Files
fs2open.github.com/code/menuui/optionsmenu.cpp
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2020-12-24 09:38:23 -05:00

1483 lines
51 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "bmpman/bmpman.h"
#include "freespace.h"
#include "controlconfig/controlsconfig.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/eventmusic.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "io/joy.h"
#include "io/key.h"
#include "io/mouse.h"
#include "io/timer.h"
#include "menuui/mainhallmenu.h"
#include "menuui/optionsmenu.h"
#include "menuui/optionsmenumulti.h"
#include "mission/missionbriefcommon.h"
#include "missionui/missionscreencommon.h"
#include "nebula/neb.h"
#include "network/multi.h"
#include "osapi/osregistry.h"
#include "pilotfile/pilotfile.h"
#include "popup/popup.h"
#include "popup/popupdead.h"
#include "sound/audiostr.h"
#include "weapon/weapon.h"
// will display a notification warning message
#define OPTIONS_NOTIFY_TIME 3500
#define OPTIONS_NOTIFY_Y 450
#define NUM_BUTTONS 24
#define NUM_ANIS 4
#define NUM_TABS 3
#define NUM_COMMONS 10
#define TABLESS 999
#define OPTIONS_TAB 0
#define MULTIPLAYER_TAB 1
#define DETAIL_LEVELS_TAB 2
#define ABORT_GAME_BUTTON 3
#define CONTROL_CONFIG_BUTTON 4
#define HUD_CONFIG_BUTTON 5
#define ACCEPT_BUTTON 6
#define BRIEF_VOICE_OFF 7
#define BRIEF_VOICE_ON 8
#define MOUSE_OFF 9
#define MOUSE_ON 10
#define GAMMA_DOWN 11
#define GAMMA_UP 12
// detail level screen buttons
#define PLANETS_ON 13
#define PLANETS_OFF 14
#define HUD_TARGETVIEW_RENDER_ON 15
#define HUD_TARGETVIEW_RENDER_OFF 16
#define WEAPON_EXTRAS_ON 17
#define WEAPON_EXTRAS_OFF 18
#define LOW_DETAIL_N 19
#define MEDIUM_DETAIL_N 20
#define HIGH_DETAIL_N 21
#define VERY_HIGH_DETAIL_N 22
#define CUSTOM_DETAIL_N 23
#define REPEAT (1<<0)
#define NO_MOUSE_OVER_SOUND (1<<1)
// indicies for options coordinates
#define OPTIONS_X_COORD 0
#define OPTIONS_Y_COORD 1
#define OPTIONS_W_COORD 2
#define OPTIONS_H_COORD 3
struct options_buttons {
const char *filename;
int x, y;
int hotspot;
int tab;
int flags;
UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
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) {}
};
static options_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
{ // GR_640
options_buttons("OPT_00", 17, 2, 0, -1), // options tab
options_buttons("OPT_01", 102, 2, 1, -1), // multiplayer tab
options_buttons("OPT_02", 170, 2, 2, -1), // detail levels tab
options_buttons("OPT_03", 10, 444, 3, -1), // abort game button
options_buttons("OPT_04", 411, 444, 4, -1), // control config button
options_buttons("OPT_05", 506, 444, 5, -1), // hud config
options_buttons("OPT_06", 576, 434, 6, -1), // accept button
options_buttons("OMB_07", 51, 74, 7, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle off
options_buttons("OMB_08", 106, 74, 8, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle on
options_buttons("OMB_18", 51, 266, 18, OPTIONS_TAB, 2), // Mouse off
options_buttons("OMB_19", 106, 266, 19, OPTIONS_TAB, 2), // Mouse on
options_buttons("OMB_26", 578, 149, 26, OPTIONS_TAB, 1), // Gamma Down
options_buttons("OMB_27", 607, 149, 27, OPTIONS_TAB, 1), // Gamma Up
options_buttons("ODB_21", 597, 261, 21, DETAIL_LEVELS_TAB, 2), // Planets On
options_buttons("ODB_20", 539, 261, 20, DETAIL_LEVELS_TAB, 2), // Planets Off
options_buttons("ODB_23", 597, 307, 23, DETAIL_LEVELS_TAB, 2), // Target View Rendering On
options_buttons("ODB_22", 539, 307, 22, DETAIL_LEVELS_TAB, 2), // Target View Rendering Off
options_buttons("ODB_25", 597, 354, 25, DETAIL_LEVELS_TAB, 2), // Weapon Extras On
options_buttons("ODB_24", 539, 354, 24, DETAIL_LEVELS_TAB, 2), // Weapon Extras Off
options_buttons("ODB_14", 614, 76, 14, DETAIL_LEVELS_TAB, 2), // Low Preset Detail
options_buttons("ODB_15", 614, 96, 15, DETAIL_LEVELS_TAB, 2), // Medium Preset Detail
options_buttons("ODB_16", 614, 114, 16, DETAIL_LEVELS_TAB, 2), // High Preset Detail
options_buttons("ODB_17", 614, 133, 17, DETAIL_LEVELS_TAB, 2), // Highest Preset Detail
options_buttons("ODB_18", 614, 152, 18, DETAIL_LEVELS_TAB, 2), // Custom Detail
},
{ // GR_1024
options_buttons("2_OPT_00", 27, 4, 0, -1), // options tab
options_buttons("2_OPT_01", 164, 4, 1, -1), // multiplayer tab
options_buttons("2_OPT_02", 272, 4, 2, -1), // detail levels tab
options_buttons("2_OPT_03", 16, 711, 3, -1), // abort game
options_buttons("2_OPT_04", 657, 711, 4, -1), // control config button
options_buttons("2_OPT_05", 809, 711, 5, -1), // hud config button
options_buttons("2_OPT_06", 922, 694, 6, -1), // accept button
options_buttons("2_OMB_07", 81, 118, 7, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle off
options_buttons("2_OMB_08", 170, 118, 8, OPTIONS_TAB, 2), // Briefing / debriefing voice toggle on
options_buttons("2_OMB_18", 81, 425, 18, OPTIONS_TAB, 2), // Mouse off
options_buttons("2_OMB_19", 170, 425, 19, OPTIONS_TAB, 2), // Mouse on
options_buttons("2_OMB_26", 925, 238, 26, OPTIONS_TAB, 1), // Gamma Down
options_buttons("2_OMB_27", 971, 238, 27, OPTIONS_TAB, 1), // Gamma Up
options_buttons("2_ODB_21", 956, 417, 21, DETAIL_LEVELS_TAB, 2), // Planets On
options_buttons("2_ODB_20", 863, 417, 20, DETAIL_LEVELS_TAB, 2), // Planets Off
options_buttons("2_ODB_23", 956, 492, 23, DETAIL_LEVELS_TAB, 2), // Target View Rendering On
options_buttons("2_ODB_22", 863, 492, 22, DETAIL_LEVELS_TAB, 2), // Target View Rendering Off
options_buttons("2_ODB_25", 956, 567, 25, DETAIL_LEVELS_TAB, 2), // Weapon Extras On
options_buttons("2_ODB_24", 863, 567, 24, DETAIL_LEVELS_TAB, 2), // Weapon Extras Off
options_buttons("2_ODB_14", 983, 122, 14, DETAIL_LEVELS_TAB, 2), // Low Preset Detail
options_buttons("2_ODB_15", 983, 153, 15, DETAIL_LEVELS_TAB, 2), // Medium Preset Detail
options_buttons("2_ODB_16", 983, 183, 16, DETAIL_LEVELS_TAB, 2), // High Preset Detail
options_buttons("2_ODB_17", 983, 213, 17, DETAIL_LEVELS_TAB, 2), // Highest Preset Detail
options_buttons("2_ODB_18", 983, 243, 18, DETAIL_LEVELS_TAB, 2), // Custom Detail
}
};
#define NUM_OPTIONS_SLIDERS 7
#define OPT_SOUND_VOLUME_SLIDER 0
#define OPT_MUSIC_VOLUME_SLIDER 1
#define OPT_VOICE_VOLUME_SLIDER 2
#define OPT_MOUSE_SENS_SLIDER 3
#define OPT_JOY_SENS_SLIDER 4
#define OPT_JOY_DEADZONE_SLIDER 5
#define OPT_SKILL_SLIDER 6
op_sliders Options_sliders[GR_NUM_RESOLUTIONS][NUM_OPTIONS_SLIDERS] = {
{ // GR_640
op_sliders("OMB_10", 31, 139, -1, -1, 10, 20, 10,
"OMB_11", 11, 226, 137,
"OMB_09", 9, 4, 137 ), // sound fx volume slider
op_sliders("OMB_13", 31, 174, -1, -1, 13, 20, 10,
"OMB_14", 14, 226, 172,
"OMB_12", 12, 4, 172 ), // music volume slider
op_sliders("OMB_16", 31, 209, -1, -1, 16, 20, 10,
"OMB_17", 17, 226, 206,
"OMB_15", 15, 4, 206 ), // voice volume slider
op_sliders("OMB_20", 6, 316, -1, -1, 20, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // mouse sensitivity
op_sliders("OMB_28", 440, 259, -1, -1, 28, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick sensitivity
op_sliders("OMB_29", 440, 290, -1, -1, 29, 20, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick deadzone
op_sliders("OMB_21", 440, 75, -1, -1, 21, 36, 5, NULL, -1, -1, -1, NULL, -1, -1, -1)
},
{ // GR_1024
op_sliders("2_OMB_10", 50, 223, -1, -1, 10, 32, 10,
"2_OMB_11", 11, 361, 219,
"2_OMB_09", 9, 7, 219 ), // sound fx volume slider
op_sliders("2_OMB_13", 50, 279, -1, -1, 13, 32, 10,
"2_OMB_14", 14, 361, 275,
"2_OMB_12", 12, 7, 275 ), // music volume slider
op_sliders("2_OMB_16", 50, 335, -1, -1, 16, 32, 10,
"2_OMB_17", 17, 361, 330,
"2_OMB_15", 15, 7, 330 ), // voice volume slider
op_sliders("2_OMB_20", 9, 505, -1, -1, 20, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // mouse sensitivity
op_sliders("2_OMB_28", 704, 414, -1, -1, 28, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick sensitivity
op_sliders("2_OMB_29", 704, 464, -1, -1, 29, 32, 10, NULL, -1, -1, -1, NULL, -1, -1, -1), // joystick deadzone
op_sliders("2_OMB_21", 704, 120, -1, -1, 21, 60, 5, NULL, -1, -1, -1, NULL, -1, -1, -1)
}
};
static struct {
const char *filename;
const char *mask_filename;
int bitmap;
int mask;
} Backgrounds[GR_NUM_RESOLUTIONS][NUM_TABS] = {
//XSTR:OFF
{ // GR_640
{ "OptionsMain", "OptionsMain-M", -1, -1},
{ "OptionsMulti", "OptionsMulti-M", -1, -1},
{ "OptionsDetail", "OptionsDetail-M", -1, -1},
},
{ // GR_1024
{ "2_OptionsMain", "2_OptionsMain-M", -1, -1},
{ "2_OptionsMulti", "2_OptionsMulti-M", -1, -1},
{ "2_OptionsDetail", "2_OptionsDetail-M", -1, -1},
}
//XSTR:ON
};
static int Tab = 0;
static int Options_menu_inited = 0;
static int Options_multi_inited = 0;
static int Options_detail_inited = 0;
static int Button_bms[NUM_COMMONS][MAX_BMAPS_PER_GADGET];
static UI_WINDOW Ui_window;
UI_GADGET Options_bogus;
static int Backup_skill_level;
static float Backup_sound_volume;
static float Backup_music_volume;
static float Backup_voice_volume;
static bool Backup_briefing_voice_enabled;
static bool Backup_use_mouse_to_fly;
static int Sound_volume_int;
static int Music_volume_int;
static int Voice_volume_int;
static sound_handle Voice_vol_handle = sound_handle::invalid();
int Options_notify_stamp = -1;
char Options_notify_string[200];
// called whenever accept is hit
// do any processing, etc in here.
void options_accept();
void options_force_button_frame(int n, int frame_num);
void options_add_notify(const char *str);
void options_notify_do_frame();
int Options_gamma_coords[GR_NUM_RESOLUTIONS][4] = {
{
435, 179, 195, 28 // GR_640
},
{
692, 287, 308, 44 // GR_1024
}
};
#define MAX_GAMMA_BITMAP_SIZE 17500
int Options_gamma_num_coords[GR_NUM_RESOLUTIONS][4] = {
{
489, 159, 65, 17 // GR_640
},
{
779, 254, 65, 17 // GR_1024
}
};
int Options_skills_text_coords[GR_NUM_RESOLUTIONS][4] = {
{
468, 104, 155, 10 // GR_640
},
{
750, 169, 246, 21 // GR_1024
}
};
// ---------------------------------------------------------------------------------------------------------
// DETAIL LEVEL OPTIONS definitions BEGIN
//
#define NUM_DETAIL_SLIDERS 8
/*
#define DETAIL_DISTANCE_SLIDER 0
#define NEBULA_DETAIL_SLIDER 1
#define HARDWARE_TEXTURES_SLIDER 2
#define NUM_PARTICLES_SLIDER 6
#define SHARD_CULLING_SLIDER 3
#define SHIELD_DETAIL_SLIDER 4
#define NUM_STARS_SLIDER 5
#define LIGHTING_SLIDER 7
*/
#define DETAIL_DISTANCE_SLIDER 0
#define NEBULA_DETAIL_SLIDER 1
#define HARDWARE_TEXTURES_SLIDER 2
#define NUM_PARTICLES_SLIDER 3
#define SHARD_CULLING_SLIDER 4
#define SHIELD_DETAIL_SLIDER 5
#define NUM_STARS_SLIDER 6
#define LIGHTING_SLIDER 7
op_sliders Detail_sliders[GR_NUM_RESOLUTIONS][NUM_DETAIL_SLIDERS] = {
{ // GR_640
op_sliders("ODB_07", 21, 71, -1, -1, 7, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // model detail
op_sliders("ODB_08", 21, 119, -1, -1, 8, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // nebula detail
op_sliders("ODB_09", 21, 166, -1, -1, 9, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // textures
op_sliders("ODB_10", 21, 212, -1, -1, 10, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // particles
op_sliders("ODB_11", 21, 260, -1, -1, 11, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // debris
op_sliders("ODB_12", 21, 307, -1, -1, 12, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // shield hit
op_sliders("ODB_13", 21, 354, -1, -1, 13, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // stars
op_sliders("ODB_19", 518, 212, -1, -1, 19, 20, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // lighting
},
{ // GR_1024
op_sliders("2_ODB_07", 34, 114, -1, -1, 7, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // model detail
op_sliders("2_ODB_08", 34, 190, -1, -1, 8, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // nebula detail
op_sliders("2_ODB_09", 34, 265, -1, -1, 9, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // textures
op_sliders("2_ODB_10", 34, 340, -1, -1, 10, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // particles
op_sliders("2_ODB_11", 34, 416, -1, -1, 11, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // debris
op_sliders("2_ODB_12", 34, 492, -1, -1, 12, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // shield hit
op_sliders("2_ODB_13", 34, 567, -1, -1, 13, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // stars
op_sliders("2_ODB_19", 829, 340, -1, -1, 19, 32, 5, NULL, -1, -1, -1, NULL, -1, -1, -1), // lighting
}
};
int Detail_slider_pos[NUM_DETAIL_SLIDERS];
detail_levels Detail_original; // backup of Detail settings when screen is first entered
UI_GADGET Detail_bogus;
void options_detail_init();
void options_detail_hide_stuff();
void options_detail_unhide_stuff();
void options_detail_do_frame();
void options_detail_set_level(int level);
// text
#define OPTIONS_NUM_TEXT 49
UI_XSTR Options_text[GR_NUM_RESOLUTIONS][OPTIONS_NUM_TEXT] = {
{ // GR_640
// common text
{ "Options", 1036, 10, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][OPTIONS_TAB].button },
{ "Multi", 1042, 97, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MULTIPLAYER_TAB].button },
{ "Detail", 1351, 166, 35, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][DETAIL_LEVELS_TAB].button },
{ "Exit", 1059, 8, 417, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ABORT_GAME_BUTTON].button },
{ "Game", 1412, 8, 430, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ABORT_GAME_BUTTON].button },
{ "Control", 1352, 409, 418, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CONTROL_CONFIG_BUTTON].button },
{ "Config", 1353, 409, 430, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CONTROL_CONFIG_BUTTON].button },
{ "HUD", 1354, 504, 418, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_CONFIG_BUTTON].button },
{ "Config", 1415, 504, 430, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_CONFIG_BUTTON].button },
{ "Accept", 1035, 573, 412, UI_XSTR_COLOR_PINK, -1, &Buttons[0][ACCEPT_BUTTON].button },
// text for the detail level screen
{ "Preset Detail Levels", 1355, 455, 56, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Low", 1160, 570, 82, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][LOW_DETAIL_N].button },
{ "Medium", 1161, 550, 100, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MEDIUM_DETAIL_N].button },
{ "High", 1162, 568, 120, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HIGH_DETAIL_N].button },
{ "Very High", 1163, 530, 139, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][VERY_HIGH_DETAIL_N].button },
{ "Custom", 1356, 546, 158, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][CUSTOM_DETAIL_N].button },
{ "Off", 1286, 509, 267, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][PLANETS_OFF].button },
{ "On", 1285, 573, 267, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][PLANETS_ON].button },
{ "Off", 1286, 509, 314, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_TARGETVIEW_RENDER_OFF].button },
{ "On", 1285, 573, 314, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][HUD_TARGETVIEW_RENDER_ON].button },
{ "Off", 1286, 509, 361, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][WEAPON_EXTRAS_OFF].button },
{ "On", 1285, 573, 361, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][WEAPON_EXTRAS_ON].button },
{ "Planets/Backgrounds", 1357, 455, 244, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Target View Rendering", 1358, 446, 291, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Weapon Extras", 1359, 497, 338, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Model Detail", 1360, 27, 56, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Nebula Detail", 1361, 27, 103, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "3D Hardware Textures", 1362, 27, 150, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Particles", 1363, 27, 197, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Impact Effects", 1364, 27, 244, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Shield Hit Effects", 1365, 27, 291, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Stars", 1366, 27, 338, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Lighting", 1367, 549, 197, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
// main options screen text
{ "Briefing Voice", 1368, 14, 58, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Off", 1286, 20, 81, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][BRIEF_VOICE_OFF].button },
{ "On", 1285, 83, 81, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][BRIEF_VOICE_ON].button },
{ "Volume", 1369, 14, 111, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Effects", 1370, 20, 130, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Music", 1371, 20, 165, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Voice", 1372, 20, 199, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Mouse", 1373, 14, 249, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Off", 1286, 20, 273, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MOUSE_OFF].button },
{ "On", 1285, 83, 273, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MOUSE_ON].button },
{ "Sensitivity", 1529, 20, 297, UI_XSTR_COLOR_GREEN, -1, &Options_sliders[0][OPT_MOUSE_SENS_SLIDER].slider },
{ "Skill Level", 1509, 533, 58, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Brightness", 1375, 532, 133, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Joystick", 1376, 556, 231, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Sensitivity", 1374, 538, 250, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Deadzone", 1377, 538, 281, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
},
{ // GR_1024
// common text
{ "Options", 1036, 16, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][OPTIONS_TAB].button },
{ "Multi", 1042, 172, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MULTIPLAYER_TAB].button },
{ "Detail", 1351, 283, 57, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][DETAIL_LEVELS_TAB].button },
{ "Exit", 1059, 13, 685, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ABORT_GAME_BUTTON].button },
{ "Game", 1412, 13, 696, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ABORT_GAME_BUTTON].button },
{ "Control", 1352, 655, 685, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CONTROL_CONFIG_BUTTON].button },
{ "Config", 1353, 655, 696, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CONTROL_CONFIG_BUTTON].button },
{ "HUD", 1354, 806, 685, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_CONFIG_BUTTON].button },
{ "Config", 1415, 806, 696, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_CONFIG_BUTTON].button },
{ "Accept", 1035, 927, 672, UI_XSTR_COLOR_PINK, -1, &Buttons[1][ACCEPT_BUTTON].button },
// text for the detail level screen
{ "Preset Detail Levels", 1355, 809, 90, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Low", 1160, 944, 131, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][LOW_DETAIL_N].button },
{ "Medium", 1161, 924, 161, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MEDIUM_DETAIL_N].button },
{ "High", 1162, 942, 192, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HIGH_DETAIL_N].button },
{ "Very High", 1163, 903, 222, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][VERY_HIGH_DETAIL_N].button },
{ "Custom", 1356, 922, 252, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][CUSTOM_DETAIL_N].button },
{ "Off", 1286, 835, 427, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][PLANETS_OFF].button },
{ "On", 1285, 936, 427, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][PLANETS_ON].button },
{ "Off", 1286, 835, 503, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_TARGETVIEW_RENDER_OFF].button },
{ "On", 1285, 936, 503, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][HUD_TARGETVIEW_RENDER_ON].button },
{ "Off", 1286, 835, 578, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][WEAPON_EXTRAS_OFF].button },
{ "On", 1285, 936, 578, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][WEAPON_EXTRAS_ON].button },
{ "Planets/Backgrounds", 1357, 808, 391, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Target View Rendering", 1358, 799, 466, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Weapon Extras", 1359, 850, 542, UI_XSTR_COLOR_GREEN, -1, &Detail_bogus },
{ "Model Detail", 1360, 44, 99, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][DETAIL_DISTANCE_SLIDER].slider },
{ "Nebula Detail", 1361, 44, 175, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NEBULA_DETAIL_SLIDER].slider },
{ "3D Hardware Textures", 1362, 44, 250, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][HARDWARE_TEXTURES_SLIDER].slider },
{ "Particles", 1363, 44, 325, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NUM_PARTICLES_SLIDER].slider },
{ "Impact Effects", 1364, 44, 401, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][SHARD_CULLING_SLIDER].slider },
{ "Shield Hit Effects", 1365, 44, 476, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][SHIELD_DETAIL_SLIDER].slider },
{ "Stars", 1366, 44, 552, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][NUM_STARS_SLIDER].slider },
{ "Lighting", 1367, 903, 326, UI_XSTR_COLOR_GREEN, -1, &Detail_sliders[1][LIGHTING_SLIDER].slider },
// main options screen text
{ "Briefing Voice", 1368, 23, 93, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Off", 1286, 32, 130, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][BRIEF_VOICE_OFF].button },
{ "On", 1285, 134, 130, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][BRIEF_VOICE_ON].button },
{ "Volume", 1369, 23, 178, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Effects", 1370, 33, 209, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Music", 1371, 33, 264, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Voice", 1372, 33, 319, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Mouse", 1373, 23, 399, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Off", 1286, 32, 437, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MOUSE_OFF].button },
{ "On", 1285, 134, 437, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MOUSE_ON].button },
{ "Sensitivity", 1529, 34, 477, UI_XSTR_COLOR_GREEN, -1, &Options_sliders[1][OPT_MOUSE_SENS_SLIDER].slider },
{ "Skill Level", 1509, 854, 93, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Brightness", 1375, 852, 214, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Joystick", 1376, 891, 370, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Sensitivity", 1374, 861, 400, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Deadzone", 1377, 861, 451, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
}
};
//
// DETAIL LEVEL tab definitions END
// ---------------------------------------------------------------------------------------------------------
void options_play_voice_clip()
{
if ( snd_is_playing(Voice_vol_handle) ) {
snd_stop(Voice_vol_handle);
Voice_vol_handle = sound_handle::invalid();
}
auto gs = gamesnd_get_interface_sound(InterfaceSounds::VOICE_SLIDER_CLIP);
auto entry = gamesnd_choose_entry(gs);
auto snd_id = snd_load(entry, gs->flags, 0);
Voice_vol_handle = snd_play_raw( snd_id, 0.0f, 1.0f, SND_PRIORITY_SINGLE_INSTANCE );
}
void options_add_notify(const char *str)
{
strcpy_s(Options_notify_string, str);
Options_notify_stamp = timestamp(OPTIONS_NOTIFY_TIME);
}
void options_notify_do_frame()
{
int w,h;
if (Options_notify_stamp != -1) {
if (timestamp_elapsed(Options_notify_stamp)) {
Options_notify_stamp = -1;
} else {
gr_get_string_size(&w, &h, Options_notify_string);
gr_printf_menu((gr_screen.max_w_unscaled - w) / 2, OPTIONS_NOTIFY_Y, "%s", Options_notify_string);
}
}
}
/*
void options_set_bmaps(int btn, int bm_index)
{
int j;
for (j=0; j<MAX_BMAPS_PER_GADGET; j++){
Buttons[gr_screen.res][btn].button.bmap_ids[j] = Button_bms[bm_index][j];
}
}
*/
void options_tab_setup(int /*set_palette*/)
{
// char *pal;
int i;
int flags[256];
if (Tab != MULTIPLAYER_TAB) {
Assert(Backgrounds[gr_screen.res][Tab].mask >= 0);
Ui_window.set_mask_bmap(Backgrounds[gr_screen.res][Tab].mask, Backgrounds[gr_screen.res][Tab].mask_filename);
}
for (i=0; i<256; i++){
flags[i] = 0;
}
// activate, deactivate any necessary controls
for (i=0; i<NUM_BUTTONS; i++) {
if ( ((Buttons[gr_screen.res][i].tab == Tab) || (Buttons[gr_screen.res][i].tab == -1)) && !flags[Buttons[gr_screen.res][i].hotspot] ) {
flags[Buttons[gr_screen.res][i].hotspot] = 1;
Buttons[gr_screen.res][i].button.enable();
if (Buttons[gr_screen.res][i].filename)
Buttons[gr_screen.res][i].button.unhide();
} else {
Buttons[gr_screen.res][i].button.disable();
Buttons[gr_screen.res][i].button.hide();
}
}
// maybe enable/disable controls based upon current tab
if (Tab == OPTIONS_TAB) {
for(i=0; i<NUM_OPTIONS_SLIDERS; i++){
Options_sliders[gr_screen.res][i].slider.enable();
Options_sliders[gr_screen.res][i].slider.unhide();
}
} else {
for(i=0; i<NUM_OPTIONS_SLIDERS; i++){
Options_sliders[gr_screen.res][i].slider.hide();
Options_sliders[gr_screen.res][i].slider.disable();
}
}
if( ((Game_mode & GM_IN_MISSION) && (!popupdead_is_active())) || (Game_mode & GM_MULTIPLAYER) ){
Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.disable();
Ui_window.use_hack_to_get_around_stupid_problem_flag = 0;
}
// do other special processing
switch (Tab) {
case MULTIPLAYER_TAB:
options_multi_select();
break;
case DETAIL_LEVELS_TAB:
options_detail_unhide_stuff();
break;
}
}
// call this function to close down, do other processing of data in the tab that's being left
void options_tab_close()
{
switch (Tab) {
case MULTIPLAYER_TAB:
options_multi_unselect();
break;
case DETAIL_LEVELS_TAB:
options_detail_hide_stuff();
break;
}
}
void options_change_tab(int n)
{
int idx;
switch (n) {
case MULTIPLAYER_TAB:
if ( !Options_multi_inited ) {
// init multiplayer
options_multi_init(&Ui_window);
options_multi_unselect();
Options_multi_inited = 1;
}
break;
case DETAIL_LEVELS_TAB:
if (!Options_detail_inited) {
// init detail levels
options_detail_init();
options_detail_hide_stuff();
Options_detail_inited = 1;
}
break;
}
// if we're going into the main screen
if(n == OPTIONS_TAB){
Options_bogus.enable();
Options_bogus.unhide();
for(idx=0; idx<NUM_OPTIONS_SLIDERS; idx++){
Options_sliders[gr_screen.res][idx].slider.enable();
Options_sliders[gr_screen.res][idx].slider.unhide();
}
} else {
Options_bogus.hide();
Options_bogus.disable();
for(idx=0; idx<NUM_OPTIONS_SLIDERS; idx++){
Options_sliders[gr_screen.res][idx].slider.hide();
Options_sliders[gr_screen.res][idx].slider.disable();
}
}
if (n != MULTIPLAYER_TAB) {
if (Backgrounds[gr_screen.res][n].mask < 0) {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
return;
}
}
options_tab_close();
Tab = n;
options_tab_setup(1);
gamesnd_play_iface(InterfaceSounds::SCREEN_MODE_PRESSED);
}
void options_cancel_exit()
{
snd_set_effects_volume(Backup_sound_volume);
event_music_set_volume(Backup_music_volume);
snd_set_voice_volume(Backup_voice_volume);
if(!(Game_mode & GM_MULTIPLAYER)){
Game_skill_level = Backup_skill_level;
}
Briefing_voice_enabled = Backup_briefing_voice_enabled;
Use_mouse_to_fly = Backup_use_mouse_to_fly;
if ( Options_detail_inited ) {
Detail = Detail_original;
}
gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
}
void options_change_gamma(float delta)
{
char tmp_gamma_string[32];
auto gamma = Gr_gamma + delta;
if (gamma < 0.1f) {
gamma = 0.1f;
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
} else if (gamma > 5.0f) {
gamma = 5.0f;
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
} else {
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
gr_set_gamma(gamma);
sprintf(tmp_gamma_string, NOX("%.2f"), gamma);
os_config_write_string( NULL, NOX("GammaD3D"), tmp_gamma_string );
}
void options_button_pressed(int n)
{
int choice;
switch (n) {
case OPTIONS_TAB:
case MULTIPLAYER_TAB:
case DETAIL_LEVELS_TAB:
if (Tab != n)
options_change_tab(n);
break;
case ABORT_GAME_BUTTON:
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 374));
if ( choice == 1 )
gameseq_post_event(GS_EVENT_QUIT_GAME);
break;
case CONTROL_CONFIG_BUTTON:
gamesnd_play_iface(InterfaceSounds::SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_CONTROL_CONFIG);
break;
case HUD_CONFIG_BUTTON:
// can't go to the hud config screen when a multiplayer observer
if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
options_add_notify(XSTR( "Cannot use HUD config when an observer!", 375));
break;
}
gamesnd_play_iface(InterfaceSounds::SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_HUD_CONFIG);
break;
case ACCEPT_BUTTON:
options_accept();
break;
// BEGIN - detail level tab buttons
case HUD_TARGETVIEW_RENDER_ON:
Detail.targetview_model = 1;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case HUD_TARGETVIEW_RENDER_OFF:
Detail.targetview_model = 0;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case PLANETS_ON:
Detail.planets_suns = 1;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case PLANETS_OFF:
Detail.planets_suns = 0;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case WEAPON_EXTRAS_ON:
Detail.weapon_extras = 1;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case WEAPON_EXTRAS_OFF:
Detail.weapon_extras = 0;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case LOW_DETAIL_N:
options_detail_set_level(0);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case MEDIUM_DETAIL_N:
options_detail_set_level(1);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case HIGH_DETAIL_N:
options_detail_set_level(2);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case VERY_HIGH_DETAIL_N:
options_detail_set_level(3);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case CUSTOM_DETAIL_N:
options_detail_set_level(-1);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
// END - detail level tab buttons
case GAMMA_DOWN:
options_change_gamma(-0.05f);
break;
case GAMMA_UP:
options_change_gamma(0.05f);
break;
case BRIEF_VOICE_ON:
Briefing_voice_enabled = true;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case BRIEF_VOICE_OFF:
Briefing_voice_enabled = false;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case MOUSE_ON:
Use_mouse_to_fly = 1;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case MOUSE_OFF:
Use_mouse_to_fly = 0;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
}
}
void options_sliders_update()
{
// sound slider
if (Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos != Sound_volume_int) {
Sound_volume_int = Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos;
snd_set_effects_volume((float) (Sound_volume_int) / 9.0f);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
// music slider
if (Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos != Music_volume_int) {
Music_volume_int = Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos;
event_music_set_volume((float) (Music_volume_int) / 9.0f);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
// voice slider
if (Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos != Voice_volume_int) {
Voice_volume_int = Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos;
snd_set_voice_volume((float) (Voice_volume_int) / 9.0f);
options_play_voice_clip();
}
if (Mouse_sensitivity != Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos) {
Mouse_sensitivity = Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
if (Joy_sensitivity != Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos) {
Joy_sensitivity = Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
if (Joy_dead_zone_size != Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos * 5) {
Joy_dead_zone_size = Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos * 5;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
if (Game_skill_level != Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos) {
Game_skill_level = Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
}
void options_accept()
{
// apply the selected multiplayer options
if ( Options_multi_inited ) {
// if we've failed to provide a PXO password or username but have turned on PXO, we don't want to quit
if (!options_multi_accept()) {
gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED);
popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, "PXO is selected but password or username is missing");
return;
}
}
// If music is zero volume, disable
if ( Master_event_music_volume <= 0.0f ) {
// event_music_disable();
event_music_level_close();
}
// apply other options (display options, etc)
// note: return in here (and play failed sound) if they can't accept yet for some reason
gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED);
gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
}
void options_load_background_and_mask(int tab)
{
Assert(tab == OPTIONS_TAB || tab == DETAIL_LEVELS_TAB );
Backgrounds[gr_screen.res][tab].bitmap = bm_load(Backgrounds[gr_screen.res][tab].filename);
Backgrounds[gr_screen.res][tab].mask = bm_load(Backgrounds[gr_screen.res][tab].mask_filename);
}
int Gamma_last_set = -1;
int Gamma_colors_inited = 0;
void options_menu_init()
{
int i, j;
options_buttons *b;
Assert(!Options_menu_inited);
Tab = 0;
Gamma_last_set = -1;
common_set_interface_palette("InterfacePalette"); // set the interface palette
Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
for (i=0; i<PLANETS_ON; i++) {
b = &Buttons[gr_screen.res][i];
b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
// set up callback for when a mouse first goes over a button
if (b->filename) {
b->button.set_bmaps(b->filename);
if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
b->button.set_highlight_action(common_play_highlight_sound);
}
} else {
b->button.hide();
}
b->button.link_hotspot(b->hotspot);
if (i < NUM_COMMONS) {
for (j=0; j<MAX_BMAPS_PER_GADGET; j++){
Button_bms[i][j] = b->button.bmap_ids[j];
}
}
}
// add all xstr text
for(i=0; i<OPTIONS_NUM_TEXT; i++){
Ui_window.add_XSTR(&Options_text[gr_screen.res][i]);
}
// bogus controls
Detail_bogus.base_create(&Ui_window, UI_KIND_ICON, 0, 0, 0, 0);
Options_bogus.base_create(&Ui_window, UI_KIND_ICON, 0, 0, 0, 0);
Buttons[gr_screen.res][GAMMA_DOWN].button.set_hotkey(KEY_COMMA);
Buttons[gr_screen.res][GAMMA_UP].button.set_hotkey(KEY_PERIOD);
/*
Skill_control.first_frame = bm_load_animation("OPa_11", &Skill_control.total_frames);
if (Skill_control.first_frame < 0) {
Error(LOCATION, "Could not load OPa_11.ani\n");
return;
}
*/
for (i=0; i<NUM_TABS; i++) {
Backgrounds[gr_screen.res][i].bitmap = -1;
Backgrounds[gr_screen.res][i].mask = -1;
}
options_load_background_and_mask(OPTIONS_TAB);
options_tab_setup(0);
Backup_skill_level = Game_skill_level;
Backup_sound_volume = Master_sound_volume;
Backup_music_volume = Master_event_music_volume;
Backup_voice_volume = Master_voice_volume;
Backup_briefing_voice_enabled = Briefing_voice_enabled;
Backup_use_mouse_to_fly = Use_mouse_to_fly;
// create slider
for ( i = 0; i < NUM_OPTIONS_SLIDERS; i++ ) {
Options_sliders[gr_screen.res][i].slider.create(&Ui_window, Options_sliders[gr_screen.res][i].x, Options_sliders[gr_screen.res][i].y,
Options_sliders[gr_screen.res][i].dots, Options_sliders[gr_screen.res][i].filename,
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,
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,
Options_sliders[gr_screen.res][i].dot_w);
}
// maybe disable the skill slider
if( ((Game_mode & GM_IN_MISSION) && (!popupdead_is_active())) || (Game_mode & GM_MULTIPLAYER) ) {
Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.disable();
Ui_window.use_hack_to_get_around_stupid_problem_flag = 0;
}
// setup slider values
// note slider scale is 0-9, while Master_ values calc with 1-10 scale (hence the -1)
Sound_volume_int = Options_sliders[gr_screen.res][OPT_SOUND_VOLUME_SLIDER].slider.pos = (int)std::lround(Master_sound_volume * 9.0f);
Music_volume_int = Options_sliders[gr_screen.res][OPT_MUSIC_VOLUME_SLIDER].slider.pos = (int)std::lround(Master_event_music_volume * 9.0f);
Voice_volume_int = Options_sliders[gr_screen.res][OPT_VOICE_VOLUME_SLIDER].slider.pos = (int)std::lround(Master_voice_volume * 9.0f);
Options_sliders[gr_screen.res][OPT_JOY_SENS_SLIDER].slider.pos = Joy_sensitivity;
Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.pos = Joy_dead_zone_size / 5;
Options_sliders[gr_screen.res][OPT_MOUSE_SENS_SLIDER].slider.pos = Mouse_sensitivity;
Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos = Game_skill_level;
Gamma_colors_inited = 0;
Options_menu_inited = 1;
// hide options crap
options_detail_hide_stuff();
}
void options_menu_close()
{
int i;
Assert(Options_menu_inited);
for (i=0; i<NUM_TABS; i++) {
if (Backgrounds[gr_screen.res][i].bitmap >= 0){
bm_release(Backgrounds[gr_screen.res][i].bitmap);
}
if ((Backgrounds[gr_screen.res][i].mask >= 0) && (i != Tab)){ // Ui_window.destroy() expects to release current tab's mask.
bm_release(Backgrounds[gr_screen.res][i].mask);
}
}
if (Voice_vol_handle.isValid()) {
snd_stop(Voice_vol_handle);
Voice_vol_handle = sound_handle::invalid();
}
options_multi_close();
Ui_window.destroy();
common_free_interface_palette(); // restore game palette
Pilot.save_player();
Pilot.save_savefile();
game_flush();
Options_menu_inited = 0;
Options_multi_inited = 0;
Options_detail_inited = 0;
}
void draw_gamma_box()
{
int x, y, v;
// 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)
// TODO: change MAX size to maximum size for a 1024x768 bitmap
// ushort Gamma_data[Options_gamma_coords[gr_screen.res][OPTIONS_W_COORD]*Options_gamma_coords[gr_screen.res][OPTIONS_H_COORD]*2];
ushort Gamma_data[MAX_GAMMA_BITMAP_SIZE];
v = fl2i( pow(0.5f, 1.0f / Gr_gamma) * 255.0f );
if (v > 255){
v = 255;
} else if (v < 0){
v = 0;
}
Gamma_last_set = v;
{
ushort clr_full_white = 0;
ushort clr_half_white = 0;
ubyte r, g, b, a;
BM_SELECT_TEX_FORMAT();
// set full white
r = g = b = a = 255;
bm_set_components((ubyte*)&clr_full_white, &r, &g, &b, &a);
// set half white
r = g = b = (ubyte)v;
bm_set_components((ubyte*)&clr_half_white, &r, &g, &b, &a);
memset( Gamma_data, 0, sizeof(ushort) * MAX_GAMMA_BITMAP_SIZE );
ushort *dptr = Gamma_data;
for (y=0; y<Options_gamma_coords[gr_screen.res][OPTIONS_H_COORD]; y++) {
for (x=0; x<Options_gamma_coords[gr_screen.res][OPTIONS_W_COORD]; x++) {
if ((x / 20) & 1) {
*dptr = clr_half_white;
} else {
if ((x & 1) == (y & 1)) {
*dptr = clr_full_white;
} else {
*dptr = 0;
}
}
dptr++;
}
}
// always go back to screen format
BM_SELECT_SCREEN_FORMAT();
// if we're in bitmap poly mode
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, 0 );
gr_set_bitmap(Gamma_bitmap);
gr_bitmap( Options_gamma_coords[gr_screen.res][OPTIONS_X_COORD], Options_gamma_coords[gr_screen.res][OPTIONS_Y_COORD], GR_RESIZE_MENU );
bm_release( Gamma_bitmap );
}
}
void options_menu_do_frame(float /*frametime*/)
{
int i, k, x, y;
Assert(Options_menu_inited);
k = Ui_window.process() & ~KEY_DEBUGGED;
switch (k) {
case KEY_SHIFTED | KEY_TAB:
case KEY_LEFT: // activate previous tab
i = Tab - 1;
if (i < 0)
i = NUM_TABS - 1;
options_change_tab(i);
break;
case KEY_TAB:
case KEY_RIGHT: // activate next tab
// check to see if the multiplayer options screen wants to eat the tab kay
if ((k == KEY_TAB) && (Tab == MULTIPLAYER_TAB)) {
if (options_multi_eat_tab()) {
break;
}
}
i = Tab + 1;
if (i >= NUM_TABS)
i = 0;
options_change_tab(i);
break;
case KEY_C:
if (Tab == OPTIONS_TAB) {
gamesnd_play_iface(InterfaceSounds::SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_CONTROL_CONFIG);
}
break;
case KEY_H:
if (Tab == OPTIONS_TAB) {
gamesnd_play_iface(InterfaceSounds::SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_HUD_CONFIG);
}
break;
case KEY_ESC:
options_cancel_exit();
break;
case KEY_CTRLED | KEY_ENTER:
options_accept();
break;
case KEY_DELETE:
break;
case KEY_ENTER:
break;
}
for (i=0; i<NUM_BUTTONS; i++) {
if (Buttons[gr_screen.res][i].button.pressed())
options_button_pressed(i);
}
options_sliders_update();
// if we're in the multiplayer options tab, get the background bitmap from the options multi module
if(Tab == MULTIPLAYER_TAB){
i = options_multi_background_bitmap();
} else {
i = Backgrounds[gr_screen.res][Tab].bitmap;
}
GR_MAYBE_CLEAR_RES(i);
if (i >= 0) {
gr_set_bitmap(i);
gr_bitmap(0, 0, GR_RESIZE_MENU);
}
Ui_window.draw();
// NOTE : this must be done here so that any special drawing crap we do is not overwritten by the UI_WINDOW::draw() call
// do specific processing for the multiplayer tab
switch (Tab) {
case MULTIPLAYER_TAB:
options_multi_do(k);
break;
case DETAIL_LEVELS_TAB:
options_detail_do_frame();
break;
default:
Game_skill_level = Options_sliders[gr_screen.res][OPT_SKILL_SLIDER].slider.pos;
break;
}
// handle the displaying of any notification messages
options_notify_do_frame();
for (i=0; i<NUM_TABS; i++){
if (Buttons[gr_screen.res][i].button.button_down()){
break;
}
}
if (i == NUM_TABS){
Buttons[gr_screen.res][Tab].button.draw_forced(2);
}
if (Tab == OPTIONS_TAB) {
// draw correct frame for briefing voice radio buttons
if (Briefing_voice_enabled) {
options_force_button_frame(BRIEF_VOICE_ON, 2);
options_force_button_frame(BRIEF_VOICE_OFF, 0);
} else {
options_force_button_frame(BRIEF_VOICE_OFF, 2);
options_force_button_frame(BRIEF_VOICE_ON, 0);
}
if (Use_mouse_to_fly) {
options_force_button_frame(MOUSE_ON, 2);
options_force_button_frame(MOUSE_OFF, 0);
} else {
options_force_button_frame(MOUSE_OFF, 2);
options_force_button_frame(MOUSE_ON, 0);
}
int w;
gr_get_string_size(&w, NULL, Skill_level_names(Game_skill_level));
x = Options_skills_text_coords[gr_screen.res][OPTIONS_X_COORD];
y = Options_skills_text_coords[gr_screen.res][OPTIONS_Y_COORD];
gr_set_color_fast(&Color_bright_white);
gr_string(x + (Options_skills_text_coords[gr_screen.res][OPTIONS_W_COORD] / 2) - (w/2), y, Skill_level_names(Game_skill_level), GR_RESIZE_MENU);
//==============================================================================
// Draw the gamma adjustment grid.
draw_gamma_box();
gr_set_color_fast(&Color_white);
x = Options_gamma_num_coords[gr_screen.res][OPTIONS_X_COORD];
y = Options_gamma_num_coords[gr_screen.res][OPTIONS_Y_COORD];
gr_printf_menu(x, y, NOX("%.2f"), Gr_gamma);
}
//==============================================================================
// maybe blit a waveform
if(Tab == MULTIPLAYER_TAB){
options_multi_vox_process_waveform();
}
gr_flip();
}
// ---------------------------------------------------------------------------------------------------------
// DETAIL LEVEL OPTIONS definitions BEGIN
//
void options_detail_synch_sliders()
{
Detail_slider_pos[DETAIL_DISTANCE_SLIDER] = Detail_sliders[gr_screen.res][DETAIL_DISTANCE_SLIDER].slider.pos = Detail.detail_distance;
Detail_slider_pos[NEBULA_DETAIL_SLIDER] = Detail_sliders[gr_screen.res][NEBULA_DETAIL_SLIDER].slider.pos = Detail.nebula_detail;
Detail_slider_pos[HARDWARE_TEXTURES_SLIDER] = Detail_sliders[gr_screen.res][HARDWARE_TEXTURES_SLIDER].slider.pos = Detail.hardware_textures;
Detail_slider_pos[SHARD_CULLING_SLIDER] = Detail_sliders[gr_screen.res][SHARD_CULLING_SLIDER].slider.pos = Detail.num_small_debris;
Detail_slider_pos[SHIELD_DETAIL_SLIDER] = Detail_sliders[gr_screen.res][SHIELD_DETAIL_SLIDER].slider.pos = Detail.shield_effects;
Detail_slider_pos[NUM_STARS_SLIDER] = Detail_sliders[gr_screen.res][NUM_STARS_SLIDER].slider.pos = Detail.num_stars;
Detail_slider_pos[NUM_PARTICLES_SLIDER] = Detail_sliders[gr_screen.res][NUM_PARTICLES_SLIDER].slider.pos = Detail.num_particles;
Detail_slider_pos[LIGHTING_SLIDER] = Detail_sliders[gr_screen.res][LIGHTING_SLIDER].slider.pos = Detail.lighting;
}
void options_detail_init()
{
int i;
options_buttons *b;
Detail_original = Detail;
options_load_background_and_mask(DETAIL_LEVELS_TAB);
for (i=PLANETS_ON; i<NUM_BUTTONS; i++) {
b = &Buttons[gr_screen.res][i];
b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
// set up callback for when a mouse first goes over a button
if (b->filename) {
b->button.set_bmaps(b->filename);
if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
b->button.set_highlight_action(common_play_highlight_sound);
}
} else {
b->button.hide();
}
b->button.link_hotspot(b->hotspot);
}
// create detail level sliders
for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
Detail_sliders[gr_screen.res][i].slider.create(&Ui_window, Detail_sliders[gr_screen.res][i].x, Detail_sliders[gr_screen.res][i].y,
Detail_sliders[gr_screen.res][i].dots, Detail_sliders[gr_screen.res][i].filename,
Detail_sliders[gr_screen.res][i].hotspot, 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,
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,
Detail_sliders[gr_screen.res][i].dot_w);
}
// init the actual slider positions and our internal positions
options_detail_synch_sliders();
}
bool shader_compile_status = false;
bool shader_compile_started = false;
SCP_string recompile_state = "";
void shader_recompile_callback(size_t current, size_t total)
{
recompile_state = "";
recompile_state += "Recompiling shader ";
recompile_state += std::to_string(current + 1);
recompile_state += "/";
recompile_state += std::to_string(total);
shader_compile_status = (current + 1) == total;
}
int recompile_shaders()
{
if (!shader_compile_started) {
gr_recompile_all_shaders(shader_recompile_callback);
shader_compile_started = true;
}
popup_change_text(recompile_state.c_str());
return shader_compile_status;
}
void options_detail_sliders_update()
{
int i;
for (i = 0; i < NUM_DETAIL_SLIDERS; i++) {
if (Detail_sliders[gr_screen.res][i].slider.pos != Detail_slider_pos[i]) {
Detail_slider_pos[i] = Detail_sliders[gr_screen.res][i].slider.pos;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
}
// set Detail based on slider positions
Detail.detail_distance = Detail_sliders[gr_screen.res][DETAIL_DISTANCE_SLIDER].slider.pos;
// modify nebula stuff
Detail.nebula_detail = Detail_sliders[gr_screen.res][NEBULA_DETAIL_SLIDER].slider.pos;
neb2_set_detail_level(Detail.nebula_detail);
Detail.hardware_textures = Detail_sliders[gr_screen.res][HARDWARE_TEXTURES_SLIDER].slider.pos;
Detail.num_small_debris = Detail_sliders[gr_screen.res][SHARD_CULLING_SLIDER].slider.pos;
Detail.shield_effects = Detail_sliders[gr_screen.res][SHIELD_DETAIL_SLIDER].slider.pos;
Detail.num_stars = Detail_sliders[gr_screen.res][NUM_STARS_SLIDER].slider.pos;
Detail.num_particles = Detail_sliders[gr_screen.res][NUM_PARTICLES_SLIDER].slider.pos;
// If the new lighting setting is above 3 and the old one was below or the reverse,
// we need to recompile all shaders we have to account for the changed lighting model.
if (Detail.lighting != Detail_sliders[gr_screen.res][LIGHTING_SLIDER].slider.pos) {
Detail.lighting = Detail_sliders[gr_screen.res][LIGHTING_SLIDER].slider.pos;
shader_compile_status = false;
shader_compile_started = false;
popup_till_condition(recompile_shaders, POPUP_CANCEL, "Recompiling shaders");
}
}
void options_detail_hide_stuff()
{
int i;
for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
Detail_sliders[gr_screen.res][i].slider.disable();
Detail_sliders[gr_screen.res][i].slider.hide();
}
// this will hide text unassociated with any real control
Detail_bogus.hide();
}
void options_detail_unhide_stuff()
{
int i;
for ( i = 0; i < NUM_DETAIL_SLIDERS; i++ ) {
Detail_sliders[gr_screen.res][i].slider.enable();
Detail_sliders[gr_screen.res][i].slider.unhide();
}
// this will hide text unassociated with any real control
Detail_bogus.unhide();
}
void options_force_button_frame(int n, int frame_num)
{
if ( !Buttons[gr_screen.res][n].button.button_down() ) {
Buttons[gr_screen.res][n].button.draw_forced(frame_num);
}
}
// called once per frame to set lit buttons
void options_detail_do_frame()
{
options_detail_sliders_update();
// force on/off buttons to draw their correct setting
if ( Detail.targetview_model ) {
options_force_button_frame(HUD_TARGETVIEW_RENDER_ON, 2);
options_force_button_frame(HUD_TARGETVIEW_RENDER_OFF, 0);
} else {
options_force_button_frame(HUD_TARGETVIEW_RENDER_OFF, 2);
options_force_button_frame(HUD_TARGETVIEW_RENDER_ON, 0);
}
if ( Detail.planets_suns == 1 ) {
options_force_button_frame(PLANETS_ON, 2);
options_force_button_frame(PLANETS_OFF, 0);
} else {
options_force_button_frame(PLANETS_OFF, 2);
options_force_button_frame(PLANETS_ON, 0);
}
if ( Detail.weapon_extras) {
options_force_button_frame(WEAPON_EXTRAS_ON, 2);
options_force_button_frame(WEAPON_EXTRAS_OFF, 0);
} else {
options_force_button_frame(WEAPON_EXTRAS_OFF, 2);
options_force_button_frame(WEAPON_EXTRAS_ON, 0);
}
int current_detail;
if ( Detail.setting >= 0 ) {
current_detail = current_detail_level();
Detail.setting = current_detail;
} else {
current_detail = -1;
}
options_force_button_frame(LOW_DETAIL_N, 0);
options_force_button_frame(MEDIUM_DETAIL_N, 0);
options_force_button_frame(HIGH_DETAIL_N, 0);
options_force_button_frame(VERY_HIGH_DETAIL_N, 0);
options_force_button_frame(CUSTOM_DETAIL_N, 0);
switch ( current_detail ) {
case -1:
options_force_button_frame(CUSTOM_DETAIL_N, 2);
break;
case 0:
options_force_button_frame(LOW_DETAIL_N, 2);
break;
case 1:
options_force_button_frame(MEDIUM_DETAIL_N, 2);
break;
case 2:
options_force_button_frame(HIGH_DETAIL_N, 2);
break;
case 3:
options_force_button_frame(VERY_HIGH_DETAIL_N, 2);
break;
}
}
// Set all the detail settings to a predefined level
void options_detail_set_level(int level)
{
detail_level_set(level);
options_detail_synch_sliders();
}
//
// DETAIL LEVEL tab definitions END
// ---------------------------------------------------------------------------------------------------------