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 1.5 2004/09/20 01:31:44 theoddone33
21 * Revision 1.4 2003/05/25 02:30:42 taylor
24 * Revision 1.3 2002/06/09 04:41:22 relnev
25 * added copyright header
27 * Revision 1.2 2002/05/26 22:06:17 relnev
28 * makefile: disable stand_gui for now.
30 * rest: staticize some globals
32 * Revision 1.1.1.1 2002/05/03 03:28:09 root
36 * 31 10/25/99 5:47p Jefff
37 * reassigned some xstr ids
39 * 30 10/14/99 2:50p Jefff
42 * 29 9/13/99 6:07p Jefff
43 * took out audiostream pausing to allow for correct volume adjustments
45 * 28 9/09/99 2:28p Jefff
46 * some detail slider #defines were switched around
48 * 27 9/08/99 2:38p Jefff
49 * sound pausing going to menu from game
51 * 26 8/05/99 3:40p Jefff
52 * hi-res text adjustments
54 * 25 8/04/99 4:06p Jefff
55 * fixed volume sliders blacking out at master volume of 1.0
57 * 24 8/02/99 6:05p Jefff
58 * failure sound on skill slider when disabled in game
60 * 23 7/19/99 3:29p Dave
61 * Fixed gamma bitmap in the options screen.
63 * 22 7/19/99 2:13p Dave
64 * Added some new strings for Heiko.
66 * 21 7/18/99 9:54p Andsager
69 * 20 7/15/99 7:15p Jefff
70 * Added sounds for skill select
72 * 19 7/15/99 4:10p Andsager
73 * Disable control_config hud_config in FS2_DEMO
75 * 18 7/15/99 9:20a Andsager
76 * FS2_DEMO initial checkin
78 * 17 7/13/99 1:15p Dave
79 * 32 bit support. Whee!
81 * 16 7/09/99 5:54p Dave
82 * Seperated cruiser types into individual types. Added tons of new
83 * briefing icons. Campaign screen.
85 * 15 6/25/99 11:59a Dave
86 * Multi options screen.
88 * 14 6/24/99 12:34a Dave
89 * Main options screen.
91 * 13 6/22/99 7:03p Dave
92 * New detail options screen.
94 * 12 6/16/99 4:06p Dave
95 * New pilot info popup. Added new draw-bitmap-as-poly function.
97 * 11 5/24/99 5:45p Dave
98 * Added detail levels to the nebula, with a decent speedup. Split nebula
99 * lightning into its own section.
101 * 10 4/02/99 4:44p Jasenw
103 * 9 2/05/99 7:22p Neilk
104 * Fixed gamma bitmap and converted coordinates for multiple resolutions
106 * 8 1/30/99 5:08p Dave
107 * More new hi-res stuff.Support for nice D3D textures.
109 * 7 12/18/98 1:13a Dave
110 * Rough 1024x768 support for Direct3D. Proper detection and usage through
113 * 6 11/30/98 1:07p Dave
114 * 16 bit conversion, first run.
116 * 5 11/05/98 5:55p Dave
117 * Big pass at reducing #includes
119 * 4 10/13/98 9:28a Dave
120 * Started neatening up freespace.h. Many variables renamed and
121 * reorganized. Added AlphaColors.[h,cpp]
123 * 3 10/09/98 2:57p Dave
124 * Starting splitting up OS stuff.
126 * 2 10/07/98 10:53a Dave
129 * 1 10/07/98 10:49a Dave
131 * 123 6/12/98 7:13p Hoffoss
132 * Fixed options screen problem where it wasn't showing tooltips.
134 * 122 6/12/98 4:52p Hoffoss
135 * Added support for special characters in in forgeign languages.
137 * 121 6/09/98 10:31a Hoffoss
138 * Created index numbers for all xstr() references. Any new xstr() stuff
139 * added from here on out should be added to the end if the list. The
140 * current list count can be found in FreeSpace.cpp (search for
143 * 120 6/05/98 9:50a Lawrance
146 * 119 6/01/98 11:43a John
147 * JAS & MK: Classified all strings for localization.
149 * 118 5/24/98 4:42p Dan
150 * AL: Fix several bugs related to pausing and enabling/disabling event
153 * 117 5/20/98 5:18p John
154 * Made the gamma box draw as a bitmap, not a bunch of pixels. Speeds up
155 * the menu dramatically.
157 * 116 5/19/98 1:21p Duncan
158 * Use 'InterfacePalette' instad of 'OptionsMainPalette'
160 * 115 5/18/98 9:14p Dave
161 * Put in network config files support.
163 * 114 5/18/98 5:16p Hoffoss
164 * Changed code to use new palette Jasen told me to use.
166 * 113 5/16/98 3:40p Lawrance
167 * Don't restore the original details unless they've been stored!
169 * 112 5/13/98 10:03a Mitri
170 * AL: Fix some bugs as a result of recent rearranging of code
172 * 111 5/13/98 12:24a Lawrance
173 * Only load required bitmaps and masks for the options screen
175 * 110 5/08/98 3:52p Hoffoss
176 * Fixed placement of gamma graphic.
178 * 109 5/07/98 12:41p Hoffoss
179 * Added joystick deadzone slider support and mouse on/off support.
181 * 108 5/06/98 8:06p Dave
182 * Made standalone reset properly under weird conditions. Tweak
183 * optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch
184 * countdown anim. Minro ui fixes/tweaks.
186 * 107 5/05/98 8:38p Hoffoss
187 * Added sensitivity adjustment to options menu and made it save to pilot
190 * 106 4/27/98 9:00a Jasen
191 * Updated coords for button change.
193 * 105 4/25/98 3:33p Allender
194 * do exit confirmation
196 * 104 4/22/98 12:34a Dave
197 * Make sure hud config and control config buttons draw properly in all
198 * tab modes. Make small tab buttons light up correctly in multi options
201 * 103 4/21/98 12:14a Allender
202 * disable skill level buttons for multiplayer games
204 * 102 4/20/98 6:04p Dave
205 * Implement multidata cache flushing and xferring mission files to
206 * multidata. Make sure observers can't change hud config. Fix pilot image
207 * viewing in popup. Put in game status field. Tweaked multi options.
209 * 101 4/18/98 12:45p Dave
210 * Aesthetic changes to multi options screen. Put in missing exit button.
213 * 100 4/17/98 5:27p Dave
214 * More work on the multi options screen. Fixed many minor ui todo bugs.
221 #include "grinternal.h"
223 #include "missionscreencommon.h"
225 #include "gamesequence.h"
227 #include "managepilot.h"
228 #include "freespace.h"
231 #include "eventmusic.h"
232 #include "mainhallmenu.h"
233 #include "audiostr.h"
237 #include "popupdead.h"
238 #include "missionbriefcommon.h"
239 #include "optionsmenu.h"
240 #include "optionsmenumulti.h"
243 #include "osregistry.h"
244 #include "alphacolors.h"
250 // will display a notification warning message
251 #define OPTIONS_NOTIFY_TIME 3500
252 #define OPTIONS_NOTIFY_Y 450
255 #define NUM_BUTTONS 26
257 #define NUM_BUTTONS 24
261 #define NUM_COMMONS 10
265 #define OPTIONS_TAB 0
266 #define MULTIPLAYER_TAB 1
267 #define DETAIL_LEVELS_TAB 2
268 #define ABORT_GAME_BUTTON 3
269 #define CONTROL_CONFIG_BUTTON 4
270 #define HUD_CONFIG_BUTTON 5
271 #define ACCEPT_BUTTON 6
273 #define BRIEF_VOICE_OFF 7
274 #define BRIEF_VOICE_ON 8
277 #define GAMMA_DOWN 11
280 // detail level screen buttons
281 #define PLANETS_ON 13
282 #define PLANETS_OFF 14
283 #define HUD_TARGETVIEW_RENDER_ON 15
284 #define HUD_TARGETVIEW_RENDER_OFF 16
285 #define WEAPON_EXTRAS_ON 17
286 #define WEAPON_EXTRAS_OFF 18
289 #define ENGINE_GLOWS_ON 24
290 #define ENGINE_GLOWS_OFF 25
293 #define LOW_DETAIL_N 19
294 #define MEDIUM_DETAIL_N 20
295 #define HIGH_DETAIL_N 21
296 #define VERY_HIGH_DETAIL_N 22
297 #define CUSTOM_DETAIL_N 23
299 #define REPEAT (1<<0)
300 #define NO_MOUSE_OVER_SOUND (1<<1)
302 // indicies for options coordinates
303 #define OPTIONS_X_COORD 0
304 #define OPTIONS_Y_COORD 1
305 #define OPTIONS_W_COORD 2
306 #define OPTIONS_H_COORD 3
308 struct options_buttons {
314 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
316 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) {}
319 static options_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
322 options_buttons("OPa_00", 84, 25, 0, -1), // options tab
323 options_buttons("OPa_01", 173, 25, 1, -1), // multiplayer tab
324 options_buttons("OPa_02", 256, 25, 2, -1), // detail levels tab
325 options_buttons("OPa_03", 6, 380, 3, -1), // abort game button
326 options_buttons("OPa_05", 448, 335, 5, -1), // control config button
327 options_buttons("OPa_06", 541, 335, 6, -1), // hud config
328 options_buttons("OPa_07", 560, 411, 7, -1), // accept button
330 options_buttons("OPa_58", 39, 99, 58, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle off
331 options_buttons("OPa_59", 104, 99, 59, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle on
332 options_buttons("OPa_62", 359, 274, 62, OPTIONS_TAB, 2), // Mouse off
333 options_buttons("OPa_63", 424, 274, 63, OPTIONS_TAB, 2), // Mouse on
334 options_buttons("OPa_56", 451, 79, 56, OPTIONS_TAB, 1), // Gamma Down
335 options_buttons("OPa_57", 484, 79, 57, OPTIONS_TAB, 1), // Gamma Up
337 options_buttons("OPc_40", 321, 237, 40, DETAIL_LEVELS_TAB, 2), // Planets On (Nebula)
338 options_buttons("OPc_39", 264, 237, 39, DETAIL_LEVELS_TAB, 2), // Planets Off (Nebula)
339 options_buttons("OPc_42", 321, 284, 42, DETAIL_LEVELS_TAB, 2), // Target View Rendering On
340 options_buttons("OPc_41", 264, 284, 41, DETAIL_LEVELS_TAB, 2), // Target View Rendering Off
341 options_buttons("OPc_44", 321, 331, 44, DETAIL_LEVELS_TAB, 2), // Weapon Extras On
342 options_buttons("OPc_43", 264, 331, 43, DETAIL_LEVELS_TAB, 2), // Weapon Extras Off
344 options_buttons("OPc_50", 516, 194, 50, DETAIL_LEVELS_TAB, 2), // Low Preset Detail
345 options_buttons("OPc_51", 516, 213, 51, DETAIL_LEVELS_TAB, 2), // Medium Preset Detail
346 options_buttons("OPc_52", 516, 232, 52, DETAIL_LEVELS_TAB, 2), // High Preset Detail
347 options_buttons("OPc_53", 498, 251, 53, DETAIL_LEVELS_TAB, 2), // Highest Preset Detail
348 options_buttons("OPc_54", 516, 270, 54, DETAIL_LEVELS_TAB, 2), // Custom Detail
350 options_buttons("OPc_38", 321, 190, 38, DETAIL_LEVELS_TAB, 2), // Engine Glow On
351 options_buttons("OPc_37", 264, 190, 37, DETAIL_LEVELS_TAB, 2), // Engine Glow Off
353 options_buttons("OPT_00", 17, 2, 0, -1), // options tab
354 options_buttons("OPT_01", 102, 2, 1, -1), // multiplayer tab
355 options_buttons("OPT_02", 170, 2, 2, -1), // detail levels tab
356 options_buttons("OPT_03", 10, 444, 3, -1), // abort game button
357 options_buttons("OPT_04", 411, 444, 4, -1), // control config button
358 options_buttons("OPT_05", 506, 444, 5, -1), // hud config
359 options_buttons("OPT_06", 576, 434, 6, -1), // accept button
361 options_buttons("OMB_07", 51, 74, 7, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle off
362 options_buttons("OMB_08", 106, 74, 8, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle on
363 options_buttons("OMB_18", 51, 266, 18, OPTIONS_TAB, 2), // Mouse off
364 options_buttons("OMB_19", 106, 266, 19, OPTIONS_TAB, 2), // Mouse on
365 options_buttons("OMB_26", 578, 149, 26, OPTIONS_TAB, 1), // Gamma Down
366 options_buttons("OMB_27", 607, 149, 27, OPTIONS_TAB, 1), // Gamma Up
368 options_buttons("ODB_21", 597, 261, 21, DETAIL_LEVELS_TAB, 2), // Planets On
369 options_buttons("ODB_20", 539, 261, 20, DETAIL_LEVELS_TAB, 2), // Planets Off
370 options_buttons("ODB_23", 597, 307, 23, DETAIL_LEVELS_TAB, 2), // Target View Rendering On
371 options_buttons("ODB_22", 539, 307, 22, DETAIL_LEVELS_TAB, 2), // Target View Rendering Off
372 options_buttons("ODB_25", 597, 354, 25, DETAIL_LEVELS_TAB, 2), // Weapon Extras On
373 options_buttons("ODB_24", 539, 354, 24, DETAIL_LEVELS_TAB, 2), // Weapon Extras Off
375 options_buttons("ODB_14", 614, 76, 14, DETAIL_LEVELS_TAB, 2), // Low Preset Detail
376 options_buttons("ODB_15", 614, 96, 15, DETAIL_LEVELS_TAB, 2), // Medium Preset Detail
377 options_buttons("ODB_16", 614, 114, 16, DETAIL_LEVELS_TAB, 2), // High Preset Detail
378 options_buttons("ODB_17", 614, 133, 17, DETAIL_LEVELS_TAB, 2), // Highest Preset Detail
379 options_buttons("ODB_18", 614, 152, 18, DETAIL_LEVELS_TAB, 2), // Custom Detail
383 options_buttons("2_OPT_00", 27, 4, 0, -1), // options tab
384 options_buttons("2_OPT_01", 164, 4, 1, -1), // multiplayer tab
385 options_buttons("2_OPT_02", 272, 4, 2, -1), // detail levels tab
386 options_buttons("2_OPT_03", 16, 711, 3, -1), // abort game
387 options_buttons("2_OPT_04", 657, 711, 4, -1), // control config button
388 options_buttons("2_OPT_05", 809, 711, 5, -1), // hud config button
389 options_buttons("2_OPT_06", 922, 694, 6, -1), // accept button
391 options_buttons("2_OMB_07", 81, 118, 7, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle off
392 options_buttons("2_OMB_08", 170, 118, 8, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle on
393 options_buttons("2_OMB_18", 81, 425, 18, OPTIONS_TAB, 2), // Mouse off
394 options_buttons("2_OMB_19", 170, 425, 19, OPTIONS_TAB, 2), // Mouse on
395 options_buttons("2_OMB_26", 925, 238, 26, OPTIONS_TAB, 1), // Gamma Down
396 options_buttons("2_OMB_27", 971, 238, 27, OPTIONS_TAB, 1), // Gamma Up
398 options_buttons("2_ODB_21", 956, 417, 21, DETAIL_LEVELS_TAB, 2), // Planets On
399 options_buttons("2_ODB_20", 863, 417, 20, DETAIL_LEVELS_TAB, 2), // Planets Off
400 options_buttons("2_ODB_23", 956, 492, 23, DETAIL_LEVELS_TAB, 2), // Target View Rendering On
401 options_buttons("2_ODB_22", 863, 492, 22, DETAIL_LEVELS_TAB, 2), // Target View Rendering Off
402 options_buttons("2_ODB_25", 956, 567, 25, DETAIL_LEVELS_TAB, 2), // Weapon Extras On
403 options_buttons("2_ODB_24", 863, 567, 24, DETAIL_LEVELS_TAB, 2), // Weapon Extras Off
405 options_buttons("2_ODB_14", 983, 122, 14, DETAIL_LEVELS_TAB, 2), // Low Preset Detail
406 options_buttons("2_ODB_15", 983, 153, 15, DETAIL_LEVELS_TAB, 2), // Medium Preset Detail
407 options_buttons("2_ODB_16", 983, 183, 16, DETAIL_LEVELS_TAB, 2), // High Preset Detail
408 options_buttons("2_ODB_17", 983, 213, 17, DETAIL_LEVELS_TAB, 2), // Highest Preset Detail
409 options_buttons("2_ODB_18", 983, 243, 18, DETAIL_LEVELS_TAB, 2), // Custom Detail
410 #ifdef MAKE_FS1 // just filler
411 options_buttons("OPc_38", 321, 290, 38, DETAIL_LEVELS_TAB, 2), // Engine Glow On
412 options_buttons("OPc_37", 264, 290, 37, DETAIL_LEVELS_TAB, 2), // Engine Glow Off
417 #define NUM_OPTIONS_SLIDERS 7
418 #define OPT_SOUND_VOLUME_SLIDER 0
419 #define OPT_MUSIC_VOLUME_SLIDER 1
420 #define OPT_VOICE_VOLUME_SLIDER 2
421 #define OPT_MOUSE_SENS_SLIDER 3
422 #define OPT_JOY_SENS_SLIDER 4
423 #define OPT_JOY_DEADZONE_SLIDER 5
424 #define OPT_SKILL_SLIDER 6
426 op_sliders Options_sliders[GR_NUM_RESOLUTIONS][NUM_OPTIONS_SLIDERS] = {
429 // slider, right arrow, left arrow
430 // 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)
431 op_sliders("OPa_09", 53, 160, -1, -1, 9, 20, 10,
432 "OPa_10", 10, 245, 159,
433 "OPa_08", 8, 29, 159), // sound fx volume slider
434 op_sliders("OPa_17", 53, 195, -1, -1, 17, 20, 10,
435 "OPa_18", 18, 245, 194,
436 "OPa_16", 16, 29, 194), // music volume slider
437 op_sliders("OPa_20", 53, 229, -1, -1, 20, 20, 10,
438 "OPa_21", 21, 245, 228,
439 "OPa_19", 19, 29, 228), // voice volume slider
440 op_sliders("OPa_64", 358, 301, -1, -1, 64, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // mouse sensitivity
441 op_sliders("OPa_60", 358, 194, -1, -1, 60, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick sensitivity
442 op_sliders("OPa_61", 358, 226, -1, -1, 61, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick deadzone
443 op_sliders("OPa_11", 28, 285, -1, -1, 11, 42, 5, NULL, -1, -1, -1, NULL, -1, -1, -1) // skill
445 op_sliders("OMB_10", 31, 139, -1, -1, 10, 20, 10,
446 "OMB_11", 11, 226, 137,
447 "OMB_09", 9, 4, 137 ), // sound fx volume slider
448 op_sliders("OMB_13", 31, 174, -1, -1, 13, 20, 10,
449 "OMB_14", 14, 226, 172,
450 "OMB_12", 12, 4, 172 ), // music volume slider
451 op_sliders("OMB_16", 31, 209, -1, -1, 16, 20, 10,
452 "OMB_17", 17, 226, 206,
453 "OMB_15", 15, 4, 206 ), // voice volume slider
454 op_sliders("OMB_20", 6, 316, -1, -1, 20, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // mouse sensitivity
455 op_sliders("OMB_28", 440, 259, -1, -1, 28, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick sensitivity
456 op_sliders("OMB_29", 440, 290, -1, -1, 29, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick deadzone
457 op_sliders("OMB_21", 440, 75, -1, -1, 21, 36, 5, NULL, -1, -1, -1, NULL, -1, -1, -1)
461 op_sliders("2_OMB_10", 50, 223, -1, -1, 10, 32, 10,
462 "2_OMB_11", 11, 361, 219,
463 "2_OMB_09", 9, 7, 219 ), // sound fx volume slider
464 op_sliders("2_OMB_13", 50, 281, -1, -1, 13, 32, 10,
465 "2_OMB_14", 14, 361, 275,
466 "2_OMB_12", 12, 7, 275 ), // music volume slider
467 op_sliders("2_OMB_16", 50, 335, -1, -1, 16, 32, 10,
468 "2_OMB_17", 17, 361, 330,
469 "2_OMB_15", 15, 7, 330 ), // voice volume slider
470 op_sliders("2_OMB_20", 9, 505, -1, -1, 20, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // mouse sensitivity
471 op_sliders("2_OMB_28", 704, 414, -1, -1, 28, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick sensitivity
472 op_sliders("2_OMB_29", 704, 464, -1, -1, 29, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick deadzone
473 op_sliders("2_OMB_21", 704, 120, -1, -1, 21, 60, 5, NULL, -1, -1, -1, NULL, -1, -1, -1)
483 } Backgrounds[GR_NUM_RESOLUTIONS][NUM_TABS] = {
486 { "OptionsMain", "OptionsMain-M"},
487 { "OptionsMulti", "OptionsMulti-M"},
488 { "OptionsDetail", "OptionsDetail-M"},
491 { "2_OptionsMain", "2_OptionsMain-M"},
492 { "2_OptionsMulti", "2_OptionsMulti-M"},
493 { "2_OptionsDetail", "2_OptionsDetail-M"},
499 static int Options_menu_inited = 0;
500 static int Options_multi_inited = 0;
501 static int Options_detail_inited = 0;
502 static int Button_bms[NUM_COMMONS][MAX_BMAPS_PER_GADGET];
504 static UI_WINDOW Ui_window;
505 UI_GADGET Options_bogus;
507 static int Backup_skill_level;
508 static float Backup_sound_volume;
509 static float Backup_music_volume;
510 static float Backup_voice_volume;
512 static int Backup_briefing_voice_enabled;
513 static int Backup_use_mouse_to_fly;
515 static int Sound_volume_int;
516 static int Music_volume_int;
517 static int Voice_volume_int;
519 static int Voice_vol_handle = -1;
520 int Options_notify_stamp = -1;
521 char Options_notify_string[200];
523 // called whenever accept is hit
524 // do any processing, etc in here.
525 void options_accept();
526 void options_force_button_frame(int n, int frame_num);
528 extern float Freespace_gamma;
530 void options_add_notify(char *str);
531 void options_notify_do_frame();
533 int Options_gamma_coords[GR_NUM_RESOLUTIONS][4] = {
538 435, 179, 195, 28 // GR_640
542 692, 287, 308, 44 // GR_1024
546 #define MAX_GAMMA_BITMAP_SIZE 17500
548 int Options_gamma_num_coords[GR_NUM_RESOLUTIONS][4] = {
553 489, 159, 65, 17 // GR_640
557 779, 254, 65, 17 // GR_1024
561 int Options_skills_text_coords[GR_NUM_RESOLUTIONS][4] = {
566 468, 104, 155, 10 // GR_640
570 750, 169, 246, 21 // GR_1024
575 // ---------------------------------------------------------------------------------------------------------
576 // DETAIL LEVEL OPTIONS definitions BEGIN
580 #define NUM_DETAIL_SLIDERS 9
582 #define NUM_DETAIL_SLIDERS 8
586 #define DETAIL_DISTANCE_SLIDER 0
587 #define NEBULA_DETAIL_SLIDER 1
588 #define HARDWARE_TEXTURES_SLIDER 2
589 #define NUM_PARTICLES_SLIDER 6
590 #define SHARD_CULLING_SLIDER 3
591 #define SHIELD_DETAIL_SLIDER 4
592 #define NUM_STARS_SLIDER 5
593 #define LIGHTING_SLIDER 7
595 #define DETAIL_DISTANCE_SLIDER 0
596 #define NEBULA_DETAIL_SLIDER 1
597 #define HARDWARE_TEXTURES_SLIDER 2
598 #define NUM_PARTICLES_SLIDER 3
599 #define SHARD_CULLING_SLIDER 4
600 #define SHIELD_DETAIL_SLIDER 5
601 #define NUM_STARS_SLIDER 6
602 #define LIGHTING_SLIDER 7
604 #define WEAPON_REDNERING_SLIDER 8
606 op_sliders Detail_sliders[GR_NUM_RESOLUTIONS][NUM_DETAIL_SLIDERS] = {
609 op_sliders("OPc_29", 38, 96, -1, -1, 29, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // model detail
610 op_sliders("OPc_30", 38, 143, -1, -1, 30, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // nebula detail
611 op_sliders("OPc_31", 38, 176, -1, -1, 31, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // textures
612 op_sliders("OPc_36", 273, 143, -1, -1, 36, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // particles
613 op_sliders("Opc_33", 38, 284, -1, -1, 33, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // impact effects
614 op_sliders("OPc_34", 38, 333, -1, -1, 34, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // shield hit
615 op_sliders("OPc_35", 273, 96, -1, -1, 35, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // stars
616 op_sliders("OPc_45", 496, 96, -1, -1, 45, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // lighting
617 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
619 op_sliders("ODB_07", 21, 71, -1, -1, 7, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // model detail
620 op_sliders("ODB_08", 21, 119, -1, -1, 8, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // nebula detail
621 op_sliders("ODB_09", 21, 166, -1, -1, 9, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // textures
622 op_sliders("ODB_10", 21, 212, -1, -1, 10, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // particles
623 op_sliders("ODB_11", 21, 260, -1, -1, 11, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // debris
624 op_sliders("ODB_12", 21, 307, -1, -1, 12, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // shield hit
625 op_sliders("ODB_13", 21, 354, -1, -1, 13, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // stars
626 op_sliders("ODB_19", 518, 212, -1, -1, 19, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // lighting
630 op_sliders("2_ODB_07", 34, 114, -1, -1, 7, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // model detail
631 op_sliders("2_ODB_08", 34, 190, -1, -1, 8, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // nebula detail
632 op_sliders("2_ODB_09", 34, 265, -1, -1, 9, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // textures
633 op_sliders("2_ODB_10", 34, 340, -1, -1, 10, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // particles
634 op_sliders("2_ODB_11", 34, 416, -1, -1, 11, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // debris
635 op_sliders("2_ODB_12", 34, 492, -1, -1, 12, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // shield hit
636 op_sliders("2_ODB_13", 34, 567, -1, -1, 13, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // stars
637 op_sliders("2_ODB_19", 829, 340, -1, -1, 19, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // lighting
638 #ifdef MAKE_FS1 // filler
639 op_sliders("none", -1, -1, -1, -1, -1, -1, -1, NULL, -1, -1, -1, NULL, -1, -1, -1),
643 int Detail_slider_pos[NUM_DETAIL_SLIDERS];
644 detail_levels Detail_original; // backup of Detail settings when screen is first entered
645 UI_GADGET Detail_bogus;
646 void options_detail_init();
647 void options_detail_hide_stuff();
648 void options_detail_unhide_stuff();
649 void options_detail_do_frame();
650 void options_detail_set_level(int level);
654 #define OPTIONS_NUM_TEXT 0
656 #define OPTIONS_NUM_TEXT 49
658 UI_XSTR Options_text[GR_NUM_RESOLUTIONS][OPTIONS_NUM_TEXT] = {
663 { "Options", 1036, 10, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][OPTIONS_TAB].button },
664 { "Multi", 1042, 97, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MULTIPLAYER_TAB].button },
665 { "Detail", 1351, 166, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][DETAIL_LEVELS_TAB].button },
666 { "Exit", 1059, 8, 417, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ABORT_GAME_BUTTON].button },
667 { "Game", 1412, 8, 430, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ABORT_GAME_BUTTON].button },
668 { "Control", 1352, 409, 418, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CONTROL_CONFIG_BUTTON].button },
669 { "Config", 1353, 409, 430, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CONTROL_CONFIG_BUTTON].button },
670 { "HUD", 1354, 504, 418, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_CONFIG_BUTTON].button },
671 { "Config", 1415, 504, 430, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_CONFIG_BUTTON].button },
672 { "Accept", 1035, 573, 412, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ACCEPT_BUTTON].button },
674 // text for the detail level screen
675 { "Preset Detail Levels", 1355, 455, 56, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
676 { "Low", 1160, 570, 82, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][LOW_DETAIL_N].button },
677 { "Medium", 1161, 550, 100, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MEDIUM_DETAIL_N].button },
678 { "High", 1162, 568, 120, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HIGH_DETAIL_N].button },
679 { "Very High", 1163, 530, 139, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][VERY_HIGH_DETAIL_N].button },
680 { "Custom", 1356, 546, 158, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CUSTOM_DETAIL_N].button },
681 { "Off", 1286, 509, 267, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][PLANETS_OFF].button },
682 { "On", 1285, 573, 267, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][PLANETS_ON].button },
683 { "Off", 1286, 509, 314, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_TARGETVIEW_RENDER_OFF].button },
684 { "On", 1285, 573, 314, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_TARGETVIEW_RENDER_ON].button },
685 { "Off", 1286, 509, 361, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][WEAPON_EXTRAS_OFF].button },
686 { "On", 1285, 573, 361, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][WEAPON_EXTRAS_ON].button },
687 { "Planets/Backgrounds", 1357, 455, 244, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
688 { "Target View Rendering", 1358, 446, 291, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
689 { "Weapon Extras", 1359, 497, 338, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
690 { "Model Detail", 1360, 27, 56, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
691 { "Nebula Detail", 1361, 27, 103, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
692 { "3D Hardware Textures", 1362, 27, 150, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
693 { "Particles", 1363, 27, 197, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
694 { "Impact Effects", 1364, 27, 244, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
695 { "Shield Hit Effects", 1365, 27, 291, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
696 { "Stars", 1366, 27, 338, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
697 { "Lighting", 1367, 549, 197, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
699 // main options screen text
700 { "Briefing Voice", 1368, 14, 58, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
701 { "Off", 1286, 20, 81, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][BRIEF_VOICE_OFF].button },
702 { "On", 1285, 83, 81, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][BRIEF_VOICE_ON].button },
703 { "Volume", 1369, 14, 111, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
704 { "Effects", 1370, 20, 130, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
705 { "Music", 1371, 20, 165, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
706 { "Voice", 1372, 20, 199, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
707 { "Mouse", 1373, 14, 249, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
708 { "Off", 1286, 20, 273, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MOUSE_OFF].button },
709 { "On", 1285, 83, 273, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MOUSE_ON].button },
710 { "Sensitivity", 1529, 20, 297, UI_XSTR_COLOR_GREEN, -1, &Options_sliders[0][OPT_MOUSE_SENS_SLIDER].slider },
711 { "Skill Level", 1509, 533, 58, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
712 { "Brightness", 1375, 532, 133, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
713 { "Joystick", 1376, 556, 231, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
714 { "Sensitivity", 1374, 538, 250, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
715 { "Deadzone", 1377, 538, 281, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
722 { "Options", 1036, 16, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][OPTIONS_TAB].button },
723 { "Multi", 1042, 172, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MULTIPLAYER_TAB].button },
724 { "Detail", 1351, 283, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][DETAIL_LEVELS_TAB].button },
725 { "Exit", 1059, 13, 685, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ABORT_GAME_BUTTON].button },
726 { "Game", 1412, 13, 696, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ABORT_GAME_BUTTON].button },
727 { "Control", 1352, 655, 685, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CONTROL_CONFIG_BUTTON].button },
728 { "Config", 1353, 655, 696, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CONTROL_CONFIG_BUTTON].button },
729 { "HUD", 1354, 806, 685, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_CONFIG_BUTTON].button },
730 { "Config", 1415, 806, 696, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_CONFIG_BUTTON].button },
731 { "Accept", 1035, 927, 672, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ACCEPT_BUTTON].button },
733 // text for the detail level screen
734 { "Preset Detail Levels", 1355, 809, 90, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
735 { "Low", 1160, 944, 131, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][LOW_DETAIL_N].button },
736 { "Medium", 1161, 924, 161, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MEDIUM_DETAIL_N].button },
737 { "High", 1162, 942, 192, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HIGH_DETAIL_N].button },
738 { "Very High", 1163, 903, 222, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][VERY_HIGH_DETAIL_N].button },
739 { "Custom", 1356, 922, 252, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CUSTOM_DETAIL_N].button },
740 { "Off", 1286, 835, 427, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][PLANETS_OFF].button },
741 { "On", 1285, 936, 427, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][PLANETS_ON].button },
742 { "Off", 1286, 835, 503, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_TARGETVIEW_RENDER_OFF].button },
743 { "On", 1285, 936, 503, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_TARGETVIEW_RENDER_ON].button },
744 { "Off", 1286, 835, 578, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][WEAPON_EXTRAS_OFF].button },
745 { "On", 1285, 936, 578, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][WEAPON_EXTRAS_ON].button },
746 { "Planets/Backgrounds", 1357, 808, 391, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
747 { "Target View Rendering", 1358, 799, 466, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
748 { "Weapon Extras", 1359, 850, 542, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
749 { "Model Detail", 1360, 44, 99, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][DETAIL_DISTANCE_SLIDER].slider },
750 { "Nebula Detail", 1361, 44, 175, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NEBULA_DETAIL_SLIDER].slider },
751 { "3D Hardware Textures", 1362, 44, 250, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][HARDWARE_TEXTURES_SLIDER].slider },
752 { "Particles", 1363, 44, 325, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NUM_PARTICLES_SLIDER].slider },
753 { "Impact Effects", 1364, 44, 401, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][SHARD_CULLING_SLIDER].slider },
754 { "Shield Hit Effects", 1365, 44, 476, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][SHIELD_DETAIL_SLIDER].slider },
755 { "Stars", 1366, 44, 552, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NUM_STARS_SLIDER].slider },
756 { "Lighting", 1367, 903, 326, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][LIGHTING_SLIDER].slider },
758 // main options screen text
759 { "Briefing Voice", 1368, 23, 93, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
760 { "Off", 1286, 32, 130, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][BRIEF_VOICE_OFF].button },
761 { "On", 1285, 134, 130, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][BRIEF_VOICE_ON].button },
762 { "Volume", 1369, 23, 178, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
763 { "Effects", 1370, 33, 209, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
764 { "Music", 1371, 33, 264, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
765 { "Voice", 1372, 33, 319, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
766 { "Mouse", 1373, 23, 399, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
767 { "Off", 1286, 32, 437, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MOUSE_OFF].button },
768 { "On", 1285, 134, 437, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MOUSE_ON].button },
769 { "Sensitivity", 1529, 34, 477, UI_XSTR_COLOR_GREEN, -1, &Options_sliders[1][OPT_MOUSE_SENS_SLIDER].slider },
770 { "Skill Level", 1509, 854, 93, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
771 { "Brightness", 1375, 852, 214, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
772 { "Joystick", 1376, 891, 370, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
773 { "Sensitivity", 1374, 861, 400, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
774 { "Deadzone", 1377, 861, 451, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
781 // DETAIL LEVEL tab definitions END
782 // ---------------------------------------------------------------------------------------------------------
784 void options_play_voice_clip()
788 if ( snd_is_playing(Voice_vol_handle) ) {
789 snd_stop(Voice_vol_handle);
793 snd_id = snd_load(&Snds_iface[SND_VOICE_SLIDER_CLIP]);
794 Voice_vol_handle = snd_play_raw( snd_id, 0.0f, 1.0f, SND_PRIORITY_SINGLE_INSTANCE );
797 void options_add_notify(char *str)
799 strcpy(Options_notify_string, str);
800 Options_notify_stamp = timestamp(OPTIONS_NOTIFY_TIME);
803 void options_notify_do_frame()
807 if (Options_notify_stamp != -1) {
808 if (timestamp_elapsed(Options_notify_stamp)) {
809 Options_notify_stamp = -1;
812 gr_get_string_size(&w, &h, Options_notify_string);
813 gr_printf((gr_screen.max_w - w) / 2, OPTIONS_NOTIFY_Y, Options_notify_string);
819 void options_set_bmaps(int btn, int bm_index)
823 for (j=0; j<MAX_BMAPS_PER_GADGET; j++){
824 Buttons[gr_screen.res][btn].button.bmap_ids[j] = Button_bms[bm_index][j];
829 void options_tab_setup(int set_palette)
835 if (Tab != MULTIPLAYER_TAB) {
836 Assert(Backgrounds[gr_screen.res][Tab].mask >= 0);
837 Ui_window.set_mask_bmap(Backgrounds[gr_screen.res][Tab].mask, Backgrounds[gr_screen.res][Tab].mask_filename);
840 for (i=0; i<256; i++){
844 // activate, deactivate any necessary controls
845 for (i=0; i<NUM_BUTTONS; i++) {
846 if ( ((Buttons[gr_screen.res][i].tab == Tab) || (Buttons[gr_screen.res][i].tab == -1)) && !flags[Buttons[gr_screen.res][i].hotspot] ) {
847 flags[Buttons[gr_screen.res][i].hotspot] = 1;
848 Buttons[gr_screen.res][i].button.enable();
849 if (Buttons[gr_screen.res][i].filename)
850 Buttons[gr_screen.res][i].button.unhide();
853 Buttons[gr_screen.res][i].button.disable();
854 Buttons[gr_screen.res][i].button.hide();
858 // maybe enable/disable controls based upon current tab
859 if (Tab == OPTIONS_TAB) {
860 for(i=0; i<NUM_OPTIONS_SLIDERS; i++){
861 Options_sliders[gr_screen.res][i].slider.enable();
862 Options_sliders[gr_screen.res][i].slider.unhide();
865 for(i=0; i<NUM_OPTIONS_SLIDERS; i++){
866 Options_sliders[gr_screen.res][i].slider.hide();
867 Options_sliders[gr_screen.res][i].slider.disable();
871 if( ((Game_mode & GM_IN_MISSION) && (!popupdead_is_active())) || (Game_mode & GM_MULTIPLAYER) ){
872 Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.disable();
873 Ui_window.use_hack_to_get_around_stupid_problem_flag = 0;
876 // do other special processing
878 case MULTIPLAYER_TAB:
879 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
880 options_multi_select();
882 // need to hide the hud config and control config buttons
883 Buttons[gr_screen.res][CONTROL_CONFIG_BUTTON].button.hide();
884 Buttons[gr_screen.res][HUD_CONFIG_BUTTON].button.hide();
889 case DETAIL_LEVELS_TAB:
890 options_detail_unhide_stuff();
895 // call this function to close down, do other processing of data in the tab that's being left
896 void options_tab_close()
899 case MULTIPLAYER_TAB:
900 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
901 options_multi_unselect();
905 case DETAIL_LEVELS_TAB:
906 options_detail_hide_stuff();
911 void options_change_tab(int n)
915 #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
916 if (n == MULTIPLAYER_TAB) {
917 game_feature_not_in_demo_popup();
923 case MULTIPLAYER_TAB:
924 if ( !Options_multi_inited ) {
926 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
927 options_multi_init(&Ui_window);
928 options_multi_unselect();
930 Options_multi_inited = 1;
935 case DETAIL_LEVELS_TAB:
936 if (!Options_detail_inited) {
937 // init detail levels
938 options_detail_init();
939 options_detail_hide_stuff();
940 Options_detail_inited = 1;
946 // if we're going into the main screen
947 if(n == OPTIONS_TAB){
948 Options_bogus.enable();
949 Options_bogus.unhide();
950 for(idx=0; idx<NUM_OPTIONS_SLIDERS; idx++){
951 Options_sliders[gr_screen.res][idx].slider.enable();
952 Options_sliders[gr_screen.res][idx].slider.unhide();
955 Options_bogus.hide();
956 Options_bogus.disable();
957 for(idx=0; idx<NUM_OPTIONS_SLIDERS; idx++){
958 Options_sliders[gr_screen.res][idx].slider.hide();
959 Options_sliders[gr_screen.res][idx].slider.disable();
963 if (n != MULTIPLAYER_TAB) {
964 if (Backgrounds[gr_screen.res][n].mask < 0) {
965 gamesnd_play_iface(SND_GENERAL_FAIL);
973 options_tab_setup(1);
974 gamesnd_play_iface(SND_SCREEN_MODE_PRESSED);
977 void set_sound_volume()
979 main_hall_reset_ambient_vol();
982 void set_music_volume()
984 event_music_set_volume_all(Master_event_music_volume);
987 void set_voice_volume()
989 audiostream_set_volume_all(Master_voice_volume, ASF_VOICE);
992 void options_cancel_exit()
994 Master_sound_volume = Backup_sound_volume;
996 Master_event_music_volume = Backup_music_volume;
998 Master_voice_volume = Backup_voice_volume;
1001 if(!(Game_mode & GM_MULTIPLAYER)){
1002 Game_skill_level = Backup_skill_level;
1005 Briefing_voice_enabled = Backup_briefing_voice_enabled;
1006 Use_mouse_to_fly = Backup_use_mouse_to_fly;
1008 if ( Options_detail_inited ) {
1009 Detail = Detail_original;
1012 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
1015 void options_change_gamma(float delta)
1017 char tmp_gamma_string[32];
1019 Freespace_gamma += delta;
1020 if (Freespace_gamma < 0.1f) {
1021 Freespace_gamma = 0.1f;
1022 gamesnd_play_iface(SND_GENERAL_FAIL);
1024 } else if (Freespace_gamma > 5.0f) {
1025 Freespace_gamma = 5.0f;
1026 gamesnd_play_iface(SND_GENERAL_FAIL);
1029 gamesnd_play_iface(SND_USER_SELECT);
1032 gr_set_gamma(Freespace_gamma);
1033 sprintf(tmp_gamma_string, NOX("%.2f"), Freespace_gamma);
1034 os_config_write_string(NULL, NOX("Gamma"), tmp_gamma_string);
1037 void options_button_pressed(int n)
1043 case MULTIPLAYER_TAB:
1044 case DETAIL_LEVELS_TAB:
1046 options_change_tab(n);
1050 case ABORT_GAME_BUTTON:
1051 gamesnd_play_iface(SND_USER_SELECT);
1052 choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 374));
1054 gameseq_post_event(GS_EVENT_QUIT_GAME);
1057 case CONTROL_CONFIG_BUTTON:
1058 gamesnd_play_iface(SND_SWITCH_SCREENS);
1059 gameseq_post_event(GS_EVENT_CONTROL_CONFIG);
1062 case HUD_CONFIG_BUTTON:
1063 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1064 game_feature_not_in_demo_popup();
1066 // can't go to the hud config screen when a multiplayer observer
1067 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
1068 gamesnd_play_iface(SND_GENERAL_FAIL);
1069 options_add_notify(XSTR( "Cannot use HUD config when an observer!", 375));
1073 gamesnd_play_iface(SND_SWITCH_SCREENS);
1074 gameseq_post_event(GS_EVENT_HUD_CONFIG);
1082 // BEGIN - detail level tab buttons
1084 case HUD_TARGETVIEW_RENDER_ON:
1085 Detail.targetview_model = 1;
1086 gamesnd_play_iface(SND_USER_SELECT);
1089 case HUD_TARGETVIEW_RENDER_OFF:
1090 Detail.targetview_model = 0;
1091 gamesnd_play_iface(SND_USER_SELECT);
1095 Detail.planets_suns = 1;
1096 gamesnd_play_iface(SND_USER_SELECT);
1100 Detail.planets_suns = 0;
1101 gamesnd_play_iface(SND_USER_SELECT);
1104 case WEAPON_EXTRAS_ON:
1105 Detail.weapon_extras = 1;
1106 gamesnd_play_iface(SND_USER_SELECT);
1109 case WEAPON_EXTRAS_OFF:
1110 Detail.weapon_extras = 0;
1111 gamesnd_play_iface(SND_USER_SELECT);
1115 case ENGINE_GLOWS_ON:
1116 Detail.engine_glows = 1;
1117 gamesnd_play_iface(SND_USER_SELECT);
1120 case ENGINE_GLOWS_OFF:
1121 Detail.engine_glows = 0;
1122 gamesnd_play_iface(SND_USER_SELECT);
1127 options_detail_set_level(0);
1128 gamesnd_play_iface(SND_USER_SELECT);
1131 case MEDIUM_DETAIL_N:
1132 options_detail_set_level(1);
1133 gamesnd_play_iface(SND_USER_SELECT);
1137 options_detail_set_level(2);
1138 gamesnd_play_iface(SND_USER_SELECT);
1141 case VERY_HIGH_DETAIL_N:
1142 options_detail_set_level(3);
1143 gamesnd_play_iface(SND_USER_SELECT);
1146 case CUSTOM_DETAIL_N:
1147 options_detail_set_level(-1);
1148 gamesnd_play_iface(SND_USER_SELECT);
1150 // END - detail level tab buttons
1153 options_change_gamma(-0.05f);
1157 options_change_gamma(0.05f);
1160 case BRIEF_VOICE_ON:
1161 Briefing_voice_enabled = 1;
1162 gamesnd_play_iface(SND_USER_SELECT);
1165 case BRIEF_VOICE_OFF:
1166 Briefing_voice_enabled = 0;
1167 gamesnd_play_iface(SND_USER_SELECT);
1171 Use_mouse_to_fly = 1;
1172 gamesnd_play_iface(SND_USER_SELECT);
1176 Use_mouse_to_fly = 0;
1177 gamesnd_play_iface(SND_USER_SELECT);
1182 void options_sliders_update()
1185 if (Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos != Sound_volume_int) {
1186 Sound_volume_int = Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos;
1187 Master_sound_volume = ((float) (Sound_volume_int) / 9.0f);
1189 gamesnd_play_iface(SND_USER_SELECT);
1193 if (Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos != Music_volume_int) {
1194 Music_volume_int = Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos;
1195 Master_event_music_volume = ((float) (Music_volume_int) / 9.0f);
1196 if (Master_event_music_volume > 0.0f) {
1197 event_music_enable();
1201 gamesnd_play_iface(SND_USER_SELECT);
1205 if (Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos != Voice_volume_int) {
1206 Voice_volume_int = Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos;
1207 Master_voice_volume = ((float) (Voice_volume_int) / 9.0f);
1209 options_play_voice_clip();
1212 if (Mouse_sensitivity != Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos) {
1213 Mouse_sensitivity = Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos;
1214 gamesnd_play_iface(SND_USER_SELECT);
1217 if (Joy_sensitivity != Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos) {
1218 Joy_sensitivity = Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos;
1219 gamesnd_play_iface(SND_USER_SELECT);
1222 if (Dead_zone_size != Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos * 5) {
1223 Dead_zone_size = Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos * 5;
1224 gamesnd_play_iface(SND_USER_SELECT);
1227 if (Game_skill_level != Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos) {
1228 Game_skill_level = Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos;
1229 gamesnd_play_iface(SND_USER_SELECT);
1233 void options_accept()
1235 // apply the selected multiplayer options
1236 if ( Options_multi_inited ) {
1237 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
1238 options_multi_accept();
1242 // If music is zero volume, disable
1243 if ( Master_event_music_volume <= 0.0f ) {
1244 // event_music_disable();
1245 event_music_level_close();
1248 // apply other options (display options, etc)
1249 // note: return in here (and play failed sound) if they can't accept yet for some reason
1251 gamesnd_play_iface(SND_COMMIT_PRESSED);
1252 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
1255 void options_load_background_and_mask(int tab)
1257 Assert(tab == OPTIONS_TAB || tab == DETAIL_LEVELS_TAB );
1258 Backgrounds[gr_screen.res][tab].bitmap = bm_load(Backgrounds[gr_screen.res][tab].filename);
1259 Backgrounds[gr_screen.res][tab].mask = bm_load(Backgrounds[gr_screen.res][tab].mask_filename);
1262 int Gamma_last_set = -1;
1263 int Gamma_colors_inited = 0;
1265 void options_menu_init()
1270 Assert(!Options_menu_inited);
1272 // pause all sounds, since we could get here through the game
1273 beam_pause_sounds();
1274 //audiostream_pause_all();
1277 Gamma_last_set = -1;
1279 common_set_interface_palette("InterfacePalette"); // set the interface palette
1280 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1282 for (i=0; i<PLANETS_ON; i++) {
1283 b = &Buttons[gr_screen.res][i];
1285 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
1286 // set up callback for when a mouse first goes over a button
1288 b->button.set_bmaps(b->filename);
1289 if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
1290 b->button.set_highlight_action(common_play_highlight_sound);
1297 b->button.link_hotspot(b->hotspot);
1298 if (i < NUM_COMMONS) {
1299 for (j=0; j<MAX_BMAPS_PER_GADGET; j++){
1300 Button_bms[i][j] = b->button.bmap_ids[j];
1305 // add all xstr text
1306 for(i=0; i<OPTIONS_NUM_TEXT; i++){
1307 Ui_window.add_XSTR(&Options_text[gr_screen.res][i]);
1311 Detail_bogus.base_create(&Ui_window, UI_KIND_ICON, 0, 0, 0, 0);
1312 Options_bogus.base_create(&Ui_window, UI_KIND_ICON, 0, 0, 0, 0);
1314 Buttons[gr_screen.res][GAMMA_DOWN].button.set_hotkey(KEY_COMMA);
1315 Buttons[gr_screen.res][GAMMA_UP].button.set_hotkey(KEY_PERIOD);
1318 Skill_control.first_frame = bm_load_animation("OPa_11", &Skill_control.total_frames);
1319 if (Skill_control.first_frame < 0) {
1320 Error(LOCATION, "Could not load OPa_11.ani\n");
1325 for (i=0; i<NUM_TABS; i++) {
1326 Backgrounds[gr_screen.res][i].bitmap = -1;
1327 Backgrounds[gr_screen.res][i].mask = -1;
1330 options_load_background_and_mask(OPTIONS_TAB);
1331 options_tab_setup(0);
1333 Backup_skill_level = Game_skill_level;
1334 Backup_sound_volume = Master_sound_volume;
1335 Backup_music_volume = Master_event_music_volume;
1336 Backup_voice_volume = Master_voice_volume;
1337 Backup_briefing_voice_enabled = Briefing_voice_enabled;
1338 Backup_use_mouse_to_fly = Use_mouse_to_fly;
1341 for ( i = 0; i < NUM_OPTIONS_SLIDERS; i++ ) {
1342 Options_sliders[gr_screen.res][i].slider.create(&Ui_window, Options_sliders[gr_screen.res][i].x, Options_sliders[gr_screen.res][i].y,
1343 Options_sliders[gr_screen.res][i].dots, Options_sliders[gr_screen.res][i].filename,
1344 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,
1345 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,
1346 Options_sliders[gr_screen.res][i].dot_w);
1349 // maybe disable the skill slider
1350 if( ((Game_mode & GM_IN_MISSION) && (!popupdead_is_active())) || (Game_mode & GM_MULTIPLAYER) ) {
1351 Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.disable();
1352 Ui_window.use_hack_to_get_around_stupid_problem_flag = 0;
1355 // setup slider values
1356 // note slider scale is 0-9, while Master_ values calc with 1-10 scale (hence the -1)
1357 Sound_volume_int = Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos = (int) (Master_sound_volume * 9.0f + 0.5f);
1358 Music_volume_int = Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos = (int) (Master_event_music_volume * 9.0f + 0.5f);
1359 Voice_volume_int = Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos = (int) (Master_voice_volume * 9.0f + 0.5f);
1360 Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos = Joy_sensitivity;
1361 Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos = Dead_zone_size / 5;
1362 Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos = Mouse_sensitivity;
1363 Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos = Game_skill_level;
1365 Gamma_colors_inited = 0;
1367 // used to allow all keystrokes, even when called from a demo playback
1369 Options_menu_inited = 1;
1371 // hide options crap
1372 options_detail_hide_stuff();
1375 void options_menu_close()
1379 Assert(Options_menu_inited);
1381 for (i=0; i<NUM_TABS; i++) {
1382 if (Backgrounds[gr_screen.res][i].bitmap >= 0){
1383 bm_unload(Backgrounds[gr_screen.res][i].bitmap);
1385 if ((Backgrounds[gr_screen.res][i].mask >= 0) && (i != Tab)){ // Ui_window.destroy() expects to release current tab's mask.
1386 bm_unload(Backgrounds[gr_screen.res][i].mask);
1390 if ( Voice_vol_handle >= 0 ) {
1391 snd_stop(Voice_vol_handle);
1392 Voice_vol_handle = -1;
1395 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
1396 options_multi_close();
1399 Ui_window.destroy();
1400 common_free_interface_palette(); // restore game palette
1404 // unpause all sounds, since we could be headed back to the game
1405 beam_unpause_sounds();
1406 //audiostream_unpause_all();
1408 Options_menu_inited = 0;
1409 Options_multi_inited = 0;
1410 Options_detail_inited = 0;
1416 void draw_gamma_box()
1420 // 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)
1421 // TODO: change MAX size to maximum size for a 1024x768 bitmap
1422 // ushort Gamma_data[Options_gamma_coords[gr_screen.res][OPTIONS_W_COORD]*Options_gamma_coords[gr_screen.res][OPTIONS_H_COORD]*2];
1423 ushort Gamma_data[MAX_GAMMA_BITMAP_SIZE];
1425 v = fl2i( pow(0.5f, 1.0f / Freespace_gamma) * 255.0f );
1432 int Gamma_changed = 0;
1433 if ( v != Gamma_last_set ) {
1441 ushort clr_full_white = 0;
1442 ushort clr_half_white = 0;
1445 // if we're in bitmap poly mode
1447 BM_SELECT_TEX_FORMAT();
1449 BM_SELECT_SCREEN_FORMAT();
1453 r = g = b = a = 255;
1454 bm_set_components((ubyte*)&clr_full_white, &r, &g, &b, &a);
1457 r = g = b = (ubyte)v;
1458 bm_set_components((ubyte*)&clr_half_white, &r, &g, &b, &a);
1460 ushort *dptr = Gamma_data;
1461 for (y=0; y<Options_gamma_coords[gr_screen.res][OPTIONS_H_COORD]; y++) {
1462 for (x=0; x<Options_gamma_coords[gr_screen.res][OPTIONS_W_COORD]; x++) {
1464 *dptr = clr_half_white;
1466 if ((x & 1) == (y & 1)) {
1467 *dptr = clr_full_white;
1476 // always go back to screen format
1477 BM_SELECT_SCREEN_FORMAT();
1479 // if we're in bitmap poly mode
1480 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 );
1481 gr_set_bitmap(Gamma_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1482 gr_bitmap( Options_gamma_coords[gr_screen.res][OPTIONS_X_COORD], Options_gamma_coords[gr_screen.res][OPTIONS_Y_COORD] );
1484 bm_release( Gamma_bitmap );
1490 void options_menu_do_frame(float frametime)
1494 Assert(Options_menu_inited);
1495 k = Ui_window.process() & ~KEY_DEBUGGED;
1497 case KEY_SHIFTED | KEY_TAB:
1498 case KEY_LEFT: // activate previous tab
1503 options_change_tab(i);
1507 case KEY_RIGHT: // activate next tab
1508 // check to see if the multiplayer options screen wants to eat the tab kay
1509 if ((k == KEY_TAB) && (Tab == MULTIPLAYER_TAB)) {
1510 if (options_multi_eat_tab()) {
1519 options_change_tab(i);
1523 if (Tab == OPTIONS_TAB) {
1524 gamesnd_play_iface(SND_SWITCH_SCREENS);
1525 gameseq_post_event(GS_EVENT_CONTROL_CONFIG);
1531 if (Tab == OPTIONS_TAB) {
1532 gamesnd_play_iface(SND_SWITCH_SCREENS);
1533 gameseq_post_event(GS_EVENT_HUD_CONFIG);
1539 // if(Tab != MULTIPLAYER_TAB){
1540 options_cancel_exit();
1544 case KEY_CTRLED | KEY_ENTER:
1555 for (i=0; i<NUM_BUTTONS; i++) {
1556 if (Buttons[gr_screen.res][i].button.pressed())
1557 options_button_pressed(i);
1560 options_sliders_update();
1562 // if we're in the multiplayer options tab, get the background bitmap from the options multi module
1563 if(Tab == MULTIPLAYER_TAB){
1564 i = options_multi_background_bitmap();
1566 i = Backgrounds[gr_screen.res][Tab].bitmap;
1569 GR_MAYBE_CLEAR_RES(i);
1571 gr_set_bitmap(i, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1577 // NOTE : this must be done here so that any special drawing crap we do is not overwritten by the UI_WINDOW::draw() call
1578 // do specific processing for the multiplayer tab
1580 case MULTIPLAYER_TAB:
1581 #if !defined(DEMO) && !defined(OEM_BUILD) // not for FS2_DEMO
1582 options_multi_do(k);
1586 case DETAIL_LEVELS_TAB:
1587 options_detail_do_frame();
1591 Game_skill_level = Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos;
1595 // handle the displaying of any notification messages
1596 options_notify_do_frame();
1598 for (i=0; i<NUM_TABS; i++){
1599 if (Buttons[gr_screen.res][i].button.button_down()){
1604 if ((i == NUM_TABS) /*&& (Tab != MULTIPLAYER_TAB)*/ ){
1605 Buttons[gr_screen.res][Tab].button.draw_forced(2);
1608 if (Tab == OPTIONS_TAB) {
1609 // draw correct frame for briefing voice radio buttons
1610 if (Briefing_voice_enabled) {
1611 options_force_button_frame(BRIEF_VOICE_ON, 2);
1612 options_force_button_frame(BRIEF_VOICE_OFF, 0);
1615 options_force_button_frame(BRIEF_VOICE_OFF, 2);
1616 options_force_button_frame(BRIEF_VOICE_ON, 0);
1619 if (Use_mouse_to_fly) {
1620 options_force_button_frame(MOUSE_ON, 2);
1621 options_force_button_frame(MOUSE_OFF, 0);
1624 options_force_button_frame(MOUSE_OFF, 2);
1625 options_force_button_frame(MOUSE_ON, 0);
1629 gr_get_string_size(&w, NULL, Skill_level_names(Game_skill_level));
1630 x = Options_skills_text_coords[gr_screen.res][OPTIONS_X_COORD];
1631 y = Options_skills_text_coords[gr_screen.res][OPTIONS_Y_COORD];
1632 gr_set_color_fast(&Color_bright_white);
1633 gr_string(x + (Options_skills_text_coords[gr_screen.res][OPTIONS_W_COORD] / 2) - (w/2), y, Skill_level_names(Game_skill_level));
1637 //==============================================================================
1638 // Draw the gamma adjustment grid.
1639 if (Tab == OPTIONS_TAB) {
1643 gr_set_color_fast(&Color_white);
1644 x = Options_gamma_num_coords[gr_screen.res][OPTIONS_X_COORD]; // + Options_gamma_num_coords[gr_screen.res][OPTIONS_W_COORD] / 2 - 12;
1645 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;
1647 gr_printf(x, y, NOX("%.2f"), Freespace_gamma);
1648 //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.");
1650 //==============================================================================
1652 // maybe blit a waveform
1653 if(Tab == MULTIPLAYER_TAB){
1654 options_multi_vox_process_waveform();
1657 /* Debug code: Graphs the joystick range scaling
1659 int joy_get_scaled_reading(int raw, int axn);
1662 gr_set_color_fast(&Color_white);
1663 for (x=0; x<256; x+=16) {
1664 gr_line(x + 15, 0, x + 15, 255);
1665 gr_line(0, x + 15, 255, x + 15);
1668 gr_set_color_fast(&Color_bright_white);
1669 for (x=0; x<256; x++) {
1670 y = joy_get_scaled_reading(x * 256, 0) / 512;
1671 gr_line(x, 128, x, 128 + y);
1679 // ---------------------------------------------------------------------------------------------------------
1680 // DETAIL LEVEL OPTIONS definitions BEGIN
1683 void options_detail_synch_sliders()
1685 Detail_slider_pos[DETAIL_DISTANCE_SLIDER] = Detail_sliders[gr_screen.res][DETAIL_DISTANCE_SLIDER].slider.pos = Detail.detail_distance;
1686 Detail_slider_pos[NEBULA_DETAIL_SLIDER] = Detail_sliders[gr_screen.res][NEBULA_DETAIL_SLIDER].slider.pos = Detail.nebula_detail;
1687 Detail_slider_pos[HARDWARE_TEXTURES_SLIDER] = Detail_sliders[gr_screen.res][HARDWARE_TEXTURES_SLIDER].slider.pos = Detail.hardware_textures;
1688 Detail_slider_pos[SHARD_CULLING_SLIDER] = Detail_sliders[gr_screen.res][SHARD_CULLING_SLIDER].slider.pos = Detail.num_small_debris;
1689 Detail_slider_pos[SHIELD_DETAIL_SLIDER] = Detail_sliders[gr_screen.res][SHIELD_DETAIL_SLIDER].slider.pos = Detail.shield_effects;
1690 Detail_slider_pos[NUM_STARS_SLIDER] = Detail_sliders[gr_screen.res][NUM_STARS_SLIDER].slider.pos = Detail.num_stars;
1691 Detail_slider_pos[NUM_PARTICLES_SLIDER] = Detail_sliders[gr_screen.res][NUM_PARTICLES_SLIDER].slider.pos = Detail.num_particles;
1692 Detail_slider_pos[LIGHTING_SLIDER] = Detail_sliders[gr_screen.res][LIGHTING_SLIDER].slider.pos = Detail.lighting;
1695 void options_detail_init()
1700 Detail_original = Detail;
1702 options_load_background_and_mask(DETAIL_LEVELS_TAB);
1704 for (i=PLANETS_ON; i<NUM_BUTTONS; i++) {
1705 b = &Buttons[gr_screen.res][i];
1707 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
1708 // set up callback for when a mouse first goes over a button
1710 b->button.set_bmaps(b->filename);
1711 if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
1712 b->button.set_highlight_action(common_play_highlight_sound);
1719 b->button.link_hotspot(b->hotspot);
1722 // create detail level sliders
1723 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1724 Detail_sliders[gr_screen.res][i].slider.create(&Ui_window, Detail_sliders[gr_screen.res][i].x, Detail_sliders[gr_screen.res][i].y,
1725 Detail_sliders[gr_screen.res][i].dots, Detail_sliders[gr_screen.res][i].filename,
1726 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,
1727 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,
1728 Detail_sliders[gr_screen.res][i].dot_w);
1731 // init the actual slider positions and our internal positions
1732 options_detail_synch_sliders();
1735 void options_detail_sliders_update()
1739 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1740 if ( Detail_sliders[gr_screen.res][i].slider.pos != Detail_slider_pos[i] ) {
1741 Detail_slider_pos[i] = Detail_sliders[gr_screen.res][i].slider.pos;
1742 gamesnd_play_iface(SND_USER_SELECT);
1746 // set Detail based on slider positions
1747 Detail.detail_distance = Detail_sliders[gr_screen.res][DETAIL_DISTANCE_SLIDER].slider.pos;
1749 // modify nebula stuff
1750 Detail.nebula_detail = Detail_sliders[gr_screen.res][NEBULA_DETAIL_SLIDER].slider.pos;
1751 neb2_set_detail_level(Detail.nebula_detail);
1753 Detail.hardware_textures = Detail_sliders[gr_screen.res][HARDWARE_TEXTURES_SLIDER].slider.pos;
1754 Detail.num_small_debris = Detail_sliders[gr_screen.res][SHARD_CULLING_SLIDER].slider.pos;
1755 Detail.shield_effects = Detail_sliders[gr_screen.res][SHIELD_DETAIL_SLIDER].slider.pos;
1756 Detail.num_stars = Detail_sliders[gr_screen.res][NUM_STARS_SLIDER].slider.pos;
1757 Detail.num_particles = Detail_sliders[gr_screen.res][NUM_PARTICLES_SLIDER].slider.pos;
1758 Detail.lighting = Detail_sliders[gr_screen.res][LIGHTING_SLIDER].slider.pos;
1761 void options_detail_hide_stuff()
1765 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1766 Detail_sliders[gr_screen.res][i].slider.disable();
1767 Detail_sliders[gr_screen.res][i].slider.hide();
1770 // this will hide text unassociated with any real control
1771 Detail_bogus.hide();
1774 void options_detail_unhide_stuff()
1778 for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
1779 Detail_sliders[gr_screen.res][i].slider.enable();
1780 Detail_sliders[gr_screen.res][i].slider.unhide();
1783 // this will hide text unassociated with any real control
1784 Detail_bogus.unhide();
1787 void options_force_button_frame(int n, int frame_num)
1789 if ( !Buttons[gr_screen.res][n].button.button_down() ) {
1790 Buttons[gr_screen.res][n].button.draw_forced(frame_num);
1794 // called once per frame to set lit buttons
1795 void options_detail_do_frame()
1797 options_detail_sliders_update();
1799 // force on/off buttons to draw their correct setting
1801 if ( Detail.targetview_model ) {
1802 options_force_button_frame(HUD_TARGETVIEW_RENDER_ON, 2);
1803 options_force_button_frame(HUD_TARGETVIEW_RENDER_OFF, 0);
1805 options_force_button_frame(HUD_TARGETVIEW_RENDER_OFF, 2);
1806 options_force_button_frame(HUD_TARGETVIEW_RENDER_ON, 0);
1809 if ( Detail.planets_suns == 1 ) {
1810 options_force_button_frame(PLANETS_ON, 2);
1811 options_force_button_frame(PLANETS_OFF, 0);
1813 options_force_button_frame(PLANETS_OFF, 2);
1814 options_force_button_frame(PLANETS_ON, 0);
1817 if ( Detail.weapon_extras) {
1818 options_force_button_frame(WEAPON_EXTRAS_ON, 2);
1819 options_force_button_frame(WEAPON_EXTRAS_OFF, 0);
1821 options_force_button_frame(WEAPON_EXTRAS_OFF, 2);
1822 options_force_button_frame(WEAPON_EXTRAS_ON, 0);
1826 if ( Detail.engine_glows) {
1827 options_force_button_frame(ENGINE_GLOWS_ON, 2);
1828 options_force_button_frame(ENGINE_GLOWS_OFF, 0);
1830 options_force_button_frame(ENGINE_GLOWS_OFF, 2);
1831 options_force_button_frame(ENGINE_GLOWS_ON, 0);
1837 if ( Detail.setting >= 0 ) {
1838 current_detail = current_detail_level();
1839 Detail.setting = current_detail;
1841 current_detail = -1;
1844 options_force_button_frame(LOW_DETAIL_N, 0);
1845 options_force_button_frame(MEDIUM_DETAIL_N, 0);
1846 options_force_button_frame(HIGH_DETAIL_N, 0);
1847 options_force_button_frame(VERY_HIGH_DETAIL_N, 0);
1848 options_force_button_frame(CUSTOM_DETAIL_N, 0);
1850 switch ( current_detail ) {
1852 options_force_button_frame(CUSTOM_DETAIL_N, 2);
1855 options_force_button_frame(LOW_DETAIL_N, 2);
1858 options_force_button_frame(MEDIUM_DETAIL_N, 2);
1861 options_force_button_frame(HIGH_DETAIL_N, 2);
1864 options_force_button_frame(VERY_HIGH_DETAIL_N, 2);
1869 // Set all the detail settings to a predefined level
1870 void options_detail_set_level(int level)
1872 detail_level_set(level);
1873 options_detail_synch_sliders();
1877 // DETAIL LEVEL tab definitions END
1878 // ---------------------------------------------------------------------------------------------------------