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fs2open.github.com/code/menuui/optionsmenu.cpp
T
Goober5000andClaude Opus 4.8 bed228d264 avoid undefined behavior from UNREACHABLE on reachable code paths (#7555)
* avoid undefined behavior from UNREACHABLE on reachable code paths

UNREACHABLE expands to __assume(false) / __builtin_unreachable() in
release builds, which is undefined behavior if the code is ever actually
reached. Many UNREACHABLE sites only guard against unexpected-but-
possible runtime states (values from tables, mission/save files, network
packets, scripting, or user input), so reaching them should degrade
gracefully rather than invoke UB.

Replace UNREACHABLE with Assertion(false, ...) at all such sites. It
still pops an error in debug builds, but in release it is a harmless
no-op that simply falls through to the following code. Sites that are
genuinely unreachable by local invariants (e.g. a switch over a bounded
random number) are left as UNREACHABLE.

A few converted sites had no safe fall-through -- an uninitialized read,
null dereference, or null call would have followed -- so they also get a
minimal recovery: initialize the value, guard the dereference, return
early, or skip the offending item.

Where the converted site was a simple guard of the form
    if (x) { Assertion(false, ...); return; }
hoist the check onto the invariant instead:
    Assertion(!x, ...);
    if (x) { return; }
This states the expectation directly and shows the offending value in
the debug popup, while keeping the same graceful runtime degradation.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>

* addendum

After consultation with Lafiel, use UNREACHABLE in situations that are effectively impossible even if not provably impossible.  UNREACHABLE = "this shouldn't ever happen"; Assertion = "if this ever happens, it's a coding error".  Also fix a few other sites and change a couple to Warnings.

---------

Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
2026-07-09 11:20:25 +09:00

1651 lines
59 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/missiondebrief.h"
#include "missionui/missionscreencommon.h"
#include "nebula/neb.h"
#include "network/multi.h"
#include "options/OptionsManager.h"
#include "options/Option.h"
#include "osapi/osregistry.h"
#include "pilotfile/pilotfile.h"
#include "popup/popup.h"
#include "popup/popupdead.h"
#include "scripting/global_hooks.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 int Backup_mouse_sensitivity;
static int Backup_joy_sensitivity;
static int Backup_joy_deadzone;
static float Backup_gamma;
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();
UI_TIMESTAMP Options_notify_stamp;
char Options_notify_string[200];
// Called whenever the options menu state is accepted, either via
// clicking the accept button or when navigating to the Controls or HUD screen.
// The reasoning is that clicking a button means 'accept and move on' if it leads to a new state.
// This behavior has always been the case for the main options and detail tabs,
// and now it is the same for the multi tab, too. --wookieejedi
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
}
};
int Options_scp_string_coords[GR_NUM_RESOLUTIONS][2] = {
{
265, 18 // GR_640
},
{
465, 25 // GR_1024
}
};
std::pair<SCP_string, int> Options_scp_string_text = {"Press F3 to access additional options", 1831};
// ---------------------------------------------------------------------------------------------------------
// 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(DefaultDetailPreset preset);
// 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 Input Mode", 1665, 10, 249, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Mouse", 1373, 10, 273, UI_XSTR_COLOR_GREEN, -1, &Buttons[0][MOUSE_OFF].button },
{ "Joy-0", 1666, 70, 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 Input Mode", 1665, 22, 399, UI_XSTR_COLOR_GREEN, -1, &Options_bogus },
{ "Mouse", 1373, 22, 437, UI_XSTR_COLOR_GREEN, -1, &Buttons[1][MOUSE_OFF].button },
{ "Joy-0", 1666, 124, 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 = ui_timestamp(OPTIONS_NOTIFY_TIME);
}
void options_notify_do_frame()
{
int w,h;
if (Options_notify_stamp.isValid()) {
if (ui_timestamp_elapsed(Options_notify_stamp)) {
Options_notify_stamp = UI_TIMESTAMP::invalid();
} 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();
}
if (Cmdline_deadzone >= 0) {
//Deadzone is being set by the command line
Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.disable();
Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.hide();
}
} 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();
}
if (Cmdline_deadzone >= 0){
//Deadzone is being set by the command line
Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.disable();
Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.hide();
}
} 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);
// adds scripting hook for 'On Options Tab Changed' --wookieejedi
if (scripting::hooks::OnOptionsTabChanged->isActive()) {
scripting::hooks::OnOptionsTabChanged->run(scripting::hook_param_list(scripting::hook_param("TabNumber", 'i', Tab)));
}
}
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);
Mouse_sensitivity = Backup_mouse_sensitivity ;
Joy_sensitivity = Backup_joy_sensitivity ;
Joy_dead_zone_size = Backup_joy_deadzone * 5;
gr_set_gamma(Backup_gamma);
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;
}
// We have to discard in game options here
if (Using_in_game_options) {
options::OptionsManager::instance()->discardChanges();
}
// adds scripting hook for 'On Options Menu Closed' --wookieejedi
if (scripting::hooks::OnOptionsMenuClosed->isActive()) {
scripting::hooks::OnOptionsMenuClosed->run(scripting::hook_param_list(scripting::hook_param("OptionsAccepted", 'b', false)));
}
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 );
// The Gamma option sets its display value differently to the serialized value itself
// so we'll leave this here instead of trying to make a global method that works just
// for this one specific case
if (Using_in_game_options) {
const options::OptionBase* thisOpt = options::OptionsManager::instance()->getOptionByKey("Graphics.Gamma");
if (thisOpt != nullptr) {
auto val = thisOpt->getCurrentValueDescription();
SCP_string newVal = std::to_string(gamma); // OptionsManager stores values as serialized strings
thisOpt->setValueDescription({val.display, newVal.c_str()});
}
}
}
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 ) {
if (gameseq_get_state(1) == GS_STATE_DEBRIEF && (Game_mode & GM_CAMPAIGN_MODE)) {
// auto-accept mission outcome before quitting
debrief_maybe_auto_accept();
}
options_accept();
gameseq_post_event(GS_EVENT_QUIT_GAME);
return;
}
break;
case CONTROL_CONFIG_BUTTON:
options_accept();
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;
}
options_accept();
gamesnd_play_iface(InterfaceSounds::SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_HUD_CONFIG);
break;
case ACCEPT_BUTTON:
options_accept();
gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED);
gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
break;
// BEGIN - detail level tab buttons
// Target View Rendering is currently not handled by in-game options, assumes "On"
case HUD_TARGETVIEW_RENDER_ON:
Detail.targetview_model = true;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case HUD_TARGETVIEW_RENDER_OFF:
Detail.targetview_model = false;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
// Planets is currently not handled by in-game options, assumes "On"
case PLANETS_ON:
Detail.planets_suns = true;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case PLANETS_OFF:
Detail.planets_suns = false;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
// Weapon extras is currently not handled by in-game options, assumes "On"
case WEAPON_EXTRAS_ON:
Detail.weapon_extras = true;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case WEAPON_EXTRAS_OFF:
Detail.weapon_extras = false;
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case LOW_DETAIL_N:
options_detail_set_level(DefaultDetailPreset::Low);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case MEDIUM_DETAIL_N:
options_detail_set_level(DefaultDetailPreset::Medium);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case HIGH_DETAIL_N:
options_detail_set_level(DefaultDetailPreset::High);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case VERY_HIGH_DETAIL_N:
options_detail_set_level(DefaultDetailPreset::VeryHigh);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case CUSTOM_DETAIL_N:
options_detail_set_level(DefaultDetailPreset::Custom);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
// END - detail level tab buttons
case GAMMA_DOWN:
options_change_gamma(-0.05f);
// Gamma in-game change is handled in the above method
break;
case GAMMA_UP:
options_change_gamma(0.05f);
// Gamma in-game change is handled in the above method
break;
case BRIEF_VOICE_ON:
Briefing_voice_enabled = true;
options::OptionsManager::instance()->set_ingame_binary_option("Audio.BriefingVoice", true);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case BRIEF_VOICE_OFF:
Briefing_voice_enabled = false;
options::OptionsManager::instance()->set_ingame_binary_option("Audio.BriefingVoice", false);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case MOUSE_ON:
Use_mouse_to_fly = 1;
options::OptionsManager::instance()->set_ingame_binary_option("Input.UseMouse", true);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case MOUSE_OFF:
Use_mouse_to_fly = 0;
options::OptionsManager::instance()->set_ingame_binary_option("Input.UseMouse", false);
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);
options::OptionsManager::instance()->set_ingame_range_option("Audio.Effects", Master_sound_volume); // Volume options save the global float, not the range slider position
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);
options::OptionsManager::instance()->set_ingame_range_option("Audio.Music", Master_event_music_volume); // Volume options save the global float, not the range slider position
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::OptionsManager::instance()->set_ingame_range_option("Audio.Voice", Master_voice_volume); // Volume options save the global float, not the range slider position
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;
options::OptionsManager::instance()->set_ingame_range_option("Input.MouseSensitivity", Mouse_sensitivity);
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;
options::OptionsManager::instance()->set_ingame_range_option("Input.JoystickSensitivity", Joy_sensitivity);
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;
options::OptionsManager::instance()->set_ingame_range_option("Input.JoystickDeadZone", Joy_dead_zone_size);
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;
options::OptionsManager::instance()->set_ingame_range_option("Game.SkillLevel", Game_skill_level);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
}
void options_detail_sliders_in_game_update()
{
// Save in-game options settings
options::OptionsManager::instance()->set_ingame_multi_option("Graphics.Detail", Detail.detail_distance);
options::OptionsManager::instance()->set_ingame_multi_option("Graphics.NebulaDetail", Detail.nebula_detail);
options::OptionsManager::instance()->set_ingame_multi_option("Graphics.Texture", Detail.hardware_textures);
options::OptionsManager::instance()->set_ingame_multi_option("Graphics.Particles", Detail.num_particles);
options::OptionsManager::instance()->set_ingame_multi_option("Graphics.SmallDebris", Detail.num_small_debris);
options::OptionsManager::instance()->set_ingame_multi_option("Graphics.ShieldEffects", Detail.shield_effects);
options::OptionsManager::instance()->set_ingame_multi_option("Graphics.Stars", Detail.num_stars);
options::OptionsManager::instance()->set_ingame_multi_option("Graphics.Lighting", Detail.lighting);
}
void options_accept()
{
// apply the selected multiplayer options
if ( Options_multi_inited ) {
// commenting out old method, as we are using the new streamlined method
// which is justified via comment in the function itself
// --wookieejedi and confirmed with taylor
//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 false;
//}
options_multi_accept();
}
// We have to save in game options here
if (Using_in_game_options) {
// detail sliders are updated every frame but it's silly to run OptionsManager every frame, too
// so just set them on Accept and then persist.
options_detail_sliders_in_game_update();
options::OptionsManager::instance()->persistChanges();
}
// 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
// run posting events outside this function,
// since they will vary depending on what button was clicked --wookieejedi
// adds scripting hook for 'On Options Menu Closed' --wookieejedi
if (scripting::hooks::OnOptionsMenuClosed->isActive()) {
scripting::hooks::OnOptionsMenuClosed->run(scripting::hook_param_list(scripting::hook_param("OptionsAccepted", 'b', true)));
}
}
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;
Backup_mouse_sensitivity = Mouse_sensitivity;
Backup_joy_sensitivity = Joy_sensitivity;
Backup_joy_deadzone = Joy_dead_zone_size / 5;
Backup_gamma = Gr_gamma;
// 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;
if (Cmdline_deadzone >= 0){
//Deadzone is being set by the command line
Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.disable();
Options_sliders[gr_screen.res][OPT_JOY_DEADZONE_SLIDER].slider.hide();
}
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) {
options_accept();
gamesnd_play_iface(InterfaceSounds::SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_CONTROL_CONFIG);
return;
}
break;
case KEY_H:
if (Tab == OPTIONS_TAB) {
options_accept();
gamesnd_play_iface(InterfaceSounds::SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_HUD_CONFIG);
return;
}
break;
case KEY_ESC:
if (Escape_key_behavior_in_options == EscapeKeyBehaviorInOptions::SAVE) {
options_accept();
gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED);
gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
return;
} else {
options_cancel_exit();
return;
}
break;
case KEY_CTRLED | KEY_ENTER:
options_accept();
gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED);
gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
return;
break;
case KEY_DELETE:
break;
case KEY_ENTER:
break;
case KEY_F3: // SCP ingame options
if (Using_in_game_options) {
// Going into F3 Options needs to either discard or save the changes made here.
// There's an argument to be made for both but I feel like saving is the better choice - Mjn
// This is also consistent with the protocols for saving options
// when navigating to the Controls or HUD screens --wookieejedi
options_accept();
gamesnd_play_iface(InterfaceSounds::IFACE_MOUSE_CLICK);
gameseq_post_event(GS_EVENT_INGAME_OPTIONS);
return;
}
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();
}
// maybe blit the SCP Options string
if (Using_in_game_options) {
gr_set_color_fast(&Color_bright_blue);
gr_string(Options_scp_string_coords[gr_screen.res][OPTIONS_X_COORD],
Options_scp_string_coords[gr_screen.res][OPTIONS_Y_COORD],
XSTR(Options_scp_string_text.first.c_str(), Options_scp_string_text.second),
GR_RESIZE_MENU);
}
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;
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) {
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);
}
DefaultDetailPreset current_preset = (Detail.setting != DefaultDetailPreset::Custom) ? current_detail_preset() : DefaultDetailPreset::Custom;
Detail.setting = current_preset;
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_preset) {
case DefaultDetailPreset::Custom:
options_force_button_frame(CUSTOM_DETAIL_N, 2);
break;
case DefaultDetailPreset::Low:
options_force_button_frame(LOW_DETAIL_N, 2);
break;
case DefaultDetailPreset::Medium:
options_force_button_frame(MEDIUM_DETAIL_N, 2);
break;
case DefaultDetailPreset::High:
options_force_button_frame(HIGH_DETAIL_N, 2);
break;
case DefaultDetailPreset::VeryHigh:
options_force_button_frame(VERY_HIGH_DETAIL_N, 2);
break;
default:
UNREACHABLE("Invalid preset %d called for in Options menu", static_cast<int>(current_preset));
break;
}
}
// Set all the detail settings to a predefined level
void options_detail_set_level(DefaultDetailPreset preset)
{
detail_level_set(preset);
options_detail_synch_sliders();
}
//
// DETAIL LEVEL tab definitions END
// ---------------------------------------------------------------------------------------------------------