_sound_volume = ((float) (Sound_volume_int) / 9.0f);
1192 gamesnd_play_iface(SND_USER_SELECT);
1196 if (Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos != Music_volume_int) {
1197 Music_volume_int = Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos;
1198 Master_event_music_volume = ((float) (Music_volume_int) / 9.0f);
1199 if (Master_event_music_volume > 0.0f) {
1200 event_music_enable();
1204 gamesnd_play_iface(SND_USER_SELECT);
1208 if (Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos != Voice_volume_int) {
1209 Voice_volume_int = Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos;
1210 Master_voice_volume = ((float) (Voice_volume_int) / 9.0f);
1212 options_play_voice_clip();
1215 if (Mouse_sensitivity != Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos) {
1216 Mouse_sensitivity = Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos;
1217 gamesnd_play_iface(SND_USER_SELECT);
1220 if (Joy_sensitivity != Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos) {
1221 Joy_sensitivity = Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos;
1222 gamesnd_play_iface(SND_USER_SELECT);
1225 if (Dead_zone_size != Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos * 5) {
1226 Dead_zone_size = Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos * 5;
1227 gamesnd_play_iface(SND_USER_SELECT);
1230 if (Game_skill_level != Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos) {
1231 Game_skill_level = Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos;
1232 gamesnd_play_iface(SND_USER_SELECT);
1236 void options_accept()
1238 // apply the selected multiplayer options
1239 if ( Options_multi_inited ) {
1240 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
1241 options_multi_accept();
1245 // If music is zero volume, disable
1246 if ( Master_event_music_volume <= 0.0f ) {
1247 // event_music_disable();
1248 event_music_level_close();
1251 // apply other options (display options, etc)
1252 // note: return in here (and play failed sound) if they can't accept yet for some reason
1254 gamesnd_play_iface(SND_COMMIT_PRESSED);
1255 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
1258 void options_load_background_and_mask(int tab)
1260 SDL_assert(tab == OPTIONS_TAB || tab == DETAIL_LEVELS_TAB );
1261 Backgrounds[gr_screen.res][tab].bitmap = bm_load(Backgrounds[gr_screen.res][tab].filename);
1262 Backgrounds[gr_screen.res][tab].mask = bm_load(Backgrounds[gr_screen.res][tab].mask_filename);
1265 int Gamma_last_set = -1;
1266 int Gamma_colors_inited = 0;
1268 void options_menu_init()
1273 SDL_assert(!Options_menu_inited);
1275 // pause all sounds, since we could get here through the game
1276 beam_pause_sounds();
1277 //audiostream_pause_all();
1280 Gamma_last_set = -1;
1282 common_set_interface_palette("InterfacePalette"); // set the interface palette
1283 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1285 for (i=0; i<PLANETS_ON; i++) {
1286 b = &Buttons[gr_screen.res][i];
1288 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
1289 // set up callback for when a mouse first goes over a button
1291 b->button.set_bmaps(b->filename);
1292 if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
1293 b->button.set_highlight_action(common_play_highlight_sound);
1300 b->button.link_hotspot(b->hotspot);
1301 if (i < NUM_COMMONS) {
1302 for (j=0; j<MAX_BMAPS_PER_GADGET; j++){
1303 Button_bms[i][j] = b->button.bmap_ids[j];
1309 // add all xstr text
1310 for(i=0; i<OPTIONS_NUM_TEXT; i++){
1311 Ui_window.add_XSTR(&Options_text[gr_screen.res][i]);
1316 Detail_bogus.base_create(&Ui_window, UI_KIND_ICON, 0, 0, 0, 0);
1317 Options_bogus.base_create(&Ui_window, UI_KIND_ICON, 0, 0, 0, 0);
1319 Buttons[gr_screen.res][GAMMA_DOWN].button.set_hotkey(SDLK_COMMA);
1320 Buttons[gr_screen.res][GAMMA_UP].button.set_hotkey(SDLK_PERIOD);
1323 Skill_control.first_frame = bm_load_animation("OPa_11", &Skill_control.total_frames);
1324 if (Skill_control.first_frame < 0) {
1325 Error(LOCATION, "Could not load OPa_11.ani\n");
1330 for (i=0; i<NUM_TABS; i++) {
1331 Backgrounds[gr_screen.res][i].bitmap = -1;
1332 Backgrounds[gr_screen.res][i].mask = -1;
1335 options_load_background_and_mask(OPTIONS_TAB);
1336 options_tab_setup(0);
1338 Backup_skill_level = Game_skill_level;
1339 Backup_sound_volume = Master_sound_volume;
1340 Backup_music_volume = Master_event_music_volume;
1341 Backup_voice_volume = Master_voice_volume;
1342 Backup_briefing_voice_enabled = Briefing_voice_enabled;
1343 Backup_use_mouse_to_fly = Use_mouse_to_fly;
1346 for ( i = 0; i < NUM_OPTIONS_SLIDERS; i++ ) {
1347 Options_sliders[gr_screen.res][i].slider.create(&Ui_window, Options_sliders[gr_screen.res][i].x, Options_sliders[gr_screen.res][i].y,
1348 Options_sliders[gr_screen.res][i].dots, Options_sliders[gr_screen.res][i].filename,
1349 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,
1350 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,
1351 Options_sliders[gr_screen.res][i].dot_w);
1354 // maybe disable the skill slider
1355 if( ((Game_mode & GM_IN_MISSION) && (!popupdead_is_active())) || (Game_mode & GM_MULTIPLAYER) ) {
1356 Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.disable();
1357 Ui_window.use_hack_to_get_around_stupid_problem_flag = 0;
1360 // setup slider values
1361 // note slider scale is 0-9, while Master_ values calc with 1-10 scale (hence the -1)
1362 Sound_volume_int = Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos = (int) (Master_sound_volume * 9.0f + 0.5f);
1363 Music_volume_int = Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos = (int) (Master_event_music_volume * 9.0f + 0.5f);
1364 Voice_volume_int = Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos = (int) (Master_voice_volume * 9.0f + 0.5f);
1365 Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos = Joy_sensitivity;
1366 Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos = Dead_zone_size / 5;
1367 Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos = Mouse_sensitivity;
1368 Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos = Game_skill_level;
1370 Gamma_colors_inited = 0;
1372 // used to allow all keystrokes, even when called from a demo playback
1374 Options_menu_inited = 1;
1376 // hide options crap
1377 options_detail_hide_stuff();
1380 void options_menu_close()
1384 SDL_assert(Options_menu_inited);
1386 for (i=0; i<NUM_TABS; i++) {
1387 if (Backgrounds[gr_screen.res][i].bitmap >= 0){
1388 bm_unload(Backgrounds[gr_screen.res][i].bitmap);
1390 if ((Backgrounds[gr_screen.res][i].mask >= 0) && (i != Tab)){ // Ui_window.destroy() expects to release current tab's mask.
1391 bm_unload(Backgrounds[gr_screen.res][i].mask);
1395 if ( Voice_vol_handle >= 0 ) {
1396 snd_stop(Voice_vol_handle);
1397 Voice_vol_handle = -1;
1400 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
1401 options_multi_close();
1404 Ui_window.destroy();
1405 common_free_interface_palette(); // restore game palette
1409 // unpause all sounds, since we could be headed back to the game
1410 beam_unpause_sounds();
1411 //audiostream_unpause_all();
1413 Options_menu_inited = 0;
1414 Options_multi_inited = 0;
1415 Options_detail_inited = 0;
1421 void draw_gamma_box()
1425 // 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)
1426 // TODO: change MAX size to maximum size for a 1024x768 bitmap
1427 // ushort Gamma_data[Options_gamma_coords[gr_screen.res][OPTIONS_W_COORD]*Options_gamma_coords[gr_screen.res][OPTIONS_H_COORD]*2];
1428 ushort Gamma_data[MAX_GAMMA_BITMAP_SIZE];
1430 v = fl2i( pow(0.5f, 1.0f / Freespace_gamma) * 255.0f );
1440 ushort clr_full_white = 0;
1441 ushort clr_half_white = 0;
1444 BM_SELECT_TEX_FORMAT();
1447 r = g = b = a = 255;
1448 bm_set_components((ubyte*)&clr_full_white, &r, &g, &b, &a);
1451 r = g = b = (ubyte)v;
1452 bm_set_components((ubyte*)&clr_half_white, &r, &g, &b, &a);
1454 ushort *dptr = Gamma_data;
1455 for (y=0; y<Options_gamma_coords[gr_screen.res][OPTIONS_H_COORD]; y++) {
1456 for (x=0; x<Options_gamma_coords[gr_screen.res][OPTIONS_W_COORD]; x++) {
1458 *dptr = clr_half_white;
1460 if ((x & 1) == (y & 1)) {
1461 *dptr = clr_full_white;
1470 // always go back to screen format
1471 BM_SELECT_SCREEN_FORMAT();
1473 // if we're in bitmap poly mode
1474 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 );
1475 gr_set_bitmap(Gamma_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1476 gr_bitmap( Options_gamma_coords[gr_screen.res][OPTIONS_X_COORD], Options_gamma_coords[gr_screen.res][OPTIONS_Y_COORD] );
1478 bm_release( Gamma_bitmap );
1484 void options_menu_do_frame(float frametime)
1488 SDL_assert(Options_menu_inited);
1489 k = Ui_window.process() & ~KEY_DEBUGGED;
1491 case KEY_SHIFTED | SDLK_TAB:
1492 case SDLK_LEFT: // activate previous tab
1497 options_change_tab(i);
1501 case SDLK_RIGHT: // activate next tab
1502 // check to see if the multiplayer options screen wants to eat the tab kay
1503 if ((k == SDLK_TAB) && (Tab == MULTIPLAYER_TAB)) {
1504 if (options_multi_eat_tab()) {
1513 options_change_tab(i);
1517 if (Tab == OPTIONS_TAB) {
1518 gamesnd_play_iface(SND_SWITCH_SCREENS);
1519 gameseq_post_event(GS_EVENT_CONTROL_CONFIG);
1525 if (Tab == OPTIONS_TAB) {
1526 gamesnd_play_iface(SND_SWITCH_SCREENS);
1527 gameseq_post_event(GS_EVENT_HUD_CONFIG);
1533 // if(Tab != MULTIPLAYER_TAB){
1534 options_cancel_exit();
1538 case KEY_CTRLED | SDLK_RETURN:
1549 for (i=0; i<NUM_BUTTONS; i++) {
1550 if (Buttons[gr_screen.res][i].button.pressed())
1551 options_button_pressed(i);
1554 options_sliders_update();
1556 // if we're in the multiplayer options tab, get the background bitmap from the options multi module
1557 if(Tab == MULTIPLAYER_TAB){
1558 i = options_multi_background_bitmap();
1560 i = Backgrounds[gr_screen.res][Tab].bitmap;
1563 GR_MAYBE_CLEAR_RES(i);
1565 gr_set_bitmap(i, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1571 // NOTE : this must be done here so that any special drawing crap we do is not overwritten by the UI_WINDOW::draw() call
1572 // do specific processing for the multiplayer tab
1574 case MULTIPLAYER_TAB:
1575 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
1576 options_multi_do(k);
1580 case DETAIL_LEVELS_TAB:
1581 options_detail_do_frame();
1585 Game_skill_level = Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos;
1589 // handle the displaying of any notification messages
1590 options_notify_do_frame();
1592 for (i=0; i<NUM_TABS; i++){
1593 if (Buttons[gr_screen.res][i].button.button_down()){
1598 if (i == NUM_TABS /*&& (Tab != MULTIPLAYER_TAB)*/ ){
1599 Buttons[gr_screen.res][Tab].button.draw_forced(2);
1602 if (Tab == OPTIONS_TAB) {
1603 // draw correct frame for briefing voice radio buttons
1604 if (Briefing_voice_enabled) {
1605 options_force_button_frame(BRIEF_VOICE_ON, 2);
1606 options_force_button_frame(BRIEF_VOICE_OFF, 0);
1609 options_force_button_frame(BRIEF_VOICE_OFF, 2);
1610 options_force_button_frame(BRIEF_VOICE_ON, 0);
1613 if (Use_mouse_to_fly) {
1614 options_force_button_frame(MOUSE_ON, 2);
1615 options_force_button_frame(MOUSE_OFF, 0);
1618 options_force_button_frame(MOUSE_OFF, 2);
1619 options_force_button_frame(MOUSE_ON, 0);
1623 gr_get_string_size(&w, NULL, Skill_level_names(Game_skill_level));
1624 x = Options_skills_text_coords[gr_screen.res][OPTIONS_X_COORD];
1625 y = Options_skills_text_coords[gr_screen.res][OPTIONS_Y_COORD];
1626 gr_set_color_fast(&Color_bright_white);
1627 gr_string(x + (Options_skills_text_coords[gr_screen.res][OPTIONS_W_COORD] / 2) - (w/2), y, Skill_level_names(Game_skill_level));
1631 //==============================================================================
1632 // Draw the gamma adjustment grid.
1633 if (Tab == OPTIONS_TAB) {
1637 gr_set_color_fast(&Color_white);
1638 x = Options_gamma_num_coords[gr_screen.res][OPTIONS_X_COORD]; // + Options_gamma_num_coords[gr_screen.res][OPTIONS_W_COORD] / 2 - 12;
1639 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;
1641 gr_printf(x, y, NOX("%.2f"), Freespace_gamma);
1642 //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.");
1644 //==============================================================================
1646 // maybe blit a waveform
1647 if(Tab == MULTIPLAYER_TAB){
1648 options_multi_vox_process_waveform();
1651 /* Debug code: Graphs the joystick range scaling
1653 int joy_get_scaled_reading(int raw, int axn);
1656 gr_set_color_fast(&Color_white);
1657 for (x=0; x<256; x+=16) {
1658 gr_line(x + 15, 0, x + 15, 255);
1659 gr_line(0, x + 15, 255, x + 15);
1662 gr_set_color_fast(&Color_bright_white);
1663 for (x=0; x<256; x++) {
1664 y = joy_get_scaled_reading(x * 256, 0) / 512;
1665 gr_line(x, 128, x, 128 + y);
1673 // ---------------------------------------------------------------------------------------------------------
1674 // DETAIL LEVEL OPTIONS definitions BEGIN
1677 void options_detail_synch_sliders()
1679 Detail_slider_pos[DETAIL_DISTANCE_SLIDER] = Detail_sliders[gr_screen.res][DETAIL_DISTANCE_SLIDER].slider.pos = Detail.detail_distance;
1680 Detail_slider_pos[NEBULA_DETAIL_SLIDER] = Detail_sliders[gr_screen.res][NEBULA_DETAIL_SLIDER].slider.pos = Detail.nebula_detail;
1681 Detail_slider_pos[HARDWARE_TEXTURES_SLIDER] = Detail_sliders[gr_screen.res][HARDWARE_TEXTURES_SLIDER].slider.pos = Detail.hardware_textures;
1682 Detail_slider_pos[SHARD_CULLING_SLIDER] = Detail_sliders[gr_screen.res][SHARD_CULLING_SLIDER].slider.pos = Detail.num_small_debris;
1683 Detail_slider_pos[SHIELD_DETAIL_SLIDER] = Detail_sliders[gr_screen.res][SHIELD_DETAIL_SLIDER].slider.pos = Detail.shield_effects;
1684 Detail_slider_pos[NUM_STARS_SLIDER] = Detail_sliders[gr_screen.res][NUM_STARS_SLIDER].slider.pos = Detail.num_stars;
1685 Detail_slider_pos[NUM_PARTICLES_SLIDER] = Detail_sliders[gr_screen.res][NUM_PARTICLES_SLIDER].slider.pos = Detail.num_particles;
1686 Detail_slider_pos[LIGHTING_SLIDER] = Detail_sliders[gr_screen.res][LIGHTING_SLIDER].slider.pos = Detail.lighting;
1688 // this doesn't do anything since it's affects are included in the other sliders now
1689 // so lets just max it out to avoid it looking bad at 0
1690 Detail_slider_pos[WEAPON_RENDERING_SLIDER] = Detail_sliders[gr_screen.res][WEAPON_RENDERING_SLIDER].slider.pos = Detail_sliders[gr_screen.res][WEAPON_RENDERING_SLIDER].dots - 1;
1694 void options_detail_init()
1699 Detail_original = Detail;
1701 options_load_background_and_mask(DETAIL_LEVELS_TAB);
1703 for (i=PLANETS_ON; i<NUM_BUTTONS; i++) {
1704 b = &Buttons[gr_screen.res][i];
1706 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
1707 // set up callback for when a mouse first goes over a button
1709 b->button.set_bmaps(b->filename);
1710 if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
1711 b->button.set_highlight_action(common_play_highlight_sound);
1718 b->button.link_hotspot(b->hotspot);
1721 // create detail level sliders
1722 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1723 Detail_sliders[gr_screen.res][i].slider.create(&Ui_window, Detail_sliders[gr_screen.res][i].x, Detail_sliders[gr_screen.res][i].y,
1724 Detail_sliders[gr_screen.res][i].dots, Detail_sliders[gr_screen.res][i].filename,
1725 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,
1726 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,
1727 Detail_sliders[gr_screen.res][i].dot_w);
1730 // init the actual slider positions and our internal positions
1731 options_detail_synch_sliders();
1734 void options_detail_sliders_update()
1738 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1739 if ( Detail_sliders[gr_screen.res][i].slider.pos != Detail_slider_pos[i] ) {
1740 Detail_slider_pos[i] = Detail_sliders[gr_screen.res][i].slider.pos;
1741 gamesnd_play_iface(SND_USER_SELECT);
1745 // set Detail based on slider positions
1746 Detail.detail_distance = Detail_sliders[gr_screen.res][DETAIL_DISTANCE_SLIDER].slider.pos;
1748 // modify nebula stuff
1749 Detail.nebula_detail = Detail_sliders[gr_screen.res][NEBULA_DETAIL_SLIDER].slider.pos;
1750 neb2_set_detail_level(Detail.nebula_detail);
1752 Detail.hardware_textures = Detail_sliders[gr_screen.res][HARDWARE_TEXTURES_SLIDER].slider.pos;
1753 Detail.num_small_debris = Detail_sliders[gr_screen.res][SHARD_CULLING_SLIDER].slider.pos;
1754 Detail.shield_effects = Detail_sliders[gr_screen.res][SHIELD_DETAIL_SLIDER].slider.pos;
1755 Detail.num_stars = Detail_sliders[gr_screen.res][NUM_STARS_SLIDER].slider.pos;
1756 Detail.num_particles = Detail_sliders[gr_screen.res][NUM_PARTICLES_SLIDER].slider.pos;
1757 Detail.lighting = Detail_sliders[gr_screen.res][LIGHTING_SLIDER].slider.pos;
1760 void options_detail_hide_stuff()
1764 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1765 Detail_sliders[gr_screen.res][i].slider.disable();
1766 Detail_sliders[gr_screen.res][i].slider.hide();
1769 // this will hide text unassociated with any real control
1770 Detail_bogus.hide();
1773 void options_detail_unhide_stuff()
1777 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1778 Detail_sliders[gr_screen.res][i].slider.enable();
1779 Detail_sliders[gr_screen.res][i].slider.unhide();
1782 // this will hide text unassociated with any real control
1783 Detail_bogus.unhide();
1786 void options_force_button_frame(int n, int frame_num)
1788 if ( !Buttons[gr_screen.res][n].button.button_down() ) {
1789 Buttons[gr_screen.res][n].button.draw_forced(frame_num);
1793 // called once per frame to set lit buttons
1794 void options_detail_do_frame()
1796 options_detail_sliders_update();
1798 // force on/off buttons to draw their correct setting
1800 if ( Detail.targetview_model ) {
1801 options_force_button_frame(HUD_TARGETVIEW_RENDER_ON, 2);
1802 options_force_button_frame(HUD_TARGETVIEW_RENDER_OFF, 0);
1804 options_force_button_frame(HUD_TARGETVIEW_RENDER_OFF, 2);
1805 options_force_button_frame(HUD_TARGETVIEW_RENDER_ON, 0);
1808 if ( Detail.planets_suns == 1 ) {
1809 options_force_button_frame(PLANETS_ON, 2);
1810 options_force_button_frame(PLANETS_OFF, 0);
1812 options_force_button_frame(PLANETS_OFF, 2);
1813 options_force_button_frame(PLANETS_ON, 0);
1816 if ( Detail.weapon_extras) {
1817 options_force_button_frame(WEAPON_EXTRAS_ON, 2);
1818 options_force_button_frame(WEAPON_EXTRAS_OFF, 0);
1820 options_force_button_frame(WEAPON_EXTRAS_OFF, 2);
1821 options_force_button_frame(WEAPON_EXTRAS_ON, 0);
1825 if ( Detail.engine_glows) {
1826 options_force_button_frame(ENGINE_GLOWS_ON, 2);
1827 options_force_button_frame(ENGINE_GLOWS_OFF, 0);
1829 options_force_button_frame(ENGINE_GLOWS_OFF, 2);
1830 options_force_button_frame(ENGINE_GLOWS_ON, 0);
1836 if ( Detail.setting >= 0 ) {
1837 current_detail = current_detail_level();
1838 Detail.setting = current_detail;
1840 current_detail = -1;
1843 options_force_button_frame(LOW_DETAIL_N, 0);
1844 options_force_button_frame(MEDIUM_DETAIL_N, 0);
1845 options_force_button_frame(HIGH_DETAIL_N, 0);
1846 options_force_button_frame(VERY_HIGH_DETAIL_N, 0);
1847 options_force_button_frame(CUSTOM_DETAIL_N, 0);
1849 switch ( current_detail ) {
1851 options_force_button_frame(CUSTOM_DETAIL_N, 2);
1854 options_force_button_frame(LOW_DETAIL_N, 2);
1857 options_force_button_frame(MEDIUM_DETAIL_N, 2);
1860 options_force_button_frame(HIGH_DETAIL_N, 2);
1863 options_force_button_frame(VERY_HIGH_DETAIL_N, 2);
1868 // Set all the detail settings to a predefined level
1869 void options_detail_set_level(int level)
1871 detail_level_set(level);
1872 options_detail_synch_sliders();
1876 // DETAIL LEVEL tab definitions END
1877 // ---------------------------------------------------------------------------------------------------------