Files
fs2open.github.com/code/menuui/optionsmenu.cpp
T
asarium a13b503b83 Add more features for the new Options UI
The largest new feature is that it is now possible to include other
files into the RML by using the "include" tag. This is useful for making
markup files more modular.

Also added some more options for existing things (e.g. built-in detail
options).
2020-02-08 13:28:53 +01:00

1504 lines
52 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 ( Networking_disabled ) {
game_feature_disabled_popup();
return;
}
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);
// pause all sounds, since we could get here through the game
weapon_pause_sounds();
// only pause music if we're in-mission; we could also be in the main hall
if (Game_mode & GM_IN_MISSION) {
audiostream_pause_all();
}
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();
// unpause all sounds, since we could be headed back to the game
weapon_unpause_sounds();
// only unpause music if we're in-mission; we could also be in the main hall
if (Game_mode & GM_IN_MISSION) {
audiostream_unpause_all();
}
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
// ---------------------------------------------------------------------------------------------------------