void setup_game_close(void) { char err_str[256]; bool display_reset; gui_shutdown(); // is it a restore? if (!setup_close_save_flag) { memmove(&setup,&setup_backup,sizeof(setup_type)); return; } // save // fix control and sound changes setup_to_input(); al_set_volume(setup.sound_volume); al_music_set_volume(setup.music_volume); al_music_set_state(setup.music_on); // need to reset SDL? // can't do it in game (not possible, anyway, but just in case) if (!setup_in_game) { display_reset=(setup_backup.screen_wid!=setup.screen_wid); display_reset=display_reset || (setup_backup.screen_high!=setup.screen_high); display_reset=display_reset || (setup_backup.fsaa_mode!=setup.fsaa_mode); if (display_reset) { if (!view_reset_display(err_str)) { app.loop_quit=TRUE; // fatal error resetting display return; } } } // write setup setup_xml_write(); }
void title_close(void) { obj_type *obj; gui_shutdown(); if (title_event_id==-1) return; // events scripts_post_event_console(js.game_script_idx,-1,sd_event_interface,sd_event_interface_title_done,title_event_id); scripts_post_event_console(js.course_script_idx,-1,sd_event_interface,sd_event_interface_title_done,title_event_id); if ((!app.dedicated_host) && (server.game_open)) { obj=server.obj_list.objs[server.player_obj_idx]; scripts_post_event_console(obj->script_idx,-1,sd_event_interface,sd_event_interface_title_done,title_event_id); } }
void load_pause_close(void) { gui_shutdown(); }
void score_limit_close(void) { gui_shutdown(); server.state=gs_running; }
void file_close(void) { gui_shutdown(); file_close_list(); }
static void hively_shutdown( void ) { about_shutdown(); gui_shutdown(); rp_shutdown(); }