// //////////////////////////////////////////////////////////////////////////// // process clicks made by user. void intProcessInGameOptions(UDWORD id) { switch(id) { // NORMAL KEYS case INTINGAMEOP_QUIT: //quit was pressed addQuitOptions(); break; case INTINGAMEOP_POPUP_QUIT: case INTINGAMEOP_QUIT_CONFIRM: //quit was confirmed. intCloseInGameOptions(false, false); break; case INTINGAMEOP_OPTIONS: //game options was pressed addSlideOptions(); break; case INTINGAMEOP_RESUME: //resume was pressed. intCloseInGameOptions(false, true); break; // case INTINGAMEOP_REPLAY: // intCloseInGameOptions(true, false); // if(0!=strcmp(getLevelName(),"CAM_1A")) // { // loopMissionState = LMS_LOADGAME; // strcpy(saveGameName, "replay/replay.gam"); // addConsoleMessage(_("GAME SAVED!"), LEFT_JUSTIFY, SYSTEM_MESSAGE); // } // break; case INTINGAMEOP_LOAD: intCloseInGameOptions(true, false); addLoadSave(LOAD_INGAME, _("Load Saved Game")); // change mode when loadsave returns break; case INTINGAMEOP_SAVE: intCloseInGameOptions(true, false); addLoadSave(SAVE_INGAME, _("Save Game")); break; // GAME OPTIONS KEYS case INTINGAMEOP_FXVOL: case INTINGAMEOP_3DFXVOL: case INTINGAMEOP_CDVOL: break; case INTINGAMEOP_FXVOL_S: sound_SetUIVolume((float)widgGetSliderPos(psWScreen, INTINGAMEOP_FXVOL_S) / 100.0); break; case INTINGAMEOP_3DFXVOL_S: sound_SetEffectsVolume((float)widgGetSliderPos(psWScreen, INTINGAMEOP_3DFXVOL_S) / 100.0); break; case INTINGAMEOP_CDVOL_S: sound_SetMusicVolume((float)widgGetSliderPos(psWScreen, INTINGAMEOP_CDVOL_S) / 100.0); break; case INTINGAMEOP_TUI_TARGET_ORIGIN_SW: tuiTargetOrigin = !tuiTargetOrigin; if(tuiTargetOrigin) { widgSetString(psWScreen, INTINGAMEOP_TUI_TARGET_ORIGIN_SW, _("Tactical UI (Target Origin Icon): Show")); } else { widgSetString(psWScreen, INTINGAMEOP_TUI_TARGET_ORIGIN_SW, _("Tactical UI (Target Origin Icon): Hide")); } break; default: break; } }
bool runSinglePlayerMenu(void) { UDWORD id; if(bLoadSaveUp) { if(runLoadSave(false))// check for file name. { loadOK(); } } else if (challengesUp) { runChallenges(); } else { id = widgRunScreen(psWScreen); // Run the current set of widgets switch(id) { case FRONTEND_NEWGAME: SPinit(); frontEndNewGame(); break; case FRONTEND_LOADCAM2: SPinit(); sstrcpy(aLevelName, "CAM_2A"); changeTitleMode(STARTGAME); initLoadingScreen(true); break; case FRONTEND_LOADCAM3: SPinit(); sstrcpy(aLevelName, "CAM_3A"); changeTitleMode(STARTGAME); initLoadingScreen(true); break; case FRONTEND_LOADGAME: SPinit(); addLoadSave(LOAD_FRONTEND, _("Load Saved Game")); // change mode when loadsave returns break; case FRONTEND_SKIRMISH: SPinit(); ingame.bHostSetup = true; lastTitleMode = SINGLE; changeTitleMode(MULTIOPTION); break; case FRONTEND_QUIT: changeTitleMode(TITLE); break; case FRONTEND_CHALLENGES: SPinit(); addChallenges(); break; default: break; } if(CancelPressed()) { changeTitleMode(TITLE); } } if (!bLoadSaveUp && !challengesUp) // if save/load screen is up { widgDisplayScreen(psWScreen); // show the widgets currently running } if (bLoadSaveUp) // if save/load screen is up { displayLoadSave(); } else if (challengesUp) { displayChallenges(); } return true; }