示例#1
0
bool runAudioOptionsMenu(void)
{
	UDWORD id;

	id = widgRunScreen(psWScreen);						// Run the current set of widgets
	switch(id)
	{

	case FRONTEND_FX:
	case FRONTEND_3D_FX:
	case FRONTEND_MUSIC:
		break;

	case FRONTEND_FX_SL:
		sound_SetUIVolume((float)widgGetSliderPos(psWScreen,FRONTEND_FX_SL) / 100.0);
		break;

	case FRONTEND_3D_FX_SL:
		sound_SetEffectsVolume((float)widgGetSliderPos(psWScreen,FRONTEND_3D_FX_SL) / 100.0);
		break;

	case FRONTEND_MUSIC_SL:
		sound_SetMusicVolume((float)widgGetSliderPos(psWScreen, FRONTEND_MUSIC_SL) / 100.0);
		break;


	case FRONTEND_QUIT:
		changeTitleMode(OPTIONS);
		break;

	default:
		break;
	}

	// If close button pressed then return from this menu.
	if(CancelPressed()) {
		changeTitleMode(OPTIONS);
	}

	widgDisplayScreen(psWScreen);						// show the widgets currently running

	return true;
}
示例#2
0
// ////////////////////////////////////////////////////////////////////////////
// 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;
    }


}
示例#3
0
bool runGameOptionsMenu(void)
{
	UDWORD id;

	id = widgRunScreen(psWScreen);						// Run the current set of widgets
	switch(id)
	{
	case FRONTEND_LANGUAGE_R:
		setNextLanguage();
		widgSetString(psWScreen, FRONTEND_LANGUAGE_R, getLanguageName());
		/* Hack to reset current menu text, which looks fancy. */
		widgSetString(psWScreen, FRONTEND_LANGUAGE, _("Language"));
		widgSetString(psWScreen, FRONTEND_COLOUR,  _("Unit Colour"));
		widgSetString(psWScreen, FRONTEND_DIFFICULTY, _("Difficulty"));
		widgSetString(psWScreen, FRONTEND_SCROLLSPEED,_("Scroll Speed"));
		widgSetString(psWScreen, FRONTEND_SIDETEXT, _("GAME OPTIONS"));
		// FIXME: Changing the below return button tooltip does not work.
		//widgSetString(psWScreen, FRONTEND_BOTFORM, P_("menu", "Return"));
		switch( getDifficultyLevel() )
		{
		case DL_EASY:
			widgSetString(psWScreen,FRONTEND_DIFFICULTY_R, _("Easy"));
			break;
		case DL_NORMAL:
			widgSetString(psWScreen,FRONTEND_DIFFICULTY_R, _("Normal"));
			break;
		case DL_HARD:
			widgSetString(psWScreen,FRONTEND_DIFFICULTY_R, _("Hard") );
			break;
		case DL_TOUGH:
		case DL_KILLER:
			debug(LOG_ERROR, "runGameOptionsMenu: Unused difficulty level selected!");
			break;
		}
		break;

	case FRONTEND_RADAR_R:
		rotateRadar = !rotateRadar;
		widgSetString(psWScreen, FRONTEND_RADAR_R, rotateRadar ? _("Rotating") : _("Fixed"));
		break;

	case FRONTEND_SCROLLSPEED:
		break;

	case FRONTEND_DIFFICULTY:
	case FRONTEND_DIFFICULTY_R:
		switch( getDifficultyLevel() )
		{
		case DL_EASY:
			setDifficultyLevel(DL_NORMAL);
			widgSetString(psWScreen,FRONTEND_DIFFICULTY_R, _("Normal"));
			break;
		case DL_NORMAL:
			setDifficultyLevel(DL_HARD);
			widgSetString(psWScreen,FRONTEND_DIFFICULTY_R, _("Hard") );
			break;
		case DL_HARD:
			setDifficultyLevel(DL_EASY);
			widgSetString(psWScreen,FRONTEND_DIFFICULTY_R, _("Easy"));
			break;
		default: // DL_TOUGH and DL_KILLER
			break;
		}
		break;

	case FRONTEND_SCROLLSPEED_SL:
		scroll_speed_accel = widgGetSliderPos(psWScreen,FRONTEND_SCROLLSPEED_SL) * 100; //0-1600
		if(scroll_speed_accel ==0)		// make sure you CAN scroll.
		{
			scroll_speed_accel = 100;
		}
		break;

	case FRONTEND_QUIT:
		changeTitleMode(OPTIONS);
		break;

	case FE_P0:
		widgSetButtonState(psWScreen, FE_P0, WBUT_LOCK);
		widgSetButtonState(psWScreen, FE_P4, 0);
		widgSetButtonState(psWScreen, FE_P5, 0);
		widgSetButtonState(psWScreen, FE_P6, 0);
		widgSetButtonState(psWScreen, FE_P7, 0);
		war_SetSPcolor(0);
		break;
	case FE_P4:
		widgSetButtonState(psWScreen, FE_P0, 0);
		widgSetButtonState(psWScreen, FE_P4, WBUT_LOCK);
		widgSetButtonState(psWScreen, FE_P5, 0);
		widgSetButtonState(psWScreen, FE_P6, 0);
		widgSetButtonState(psWScreen, FE_P7, 0);
		war_SetSPcolor(4);
		break;
	case FE_P5:
		widgSetButtonState(psWScreen, FE_P0, 0);
		widgSetButtonState(psWScreen, FE_P4, 0);
		widgSetButtonState(psWScreen, FE_P5, WBUT_LOCK);
		widgSetButtonState(psWScreen, FE_P6, 0);
		widgSetButtonState(psWScreen, FE_P7, 0);
		war_SetSPcolor(5);
		break;
	case FE_P6:
		widgSetButtonState(psWScreen, FE_P0, 0);
		widgSetButtonState(psWScreen, FE_P4, 0);
		widgSetButtonState(psWScreen, FE_P5, 0);
		widgSetButtonState(psWScreen, FE_P6, WBUT_LOCK);
		widgSetButtonState(psWScreen, FE_P7, 0);
		war_SetSPcolor(6);
		break;
	case FE_P7:
		widgSetButtonState(psWScreen, FE_P0, 0);
		widgSetButtonState(psWScreen, FE_P4, 0);
		widgSetButtonState(psWScreen, FE_P5, 0);
		widgSetButtonState(psWScreen, FE_P6, 0);
		widgSetButtonState(psWScreen, FE_P7, WBUT_LOCK);
		war_SetSPcolor(7);
		break;

	default:
		break;
	}

	// If close button pressed then return from this menu.
	if(CancelPressed()) {
		changeTitleMode(OPTIONS);
	}

	widgDisplayScreen(psWScreen);						// show the widgets currently running

	return true;
}