/** * @brief Updates the gameplay options. */ static void opt_gameplayUpdate( unsigned int wid, char *str ) { (void) str; char buf[16]; /* Checkboxes. */ window_checkboxSet( wid, "chkAfterburn", conf.afterburn_sens ); window_checkboxSet( wid, "chkCompress", conf.save_compress ); /* Input boxes. */ snprintf( buf, sizeof(buf), "%d", conf.mesg_visible ); window_setInput( wid, "inpMSG", buf ); }
/** * @brief Updates the audio widgets. */ static void opt_audioUpdate( unsigned int wid, char *str ) { (void) str; /* Faders. */ window_faderValue( wid, "fadSound", sound_getVolume() ); window_faderValue( wid, "fadMusic", music_getVolume() ); /* Checkboxkes. */ window_checkboxSet( wid, "chkNosound", conf.nosound ); window_checkboxSet( wid, "chkEFX", conf.al_efx ); /* List. */ toolkit_setList( wid, "lstSound", (conf.sound_backend==NULL) ? "none" : conf.sound_backend ); }
/** * @brief Loads a GUI. * * @param wdw Window triggering function. * @param str Unused. */ static void setgui_load( unsigned int wdw, char *str ) { (void)str; char *gui; int wid; wid = window_get( _("Select GUI") ); gui = toolkit_getList( wid, "lstGUI" ); if (strcmp(gui,_("None")) == 0) return; if (player.guiOverride == 0) { if (dialogue_YesNo( _("GUI Override is not set."), _("Enable GUI Override and change GUI to '%s'?"), gui )) { player.guiOverride = 1; window_checkboxSet( wid, "chkOverride", player.guiOverride ); } else { return; } } /* Set the GUI. */ if (player.gui != NULL) free( player.gui ); player.gui = strdup( gui ); /* Close menus before loading for proper rendering. */ setgui_close(wdw, NULL); /* Load the GUI. */ gui_load( gui_pick() ); }
/** * @brief Updates the gameplay options. */ static void opt_gameplayUpdate( unsigned int wid, char *str ) { (void) str; char vmsg[16], tmax[16]; /* Checkboxes. */ window_checkboxSet( wid, "chkZoomManual", conf.zoom_manual ); window_checkboxSet( wid, "chkAfterburn", conf.afterburn_sens ); window_checkboxSet( wid, "chkMouseThrust", conf.mouse_thrust ); window_checkboxSet( wid, "chkCompress", conf.save_compress ); /* Input boxes. */ snprintf( vmsg, sizeof(vmsg), "%d", conf.mesg_visible ); window_setInput( wid, "inpMSG", vmsg ); snprintf( tmax, sizeof(tmax), "%g", conf.compression_mult ); window_setInput( wid, "inpTMax", tmax ); }
/** * @brief Updates the weapon sets. */ static void weapons_update( unsigned int wid, char *str ) { (void) str; int pos; /* Update the position. */ pos = toolkit_getListPos( wid, "lstWeapSets" ); info_eq_weaps.weapons = pos; /* Update fire mode. */ window_checkboxSet( wid, "chkFire", (pilot_weapSetTypeCheck( player.p, pos ) == WEAPSET_TYPE_WEAPON) ); /* Update inrange. */ window_checkboxSet( wid, "chkInrange", pilot_weapSetInrangeCheck( player.p, pos ) ); /* Update autoweap. */ window_checkboxSet( wid, "chkAutoweap", player.p->autoweap ); }
static void opt_videoUpdate( unsigned int wid, char *str ) { (void) str; char buf[16]; /* Inputs. */ snprintf( buf, sizeof(buf), "%dx%d", conf.width, conf.height ); window_setInput( wid, "inpRes", buf ); snprintf( buf, sizeof(buf), "%d", conf.fps_max ); window_setInput( wid, "inpFPS", buf ); /* Checkboxkes. */ window_checkboxSet( wid, "chkFullscreen", conf.fullscreen ); window_checkboxSet( wid, "chkVSync", conf.vsync ); window_checkboxSet( wid, "chkVBO", conf.vbo ); window_checkboxSet( wid, "chkMipmaps", conf.mipmaps ); window_checkboxSet( wid, "chkInterpolate", conf.interpolate ); window_checkboxSet( wid, "chkNPOT", conf.npot ); window_checkboxSet( wid, "chkFPS", conf.fps_show ); window_checkboxSet( wid, "chkEngineGlow", conf.engineglow ); /* Just in case - lazy. */ opt_needRestart(); }
/** * @brief Toggles autoweap for the ship. */ static void weapons_autoweap( unsigned int wid, char *str ) { int state, sure; /* Set state. */ state = window_checkboxState( wid, str ); /* Run autoweapons if needed. */ if (state) { sure = dialogue_YesNoRaw( "Enable autoweapons?", "Are you sure you want to enable automatic weapon groups for the " "ship?\n\nThis will overwrite all manually-tweaked weapons groups." ); if (!sure) { window_checkboxSet( wid, str, 0 ); return; } player.p->autoweap = 1; pilot_weaponAuto( player.p ); weapons_genList( wid ); } else player.p->autoweap = 0; }
/** * @brief Sets the fire mode. */ static void weapons_fire( unsigned int wid, char *str ) { int i, state; /* Set state. */ state = window_checkboxState( wid, str ); pilot_weapSetMode( player.p, info_eq_weaps.weapons, state ); /* Check to see if they are all fire groups. */ for (i=0; i<PILOT_WEAPON_SETS; i++) if (!pilot_weapSetModeCheck( player.p, i )) break; /* Not able to set them all to fire groups. */ if (i >= PILOT_WEAPON_SETS) { dialogue_alert( "You can not set all your weapon sets to fire groups!" ); pilot_weapSetMode( player.p, info_eq_weaps.weapons, 0 ); window_checkboxSet( wid, str, 0 ); } /* Set default if needs updating. */ pilot_weaponSetDefault( player.p ); }
/** * @brief Sets the fire mode. */ static void weapons_fire( unsigned int wid, char *str ) { int i, state, t, c; /* Set state. */ state = window_checkboxState( wid, str ); /* See how to handle. */ t = pilot_weapSetTypeCheck( player.p, info_eq_weaps.weapons ); if (t == WEAPSET_TYPE_ACTIVE) return; if (state) c = WEAPSET_TYPE_WEAPON; else c = WEAPSET_TYPE_CHANGE; pilot_weapSetType( player.p, info_eq_weaps.weapons, c ); /* Check to see if they are all fire groups. */ for (i=0; i<PILOT_WEAPON_SETS; i++) if (!pilot_weapSetTypeCheck( player.p, i )) break; /* Not able to set them all to fire groups. */ if (i >= PILOT_WEAPON_SETS) { dialogue_alert( "You can not set all your weapon sets to fire groups!" ); pilot_weapSetType( player.p, info_eq_weaps.weapons, WEAPSET_TYPE_CHANGE ); window_checkboxSet( wid, str, 0 ); } /* Set default if needs updating. */ pilot_weaponSetDefault( player.p ); /* Must regen. */ weapons_genList( wid ); }
/* * @brief Updates autosave check box. */ void uniedit_updateAutosave (void) { window_checkboxSet( uniedit_wid, "chkEditAutoSave", conf.devautosave ); }