/********************************************************************/ /* */ /* L I QQ U U I DD W W A RR 555 */ /* L I Q Q U U I D D W W A A R R 5 */ /* L I Q Q U U I D D W W W AAA RR 55 */ /* L I Q Q U U I D D WW WW A A R R 5 */ /* LLL I Q Q U I DD W W A A R R 55 */ /* */ /* b */ /* bb y y */ /* b b yyy */ /* bb y */ /* yy */ /* */ /* U U FFF O O TTT */ /* U U F O O O O T */ /* U U TIRET FF O O O O T */ /* U U F O O O O T */ /* U F O O T */ /* */ /********************************************************************/ /*****************************************************************************/ /* Liquid War is a multiplayer wargame */ /* Copyright (C) 1998-2007 Christian Mauduit */ /* */ /* This program is free software; you can redistribute it and/or modify */ /* it under the terms of the GNU General Public License as published by */ /* the Free Software Foundation; either version 2 of the License, or */ /* (at your option) any later version. */ /* */ /* This program is distributed in the hope that it will be useful, */ /* but WITHOUT ANY WARRANTY; without even the implied warranty of */ /* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the */ /* GNU General Public License for more details. */ /* */ /* You should have received a copy of the GNU General Public License */ /* along with this program; if not, write to the Free Software */ /* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* */ /* Liquid War homepage : http://www.ufoot.org/liquidwar/v5 */ /* Contact author : ufoot@ufoot.org */ /*****************************************************************************/ /********************************************************************/ /* nom : graphics.c */ /* contenu : choix des options graphiques */ /* date de modif : 3 mai 98 */ /********************************************************************/ /*==================================================================*/ /* includes */ /*==================================================================*/ #include #include #include "back.h" #include "config.h" #include "dialog.h" #include "disk.h" #include "gfxmode.h" #include "graphics.h" #include "help.h" #include "menu.h" #include "sound.h" #include "wave.h" #include "lang.h" #include "macro.h" /*==================================================================*/ /* variables globales */ /*==================================================================*/ /*==================================================================*/ /* fonctions */ /*==================================================================*/ /*------------------------------------------------------------------*/ static char * get_game_res_str (void) { static char str[30]; LW_MACRO_SPRINTF3 (str, "%s:%dx%d", lw_lang_string (LW_LANG_STRING_GRAPHICS_GAME), GFX_MODE_W[CONFIG_GFX_GAME], GFX_MODE_H[CONFIG_GFX_GAME]); return str; } /*------------------------------------------------------------------*/ static char * get_menu_res_str (void) { static char str[30]; LW_MACRO_SPRINTF3 (str, "%s:%dx%d", lw_lang_string (LW_LANG_STRING_GRAPHICS_MENU), GFX_MODE_W[CONFIG_GFX_MENU], GFX_MODE_H[CONFIG_GFX_MENU]); return str; } /*------------------------------------------------------------------*/ static char * get_wave_mode_str (void) { if (CONFIG_WAVE_ON) return (lw_lang_string (LW_LANG_STRING_GRAPHICS_ON)); else return (lw_lang_string (LW_LANG_STRING_GRAPHICS_OFF)); } /*------------------------------------------------------------------*/ static char * get_page_flip_str (void) { if (CONFIG_PAGE_FLIP) return (lw_lang_string (LW_LANG_STRING_GRAPHICS_ON)); else return (lw_lang_string (LW_LANG_STRING_GRAPHICS_OFF)); } /*------------------------------------------------------------------*/ static char * get_fullscreen_str (void) { if (CONFIG_FULLSCREEN) return (lw_lang_string (LW_LANG_STRING_GRAPHICS_FULLSCREEN)); else return (lw_lang_string (LW_LANG_STRING_GRAPHICS_WINDOWED)); } /*------------------------------------------------------------------*/ static int slider_game_res (void *dp3, int d2) { int *changed; LW_MACRO_NOP (d2); play_click (); changed = dp3; *changed = 1; return 0; } /*------------------------------------------------------------------*/ static int slider_menu_res (void *dp3, int d2) { int *changed; LW_MACRO_NOP (d2); play_click (); changed = dp3; *changed = 1; my_set_palette (); return 0; } /*------------------------------------------------------------------*/ static int slider_brightness (void *dp3, int d2) { LW_MACRO_NOP (dp3); LW_MACRO_NOP (d2); play_click (); CONFIG_BRIGHTNESS = d2; my_set_palette (); return 0; } /*------------------------------------------------------------------*/ int graphic_options (void) { /* la gestion des paramtres curseur a ete mise en commentaire... */ int menu_res_changed = 0; int fullscreen_changed = 0; int game_res_changed = 0; DIALOG_PLAYER *dp; DIALOG d[20]; int i, choix = 4, retour = 0; static int y_pos[7] = { 0, 1, 3, 4, 5, 6, 8 }; int *temp; memset (d, 0, sizeof (d)); display_back_image (); while (retour == 0) { for (i = 0; i < 7; ++i) { standard_button (d + i + 4, 0, y_pos[i], 2, 10); d[i + 4].proc = my_textbox_proc; } for (i = 0; i < 7; ++i) { standard_button (d + i + 11, 1, y_pos[i], 2, 10); d[i + 11].proc = my_slider_proc; } standard_button (d + 18, 0, 9, 1, 10); d[18].dp = lw_lang_string (LW_LANG_STRING_GRAPHICS_ADVANCED); quick_buttons (d); d[4].dp = lw_lang_string (LW_LANG_STRING_GRAPHICS_VIDEOMODE); d[5].dp = lw_lang_string (LW_LANG_STRING_GRAPHICS_BRIGHTNESS); d[6].dp = get_menu_res_str (); d[7].dp = get_game_res_str (); d[8].dp = lw_lang_string (LW_LANG_STRING_GRAPHICS_VIEWPORTSIZE); d[9].dp = lw_lang_string (LW_LANG_STRING_GRAPHICS_PAGEFLIPPING); d[10].dp = lw_lang_string (LW_LANG_STRING_GRAPHICS_WAVES); d[11].dp = d[12].dp = d[13].dp = d[14].dp = d[15].dp = d[16].dp = d[17].dp = NULL; d[12].d1 = 18; d[13].d1 = d[14].d1 = 4; d[15].d1 = 8; d[16].d1 = 8; d[15].dp3 = &CONFIG_VIEWPORT_SIZE; for (i = 15; i < 16; ++i) { d[i].dp = NULL; d[i].dp2 = slider_int; temp = d[i].dp3; d[i].d2 = *temp; } d[12].dp = d[13].dp = d[14].dp = NULL; d[12].d2 = CONFIG_BRIGHTNESS; d[13].d2 = CONFIG_GFX_MENU; d[14].d2 = CONFIG_GFX_GAME; d[12].dp2 = slider_brightness; d[13].dp2 = slider_menu_res; d[14].dp2 = slider_game_res; d[13].dp3 = &menu_res_changed; d[14].dp3 = &game_res_changed; d[11].proc = my_button_proc; d[11].dp = get_fullscreen_str (); #ifdef DOS /* * Under DOS, fullscreen or windowed makes no sense, so we simply * remove the button to avoid confusion. */ d[4].flags |= D_HIDDEN; d[11].flags = D_EXIT | D_HIDDEN; #else d[11].flags = D_EXIT; #endif d[16].proc = my_button_proc; d[16].dp = get_page_flip_str (); d[16].flags = D_EXIT; d[17].proc = my_button_proc; d[17].dp = get_wave_mode_str (); d[17].flags = D_EXIT; d[19].proc = 0; game_res_changed = 0; if (menu_res_changed || fullscreen_changed) { menu_res_changed = 0; fullscreen_changed = 0; display_back_image (); dp = my_init_dialog (d, choix); my_fade_in (); } else dp = my_init_dialog (d, choix); show_mouse (screen); while ((menu_res_changed == 0) && (game_res_changed == 0) && my_update_dialog (dp)) ; choix = shutdown_dialog (dp); if (menu_res_changed) { if (d[13].d2 != CONFIG_GFX_MENU) { my_fade_out (); if (set_resolution (d[13].d2, 0, CONFIG_FULLSCREEN, NULL)) CONFIG_GFX_MENU = 0; else CONFIG_GFX_MENU = d[13].d2; } d[13].dp = get_menu_res_str (); } else { if (game_res_changed) { CONFIG_GFX_GAME = d[14].d2; d[14].dp = get_game_res_str (); retour = 0; } else { play_click (); switch (choix) { case -1: case MENU_QUICK_BACK: retour = 1; break; case MENU_QUICK_MAIN: retour = MENU_TOP; break; case MENU_QUICK_QUIT: if (confirm_quit ()) retour = MENU_EXIT; else display_back_image (); break; case MENU_QUICK_PLAY: retour = MENU_PLAY; break; case 11: CONFIG_FULLSCREEN = CONFIG_FULLSCREEN ? 0 : 1; d[11].dp = get_fullscreen_str (); scare_mouse (); my_button_proc (MSG_DRAW, d + 11, 0); unscare_mouse (); fullscreen_changed = 1; my_fade_out (); set_resolution (d[13].d2, 0, CONFIG_FULLSCREEN, NULL); break; case 16: CONFIG_PAGE_FLIP = CONFIG_PAGE_FLIP ? 0 : 1; d[16].dp = get_page_flip_str (); scare_mouse (); my_button_proc (MSG_DRAW, d + 16, 0); unscare_mouse (); break; case 17: CONFIG_WAVE_ON = CONFIG_WAVE_ON ? 0 : 1; d[17].dp = get_wave_mode_str (); scare_mouse (); my_button_proc (MSG_DRAW, d + 17, 0); unscare_mouse (); break; case 18: retour = wave_options (); display_back_image (); break; } } } } if (retour > 0) retour--; return retour; }