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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=======================================================================================//
#include "OptionsSubVideo.h"
#include "CvarSlider.h"
#include "EngineInterface.h"
#include "BasePanel.h"
#include "igameuifuncs.h"
#include "modes.h"
#include "materialsystem/materialsystem_config.h"
#include "filesystem.h"
#include "GameUI_Interface.h"
#include "vgui_controls/CheckButton.h"
#include "vgui_controls/ComboBox.h"
#include "vgui_controls/Frame.h"
#include "vgui_controls/QueryBox.h"
#include "CvarToggleCheckButton.h"
#include "tier1/KeyValues.h"
#include "vgui/IInput.h"
#include "vgui/ILocalize.h"
#include "vgui/ISystem.h"
#include "tier0/ICommandLine.h"
#include "tier1/convar.h"
#include "ModInfo.h"
#include "inetchannelinfo.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: aspect ratio mappings (for normal/widescreen combo)
//-----------------------------------------------------------------------------
struct RatioToAspectMode_t { int anamorphic; float aspectRatio; }; RatioToAspectMode_t g_RatioToAspectModes[] = { { 0, 4.0f / 3.0f }, { 1, 16.0f / 9.0f }, { 2, 16.0f / 10.0f }, { 2, 1.0f }, };
struct AAMode_t { int m_nNumSamples; int m_nQualityLevel; };
//-----------------------------------------------------------------------------
// Purpose: list of valid dx levels
//-----------------------------------------------------------------------------
int g_DirectXLevels[] = { 70, 80, 81, 90, 95, };
//-----------------------------------------------------------------------------
// Purpose: returns the string name of a given dxlevel
//-----------------------------------------------------------------------------
void GetNameForDXLevel( int dxlevel, char *name, int bufferSize) { if( dxlevel == 95 ) { Q_snprintf( name, bufferSize, "DirectX v9.0+" ); } else { Q_snprintf( name, bufferSize, "DirectX v%.1f", dxlevel / 10.0f ); } } //-----------------------------------------------------------------------------
// Purpose: returns the aspect ratio mode number for the given resolution
//-----------------------------------------------------------------------------
int GetScreenAspectMode( int width, int height ) { float aspectRatio = (float)width / (float)height;
// just find the closest ratio
float closestAspectRatioDist = 99999.0f; int closestAnamorphic = 0; for (int i = 0; i < ARRAYSIZE(g_RatioToAspectModes); i++) { float dist = fabs( g_RatioToAspectModes[i].aspectRatio - aspectRatio ); if (dist < closestAspectRatioDist) { closestAspectRatioDist = dist; closestAnamorphic = g_RatioToAspectModes[i].anamorphic; } }
return closestAnamorphic; }
//-----------------------------------------------------------------------------
// Purpose: returns the string name of the specified resolution mode
//-----------------------------------------------------------------------------
void GetResolutionName( vmode_t *mode, char *sz, int sizeofsz ) { int desktopWidth, desktopHeight; gameuifuncs->GetDesktopResolution( desktopWidth, desktopHeight ); Q_snprintf( sz, sizeofsz, "%i x %i%s", mode->width, mode->height, ( mode->width == desktopWidth ) && ( mode->height == desktopHeight ) ? " (native)" : "" ); }
//-----------------------------------------------------------------------------
// Purpose: Gamma-adjust dialog
//-----------------------------------------------------------------------------
class CGammaDialog : public vgui::Frame { DECLARE_CLASS_SIMPLE( CGammaDialog, vgui::Frame ); public: CGammaDialog( vgui::VPANEL hParent ) : BaseClass( NULL, "OptionsSubVideoGammaDlg" ) { // parent is ignored, since we want look like we're steal focus from the parent (we'll become modal below)
SetTitle("#GameUI_AdjustGamma_Title", true); SetSize( 400, 260 ); SetDeleteSelfOnClose( true );
m_pGammaSlider = new CCvarSlider( this, "Gamma", "#GameUI_Gamma", 1.6f, 2.6f, "mat_monitorgamma" ); m_pGammaLabel = new Label( this, "Gamma label", "#GameUI_Gamma" ); m_pGammaEntry = new TextEntry( this, "GammaEntry" );
Button *ok = new Button( this, "OKButton", "#vgui_ok" ); ok->SetCommand( new KeyValues("OK") );
LoadControlSettings( "resource/OptionsSubVideoGammaDlg.res" ); MoveToCenterOfScreen(); SetSizeable( false );
m_pGammaSlider->SetTickCaptions( "#GameUI_Light", "#GameUI_Dark" ); }
MESSAGE_FUNC_PTR( OnGammaChanged, "SliderMoved", panel ) { if (panel == m_pGammaSlider) { m_pGammaSlider->ApplyChanges(); } }
virtual void Activate() { BaseClass::Activate(); m_flOriginalGamma = m_pGammaSlider->GetValue(); UpdateGammaLabel(); }
MESSAGE_FUNC( OnOK, "OK" ) { // make the gamma stick
m_flOriginalGamma = m_pGammaSlider->GetValue(); Close(); }
virtual void OnClose() { // reset to the original gamma
m_pGammaSlider->SetValue( m_flOriginalGamma ); m_pGammaSlider->ApplyChanges(); BaseClass::OnClose(); }
void OnKeyCodeTyped(KeyCode code) { // force ourselves to be closed if the escape key it pressed
if (code == KEY_ESCAPE) { Close(); } else { BaseClass::OnKeyCodeTyped(code); } }
MESSAGE_FUNC_PTR( OnControlModified, "ControlModified", panel ) { // the HasBeenModified() check is so that if the value is outside of the range of the
// slider, it won't use the slider to determine the display value but leave the
// real value that we determined in the constructor
if (panel == m_pGammaSlider && m_pGammaSlider->HasBeenModified()) { UpdateGammaLabel(); } }
MESSAGE_FUNC_PTR( OnTextChanged, "TextChanged", panel ) { if (panel == m_pGammaEntry) { char buf[64]; m_pGammaEntry->GetText(buf, 64);
float fValue = (float) atof(buf); if (fValue >= 1.0) { m_pGammaSlider->SetSliderValue(fValue); PostActionSignal(new KeyValues("ApplyButtonEnable")); } } }
void UpdateGammaLabel() { char buf[64]; Q_snprintf(buf, sizeof( buf ), " %.1f", m_pGammaSlider->GetSliderValue()); m_pGammaEntry->SetText(buf); }
private: CCvarSlider *m_pGammaSlider; vgui::Label *m_pGammaLabel; vgui::TextEntry *m_pGammaEntry; float m_flOriginalGamma; };
//-----------------------------------------------------------------------------
// Purpose: advanced keyboard settings dialog
//-----------------------------------------------------------------------------
class COptionsSubVideoAdvancedDlg : public vgui::Frame { DECLARE_CLASS_SIMPLE( COptionsSubVideoAdvancedDlg, vgui::Frame ); public: COptionsSubVideoAdvancedDlg( vgui::Panel *parent ) : BaseClass( parent , "OptionsSubVideoAdvancedDlg" ) { SetTitle("#GameUI_VideoAdvanced_Title", true); SetSize( 260, 400 );
m_pDXLevel = new ComboBox(this, "dxlabel", 6, false ); const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard(); KeyValues *pKeyValues = new KeyValues( "config" ); materials->GetRecommendedConfigurationInfo( 0, pKeyValues ); m_pDXLevel->DeleteAllItems(); for (int i = 0; i < ARRAYSIZE(g_DirectXLevels); i++) { // don't allow choice of lower dxlevels than the default,
// unless we're already at that lower level or have it forced
if (!CommandLine()->CheckParm("-dxlevel") && g_DirectXLevels[i] != config.dxSupportLevel && g_DirectXLevels[i] < pKeyValues->GetInt("ConVar.mat_dxlevel")) continue;
KeyValues *pTempKV = new KeyValues("config"); if (g_DirectXLevels[i] == pKeyValues->GetInt("ConVar.mat_dxlevel") || materials->GetRecommendedConfigurationInfo( g_DirectXLevels[i], pTempKV )) { // add the configuration in the combo
char szDXLevelName[64]; GetNameForDXLevel( g_DirectXLevels[i], szDXLevelName, sizeof(szDXLevelName) ); m_pDXLevel->AddItem( szDXLevelName, new KeyValues("dxlevel", "dxlevel", g_DirectXLevels[i]) ); }
pTempKV->deleteThis(); } pKeyValues->deleteThis();
m_pModelDetail = new ComboBox( this, "ModelDetail", 6, false ); m_pModelDetail->AddItem("#gameui_low", NULL); m_pModelDetail->AddItem("#gameui_medium", NULL); m_pModelDetail->AddItem("#gameui_high", NULL);
m_pTextureDetail = new ComboBox( this, "TextureDetail", 6, false ); m_pTextureDetail->AddItem("#gameui_low", NULL); m_pTextureDetail->AddItem("#gameui_medium", NULL); m_pTextureDetail->AddItem("#gameui_high", NULL); m_pTextureDetail->AddItem("#gameui_ultra", NULL);
// Build list of MSAA and CSAA modes, based upon those which are supported by the device
//
// The modes that we've seen in the wild to date are as follows (in perf order, fastest to slowest)
//
// 2x 4x 6x 8x 16x 8x 16xQ
// Texture/Shader Samples 1 1 1 1 1 1 1
// Stored Color/Z Samples 2 4 6 4 4 8 8
// Coverage Samples 2 4 6 8 16 8 16
// MSAA or CSAA M M M C C M C
//
// The CSAA modes are nVidia only (added in the G80 generation of GPUs)
//
m_nNumAAModes = 0; m_pAntialiasingMode = new ComboBox( this, "AntialiasingMode", 10, false ); m_pAntialiasingMode->AddItem("#GameUI_None", NULL); m_nAAModes[m_nNumAAModes].m_nNumSamples = 1; m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0; m_nNumAAModes++;
if ( materials->SupportsMSAAMode(2) ) { m_pAntialiasingMode->AddItem("#GameUI_2X", NULL); m_nAAModes[m_nNumAAModes].m_nNumSamples = 2; m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0; m_nNumAAModes++; }
if ( materials->SupportsMSAAMode(4) ) { m_pAntialiasingMode->AddItem("#GameUI_4X", NULL); m_nAAModes[m_nNumAAModes].m_nNumSamples = 4; m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0; m_nNumAAModes++; }
if ( materials->SupportsMSAAMode(6) ) { m_pAntialiasingMode->AddItem("#GameUI_6X", NULL); m_nAAModes[m_nNumAAModes].m_nNumSamples = 6; m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0; m_nNumAAModes++; }
if ( materials->SupportsCSAAMode(4, 2) ) // nVidia CSAA "8x"
{ m_pAntialiasingMode->AddItem("#GameUI_8X_CSAA", NULL); m_nAAModes[m_nNumAAModes].m_nNumSamples = 4; m_nAAModes[m_nNumAAModes].m_nQualityLevel = 2; m_nNumAAModes++; }
if ( materials->SupportsCSAAMode(4, 4) ) // nVidia CSAA "16x"
{ m_pAntialiasingMode->AddItem("#GameUI_16X_CSAA", NULL); m_nAAModes[m_nNumAAModes].m_nNumSamples = 4; m_nAAModes[m_nNumAAModes].m_nQualityLevel = 4; m_nNumAAModes++; }
if ( materials->SupportsMSAAMode(8) ) { m_pAntialiasingMode->AddItem("#GameUI_8X", NULL); m_nAAModes[m_nNumAAModes].m_nNumSamples = 8; m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0; m_nNumAAModes++; }
if ( materials->SupportsCSAAMode(8, 2) ) // nVidia CSAA "16xQ"
{ m_pAntialiasingMode->AddItem("#GameUI_16XQ_CSAA", NULL); m_nAAModes[m_nNumAAModes].m_nNumSamples = 8; m_nAAModes[m_nNumAAModes].m_nQualityLevel = 2; m_nNumAAModes++; }
m_pFilteringMode = new ComboBox( this, "FilteringMode", 6, false ); m_pFilteringMode->AddItem("#GameUI_Bilinear", NULL); m_pFilteringMode->AddItem("#GameUI_Trilinear", NULL); m_pFilteringMode->AddItem("#GameUI_Anisotropic2X", NULL); m_pFilteringMode->AddItem("#GameUI_Anisotropic4X", NULL); m_pFilteringMode->AddItem("#GameUI_Anisotropic8X", NULL); m_pFilteringMode->AddItem("#GameUI_Anisotropic16X", NULL);
m_pShadowDetail = new ComboBox( this, "ShadowDetail", 6, false ); m_pShadowDetail->AddItem("#gameui_low", NULL); m_pShadowDetail->AddItem("#gameui_medium", NULL); if ( g_pMaterialSystemHardwareConfig->SupportsShadowDepthTextures() ) { m_pShadowDetail->AddItem("#gameui_high", NULL); }
ConVarRef mat_dxlevel( "mat_dxlevel" );
m_pHDR = new ComboBox( this, "HDR", 6, false ); m_pHDR->AddItem("#GameUI_hdr_level0", NULL); m_pHDR->AddItem("#GameUI_hdr_level1", NULL);
if ( materials->SupportsHDRMode( HDR_TYPE_INTEGER ) ) { m_pHDR->AddItem("#GameUI_hdr_level2", NULL); } #if 0
if ( materials->SupportsHDRMode( HDR_TYPE_FLOAT ) ) { m_pHDR->AddItem("#GameUI_hdr_level3", NULL); } #endif
m_pHDR->SetEnabled( mat_dxlevel.GetInt() >= 80 );
m_pWaterDetail = new ComboBox( this, "WaterDetail", 6, false ); m_pWaterDetail->AddItem("#gameui_noreflections", NULL); m_pWaterDetail->AddItem("#gameui_reflectonlyworld", NULL); m_pWaterDetail->AddItem("#gameui_reflectall", NULL);
m_pVSync = new ComboBox( this, "VSync", 2, false ); m_pVSync->AddItem("#gameui_disabled", NULL); m_pVSync->AddItem("#gameui_enabled", NULL);
m_pShaderDetail = new ComboBox( this, "ShaderDetail", 6, false ); m_pShaderDetail->AddItem("#gameui_low", NULL); m_pShaderDetail->AddItem("#gameui_high", NULL);
m_pColorCorrection = new ComboBox( this, "ColorCorrection", 2, false ); m_pColorCorrection->AddItem("#gameui_disabled", NULL); m_pColorCorrection->AddItem("#gameui_enabled", NULL);
m_pMotionBlur = new ComboBox( this, "MotionBlur", 2, false ); m_pMotionBlur->AddItem("#gameui_disabled", NULL); m_pMotionBlur->AddItem("#gameui_enabled", NULL);
LoadControlSettings( "resource/OptionsSubVideoAdvancedDlg.res" ); MoveToCenterOfScreen(); SetSizeable( false );
m_pDXLevel->SetEnabled(false);
m_pColorCorrection->SetEnabled( mat_dxlevel.GetInt() >= 90 ); m_pMotionBlur->SetEnabled( mat_dxlevel.GetInt() >= 90 ); if ( g_pCVar->FindVar( "fov_desired" ) == NULL ) { Panel *pFOV = FindChildByName( "FovSlider" ); if ( pFOV ) { pFOV->SetVisible( false ); }
pFOV = FindChildByName( "FovLabel" ); if ( pFOV ) { pFOV->SetVisible( false ); } } MarkDefaultSettingsAsRecommended();
m_bUseChanges = false; }
virtual void Activate() { BaseClass::Activate();
input()->SetAppModalSurface(GetVPanel());
if (!m_bUseChanges) { // reset the data
OnResetData(); } }
void SetComboItemAsRecommended( vgui::ComboBox *combo, int iItem ) { // get the item text
wchar_t text[512]; combo->GetItemText(iItem, text, sizeof(text));
// append the recommended flag
wchar_t newText[512]; Q_snwprintf( newText, sizeof(newText) / sizeof(wchar_t), L"%s *", text );
// reset
combo->UpdateItem(iItem, newText, NULL); }
int FindMSAAMode( int nAASamples, int nAAQuality ) { // Run through the AA Modes supported by the device
for ( int nAAMode = 0; nAAMode < m_nNumAAModes; nAAMode++ ) { // If we found the mode that matches what we're looking for, return the index
if ( ( m_nAAModes[nAAMode].m_nNumSamples == nAASamples) && ( m_nAAModes[nAAMode].m_nQualityLevel == nAAQuality) ) { return nAAMode; } }
return 0; // Didn't find what we're looking for, so no AA
}
MESSAGE_FUNC_PTR( OnTextChanged, "TextChanged", panel ) { if ( panel == m_pDXLevel && RequiresRestart() ) { // notify the user that this will require a disconnect
QueryBox *box = new QueryBox("#GameUI_SettingRequiresDisconnect_Title", "#GameUI_SettingRequiresDisconnect_Info"); box->AddActionSignalTarget( this ); box->SetCancelCommand(new KeyValues("ResetDXLevelCombo")); box->DoModal(); } }
MESSAGE_FUNC( OnGameUIHidden, "GameUIHidden" ) // called when the GameUI is hidden
{ Close(); }
MESSAGE_FUNC( ResetDXLevelCombo, "ResetDXLevelCombo" ) { ConVarRef mat_dxlevel( "mat_dxlevel" ); for (int i = 0; i < m_pDXLevel->GetItemCount(); i++) { KeyValues *kv = m_pDXLevel->GetItemUserData(i); if ( kv->GetInt("dxlevel") == mat_dxlevel.GetInt( ) ) { m_pDXLevel->ActivateItem( i ); break; } }
// Reset HDR too
if ( m_pHDR->IsEnabled() ) { ConVarRef mat_hdr_level("mat_hdr_level"); Assert( mat_hdr_level.IsValid() ); m_pHDR->ActivateItem( clamp( mat_hdr_level.GetInt(), 0, 2 ) ); } }
MESSAGE_FUNC( OK_Confirmed, "OK_Confirmed" ) { m_bUseChanges = true; Close(); }
void MarkDefaultSettingsAsRecommended() { // Pull in data from dxsupport.cfg database (includes fine-grained per-vendor/per-device config data)
KeyValues *pKeyValues = new KeyValues( "config" ); materials->GetRecommendedConfigurationInfo( 0, pKeyValues );
// Read individual values from keyvalues which came from dxsupport.cfg database
int nSkipLevels = pKeyValues->GetInt( "ConVar.mat_picmip", 0 ); int nAnisotropicLevel = pKeyValues->GetInt( "ConVar.mat_forceaniso", 1 ); int nForceTrilinear = pKeyValues->GetInt( "ConVar.mat_trilinear", 0 ); int nAASamples = pKeyValues->GetInt( "ConVar.mat_antialias", 0 ); int nAAQuality = pKeyValues->GetInt( "ConVar.mat_aaquality", 0 ); int nRenderToTextureShadows = pKeyValues->GetInt( "ConVar.r_shadowrendertotexture", 0 ); int nShadowDepthTextureShadows = pKeyValues->GetInt( "ConVar.r_flashlightdepthtexture", 0 ); #ifndef _GAMECONSOLE
int nWaterUseRealtimeReflection = pKeyValues->GetInt( "ConVar.r_waterforceexpensive", 0 ); #endif
int nWaterUseEntityReflection = pKeyValues->GetInt( "ConVar.r_waterforcereflectentities", 0 ); int nMatVSync = pKeyValues->GetInt( "ConVar.mat_vsync", 0 ); int nRootLOD = pKeyValues->GetInt( "ConVar.r_rootlod", 0 ); int nReduceFillRate = pKeyValues->GetInt( "ConVar.mat_reducefillrate", 0 ); int nDXLevel = pKeyValues->GetInt( "ConVar.mat_dxlevel", 0 ); int nColorCorrection = pKeyValues->GetInt( "ConVar.mat_colorcorrection", 0 ); int nMotionBlur = pKeyValues->GetInt( "ConVar.mat_motion_blur_enabled", 0 );
// Only recommend a dxlevel if there is more than one available
if ( m_pDXLevel->GetItemCount() > 1 ) { for (int i = 0; i < m_pDXLevel->GetItemCount(); i++) { KeyValues *kv = m_pDXLevel->GetItemUserData(i); if (kv->GetInt("dxlevel") == pKeyValues->GetInt("ConVar.mat_dxlevel")) { SetComboItemAsRecommended( m_pDXLevel, i ); break; } } } SetComboItemAsRecommended( m_pModelDetail, 2 - nRootLOD ); SetComboItemAsRecommended( m_pTextureDetail, 2 - nSkipLevels );
switch ( nAnisotropicLevel ) { case 2: SetComboItemAsRecommended( m_pFilteringMode, 2 ); break; case 4: SetComboItemAsRecommended( m_pFilteringMode, 3 ); break; case 8: SetComboItemAsRecommended( m_pFilteringMode, 4 ); break; case 16: SetComboItemAsRecommended( m_pFilteringMode, 5 ); break; case 0: default: if ( nForceTrilinear != 0 ) { SetComboItemAsRecommended( m_pFilteringMode, 1 ); } else { SetComboItemAsRecommended( m_pFilteringMode, 0 ); } break; }
// Map desired mode to list item number
int nMSAAMode = FindMSAAMode( nAASamples, nAAQuality ); SetComboItemAsRecommended( m_pAntialiasingMode, nMSAAMode );
if ( nShadowDepthTextureShadows ) SetComboItemAsRecommended( m_pShadowDetail, 2 ); // Shadow depth mapping (in addition to RTT shadows)
else if ( nRenderToTextureShadows ) SetComboItemAsRecommended( m_pShadowDetail, 1 ); // RTT shadows
else SetComboItemAsRecommended( m_pShadowDetail, 0 ); // Blobbies
SetComboItemAsRecommended( m_pShaderDetail, nReduceFillRate ? 0 : 1 ); #ifndef _GAMECONSOLE
if ( nWaterUseRealtimeReflection ) #endif
{ if ( nWaterUseEntityReflection ) { SetComboItemAsRecommended( m_pWaterDetail, 2 ); } else { SetComboItemAsRecommended( m_pWaterDetail, 1 ); } } #ifndef _GAMECONSOLE
else { SetComboItemAsRecommended( m_pWaterDetail, 0 ); } #endif
SetComboItemAsRecommended( m_pVSync, nMatVSync != 0 );
SetComboItemAsRecommended( m_pHDR, nDXLevel >= 90 ? 2 : 0 );
SetComboItemAsRecommended( m_pColorCorrection, nColorCorrection );
SetComboItemAsRecommended( m_pMotionBlur, nMotionBlur );
pKeyValues->deleteThis(); }
void ApplyChangesToConVar( const char *pConVarName, int value ) { Assert( cvar->FindVar( pConVarName ) ); char szCmd[256]; Q_snprintf( szCmd, sizeof(szCmd), "%s %d\n", pConVarName, value ); engine->ClientCmd_Unrestricted( szCmd ); }
virtual void ApplyChanges() { if (!m_bUseChanges) return;
ApplyChangesToConVar( "mat_dxlevel", m_pDXLevel->GetActiveItemUserData()->GetInt("dxlevel") ); ApplyChangesToConVar( "r_rootlod", 2 - m_pModelDetail->GetActiveItem()); ApplyChangesToConVar( "mat_picmip", 2 - m_pTextureDetail->GetActiveItem());
// reset everything tied to the filtering mode, then the switch sets the appropriate one
ApplyChangesToConVar( "mat_trilinear", false ); ApplyChangesToConVar( "mat_forceaniso", 1 ); switch (m_pFilteringMode->GetActiveItem()) { case 0: break; case 1: ApplyChangesToConVar( "mat_trilinear", true ); break; case 2: ApplyChangesToConVar( "mat_forceaniso", 2 ); break; case 3: ApplyChangesToConVar( "mat_forceaniso", 4 ); break; case 4: ApplyChangesToConVar( "mat_forceaniso", 8 ); break; case 5: ApplyChangesToConVar( "mat_forceaniso", 16 ); break; }
// Set the AA convars according to the menu item chosen
int nActiveAAItem = m_pAntialiasingMode->GetActiveItem(); ApplyChangesToConVar( "mat_antialias", m_nAAModes[nActiveAAItem].m_nNumSamples ); ApplyChangesToConVar( "mat_aaquality", m_nAAModes[nActiveAAItem].m_nQualityLevel );
if( m_pHDR->IsEnabled() ) { ConVarRef mat_hdr_level("mat_hdr_level"); Assert( mat_hdr_level.IsValid() ); mat_hdr_level.SetValue(m_pHDR->GetActiveItem()); }
if ( m_pShadowDetail->GetActiveItem() == 0 ) // Blobby shadows
{ ApplyChangesToConVar( "r_shadowrendertotexture", 0 ); // Turn off RTT shadows
ApplyChangesToConVar( "r_flashlightdepthtexture", 0 ); // Turn off shadow depth textures
} else if ( m_pShadowDetail->GetActiveItem() == 1 ) // RTT shadows only
{ ApplyChangesToConVar( "r_shadowrendertotexture", 1 ); // Turn on RTT shadows
ApplyChangesToConVar( "r_flashlightdepthtexture", 0 ); // Turn off shadow depth textures
} else if ( m_pShadowDetail->GetActiveItem() == 2 ) // Shadow depth textures
{ ApplyChangesToConVar( "r_shadowrendertotexture", 1 ); // Turn on RTT shadows
ApplyChangesToConVar( "r_flashlightdepthtexture", 1 ); // Turn on shadow depth textures
}
ApplyChangesToConVar( "mat_reducefillrate", ( m_pShaderDetail->GetActiveItem() > 0 ) ? 0 : 1 );
switch ( m_pWaterDetail->GetActiveItem() ) { default: case 0: #ifndef _GAMECONSOLE
ApplyChangesToConVar( "r_waterforceexpensive", false ); #endif
ApplyChangesToConVar( "r_waterforcereflectentities", false ); break; case 1: #ifndef _GAMECONSOLE
ApplyChangesToConVar( "r_waterforceexpensive", true ); #endif
ApplyChangesToConVar( "r_waterforcereflectentities", false ); break; case 2: #ifndef _GAMECONSOLE
ApplyChangesToConVar( "r_waterforceexpensive", true ); #endif
ApplyChangesToConVar( "r_waterforcereflectentities", true ); break; }
ApplyChangesToConVar( "mat_vsync", m_pVSync->GetActiveItem() );
ApplyChangesToConVar( "mat_colorcorrection", m_pColorCorrection->GetActiveItem() );
ApplyChangesToConVar( "mat_motion_blur_enabled", m_pMotionBlur->GetActiveItem() ); CCvarSlider *pFOV = (CCvarSlider *)FindChildByName( "FOVSlider" ); if ( pFOV ) { pFOV->ApplyChanges(); } }
virtual void OnResetData() { ConVarRef mat_dxlevel( "mat_dxlevel" ); ConVarRef r_rootlod( "r_rootlod" ); ConVarRef mat_picmip( "mat_picmip" ); ConVarRef mat_trilinear( "mat_trilinear" ); ConVarRef mat_forceaniso( "mat_forceaniso" ); ConVarRef mat_antialias( "mat_antialias" ); ConVarRef mat_aaquality( "mat_aaquality" ); ConVarRef mat_vsync( "mat_vsync" ); ConVarRef r_flashlightdepthtexture( "r_flashlightdepthtexture" ); #ifndef _GAMECONSOLE
ConVarRef r_waterforceexpensive( "r_waterforceexpensive" ); #endif
ConVarRef r_waterforcereflectentities( "r_waterforcereflectentities" ); ConVarRef mat_reducefillrate("mat_reducefillrate" ); ConVarRef mat_hdr_level( "mat_hdr_level" ); ConVarRef mat_colorcorrection( "mat_colorcorrection" ); ConVarRef mat_motion_blur_enabled( "mat_motion_blur_enabled" ); ConVarRef r_shadowrendertotexture( "r_shadowrendertotexture" );
ResetDXLevelCombo();
m_pModelDetail->ActivateItem( 2 - clamp(r_rootlod.GetInt(), 0, 2) ); m_pTextureDetail->ActivateItem( 2 - clamp(mat_picmip.GetInt(), -1, 2) );
if ( r_flashlightdepthtexture.GetBool() ) // If we're doing flashlight shadow depth texturing...
{ r_shadowrendertotexture.SetValue( 1 ); // ...be sure render to texture shadows are also on
m_pShadowDetail->ActivateItem( 2 ); } else if ( r_shadowrendertotexture.GetBool() ) // RTT shadows, but not shadow depth texturing
{ m_pShadowDetail->ActivateItem( 1 ); } else // Lowest shadow quality
{ m_pShadowDetail->ActivateItem( 0 ); }
m_pShaderDetail->ActivateItem( mat_reducefillrate.GetBool() ? 0 : 1 ); m_pHDR->ActivateItem(clamp(mat_hdr_level.GetInt(), 0, 2));
switch (mat_forceaniso.GetInt()) { case 2: m_pFilteringMode->ActivateItem( 2 ); break; case 4: m_pFilteringMode->ActivateItem( 3 ); break; case 8: m_pFilteringMode->ActivateItem( 4 ); break; case 16: m_pFilteringMode->ActivateItem( 5 ); break; case 0: default: if (mat_trilinear.GetBool()) { m_pFilteringMode->ActivateItem( 1 ); } else { m_pFilteringMode->ActivateItem( 0 ); } break; }
// Map convar to item on AA drop-down
int nAASamples = mat_antialias.GetInt(); int nAAQuality = mat_aaquality.GetInt(); int nMSAAMode = FindMSAAMode( nAASamples, nAAQuality ); m_pAntialiasingMode->ActivateItem( nMSAAMode ); #ifndef _GAMECONSOLE
if ( r_waterforceexpensive.GetBool() ) #endif
{ if ( r_waterforcereflectentities.GetBool() ) { m_pWaterDetail->ActivateItem( 2 ); } else { m_pWaterDetail->ActivateItem( 1 ); } } #ifndef _GAMECONSOLE
else { m_pWaterDetail->ActivateItem( 0 ); } #endif
m_pVSync->ActivateItem( mat_vsync.GetInt() );
m_pColorCorrection->ActivateItem( mat_colorcorrection.GetInt() );
m_pMotionBlur->ActivateItem( mat_motion_blur_enabled.GetInt() );
// get current hardware dx support level
char dxVer[64]; GetNameForDXLevel( mat_dxlevel.GetInt(), dxVer, sizeof( dxVer ) ); SetControlString("dxlabel", dxVer);
// get installed version
char szVersion[64]; szVersion[0] = 0; system()->GetRegistryString( "HKEY_LOCAL_MACHINE\\Software\\Microsoft\\DirectX\\Version", szVersion, sizeof(szVersion) ); int os = 0, majorVersion = 0, minorVersion = 0, subVersion = 0; sscanf(szVersion, "%d.%d.%d.%d", &os, &majorVersion, &minorVersion, &subVersion); Q_snprintf(dxVer, sizeof(dxVer), "DirectX v%d.%d", majorVersion, minorVersion); SetControlString("dxinstalledlabel", dxVer); }
virtual void OnCommand( const char *command ) { if ( !stricmp(command, "OK") ) { if ( RequiresRestart() ) { // Bring up the confirmation dialog
QueryBox *box = new QueryBox("#GameUI_SettingRequiresDisconnect_Title", "#GameUI_SettingRequiresDisconnect_Info"); box->AddActionSignalTarget( this ); box->SetOKCommand(new KeyValues("OK_Confirmed")); box->SetCancelCommand(new KeyValues("ResetDXLevelCombo")); box->DoModal(); box->MoveToFront(); return; }
m_bUseChanges = true; Close(); } else { BaseClass::OnCommand( command ); } }
void OnKeyCodeTyped(KeyCode code) { // force ourselves to be closed if the escape key it pressed
if (code == KEY_ESCAPE) { Close(); } else { BaseClass::OnKeyCodeTyped(code); } }
bool RequiresRestart() { if ( GameUI().IsInLevel() ) { if ( GameUI().IsInBackgroundLevel() ) return false; if ( !GameUI().IsInMultiplayer() ) return false;
ConVarRef mat_dxlevel( "mat_dxlevel" ); KeyValues *pUserData = m_pDXLevel->GetActiveItemUserData(); Assert( pUserData ); if ( pUserData && mat_dxlevel.GetInt() != pUserData->GetInt("dxlevel") ) { return true; }
// HDR changed?
if ( m_pHDR->IsEnabled() ) { ConVarRef mat_hdr_level("mat_hdr_level"); Assert( mat_hdr_level.IsValid() ); if ( mat_hdr_level.GetInt() != m_pHDR->GetActiveItem() ) return true; } } return false; }
private: bool m_bUseChanges; vgui::ComboBox *m_pModelDetail, *m_pTextureDetail, *m_pAntialiasingMode, *m_pFilteringMode; vgui::ComboBox *m_pShadowDetail, *m_pHDR, *m_pWaterDetail, *m_pVSync, *m_pShaderDetail; vgui::ComboBox *m_pColorCorrection; vgui::ComboBox *m_pMotionBlur; vgui::ComboBox *m_pDXLevel;
int m_nNumAAModes; AAMode_t m_nAAModes[16]; };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
COptionsSubVideo::COptionsSubVideo(vgui::Panel *parent) : PropertyPage(parent, NULL) { m_bRequireRestart = false;
m_pGammaButton = new Button( this, "GammaButton", "#GameUI_AdjustGamma" ); m_pGammaButton->SetCommand(new KeyValues("OpenGammaDialog")); m_pMode = new ComboBox(this, "Resolution", 8, false); m_pAspectRatio = new ComboBox( this, "AspectRatio", 6, false ); m_pAdvanced = new Button( this, "AdvancedButton", "#GameUI_AdvancedEllipsis" ); m_pAdvanced->SetCommand(new KeyValues("OpenAdvanced")); m_pBenchmark = new Button( this, "BenchmarkButton", "#GameUI_LaunchBenchmark" ); m_pBenchmark->SetCommand(new KeyValues("LaunchBenchmark")); m_pThirdPartyCredits = new URLButton(this, "ThirdPartyVideoCredits", "#GameUI_ThirdPartyTechCredits"); m_pThirdPartyCredits->SetCommand(new KeyValues("OpenThirdPartyVideoCreditsDialog"));
char pszAspectName[3][64]; wchar_t *unicodeText = g_pVGuiLocalize->Find("#GameUI_AspectNormal"); g_pVGuiLocalize->ConvertUnicodeToANSI(unicodeText, pszAspectName[0], 32); unicodeText = g_pVGuiLocalize->Find("#GameUI_AspectWide16x9"); g_pVGuiLocalize->ConvertUnicodeToANSI(unicodeText, pszAspectName[1], 32); unicodeText = g_pVGuiLocalize->Find("#GameUI_AspectWide16x10"); g_pVGuiLocalize->ConvertUnicodeToANSI(unicodeText, pszAspectName[2], 32);
int iNormalItemID = m_pAspectRatio->AddItem( pszAspectName[0], NULL ); int i16x9ItemID = m_pAspectRatio->AddItem( pszAspectName[1], NULL ); int i16x10ItemID = m_pAspectRatio->AddItem( pszAspectName[2], NULL ); const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard(); int iAspectMode = GetScreenAspectMode( config.m_VideoMode.m_Width, config.m_VideoMode.m_Height ); switch ( iAspectMode ) { default: case 0: m_pAspectRatio->ActivateItem( iNormalItemID ); break; case 1: m_pAspectRatio->ActivateItem( i16x9ItemID ); break; case 2: m_pAspectRatio->ActivateItem( i16x10ItemID ); break; }
m_pWindowed = new vgui::ComboBox( this, "DisplayModeCombo", 6, false ); m_pWindowed->AddItem( "#GameUI_Fullscreen", NULL ); m_pWindowed->AddItem( "#GameUI_Windowed", NULL );
LoadControlSettings("Resource\\OptionsSubVideo.res");
// Moved down here so we can set the Drop down's
// menu state after the default (disabled) value is loaded
PrepareResolutionList();
// only show the benchmark button if they have the benchmark map
if ( !g_pFullFileSystem->FileExists("maps/test_hardware.bsp") ) { m_pBenchmark->SetVisible( false ); } }
//-----------------------------------------------------------------------------
// Purpose: Generates resolution list
//-----------------------------------------------------------------------------
void COptionsSubVideo::PrepareResolutionList() { // get the currently selected resolution
char sz[256]; m_pMode->GetText(sz, 256); int currentWidth = 0, currentHeight = 0; sscanf( sz, "%i x %i", ¤tWidth, ¤tHeight );
// Clean up before filling the info again.
m_pMode->DeleteAllItems(); m_pAspectRatio->SetItemEnabled(1, false); m_pAspectRatio->SetItemEnabled(2, false);
// get full video mode list
vmode_t *plist = NULL; int count = 0; gameuifuncs->GetVideoModes( &plist, &count );
const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard();
bool bWindowed = (m_pWindowed->GetActiveItem() > 0); int desktopWidth, desktopHeight; gameuifuncs->GetDesktopResolution( desktopWidth, desktopHeight );
// iterate all the video modes adding them to the dropdown
bool bFoundWidescreen = false; int selectedItemID = -1; for (int i = 0; i < count; i++, plist++) { char sz[ 256 ]; GetResolutionName( plist, sz, sizeof( sz ) );
// don't show modes bigger than the desktop for windowed mode
if ( bWindowed && (plist->width > desktopWidth || plist->height > desktopHeight) ) continue;
int itemID = -1; int iAspectMode = GetScreenAspectMode( plist->width, plist->height ); if ( iAspectMode > 0 ) { m_pAspectRatio->SetItemEnabled( iAspectMode, true ); bFoundWidescreen = true; }
// filter the list for those matching the current aspect
if ( iAspectMode == m_pAspectRatio->GetActiveItem() ) { itemID = m_pMode->AddItem( sz, NULL); }
// try and find the best match for the resolution to be selected
if ( plist->width == currentWidth && plist->height == currentHeight ) { selectedItemID = itemID; } else if ( selectedItemID == -1 && plist->width == config.m_VideoMode.m_Width && plist->height == config.m_VideoMode.m_Height ) { selectedItemID = itemID; } }
// disable ratio selection if we can't display widescreen.
m_pAspectRatio->SetEnabled( bFoundWidescreen );
m_nSelectedMode = selectedItemID;
if ( selectedItemID != -1 ) { m_pMode->ActivateItem( selectedItemID ); } else { char sz[256]; Q_snprintf( sz, ARRAYSIZE( sz ), "%d x %d", config.m_VideoMode.m_Width, config.m_VideoMode.m_Height ); m_pMode->SetText( sz ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
COptionsSubVideo::~COptionsSubVideo() { if (m_hOptionsSubVideoAdvancedDlg.Get()) { m_hOptionsSubVideoAdvancedDlg->MarkForDeletion(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubVideo::OnResetData() { m_bRequireRestart = false;
const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard();
// reset UI elements
m_pWindowed->ActivateItem(config.Windowed() ? 1 : 0);
// reset gamma control
m_pGammaButton->SetEnabled( !config.Windowed() );
SetCurrentResolutionComboItem(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubVideo::SetCurrentResolutionComboItem() { vmode_t *plist = NULL; int count = 0; gameuifuncs->GetVideoModes( &plist, &count );
const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard();
int resolution = -1; for ( int i = 0; i < count; i++, plist++ ) { if ( plist->width == config.m_VideoMode.m_Width && plist->height == config.m_VideoMode.m_Height ) { resolution = i; break; } }
if (resolution != -1) { char sz[256]; GetResolutionName( plist, sz, sizeof(sz) ); m_pMode->SetText(sz); } }
//-----------------------------------------------------------------------------
// Purpose: restarts the game
//-----------------------------------------------------------------------------
void COptionsSubVideo::OnApplyChanges() { if ( RequiresRestart() ) { INetChannelInfo *nci = engine->GetNetChannelInfo(); if ( nci ) { // Only retry if we're not running the server
const char *pAddr = nci->GetAddress(); if ( pAddr ) { if ( Q_strncmp(pAddr,"127.0.0.1",9) && Q_strncmp(pAddr,"localhost",9) ) { engine->ClientCmd_Unrestricted( "retry\n" ); } else { engine->ClientCmd_Unrestricted( "disconnect\n" ); } } } }
// apply advanced options
if (m_hOptionsSubVideoAdvancedDlg.Get()) { m_hOptionsSubVideoAdvancedDlg->ApplyChanges(); }
// resolution
char sz[256]; if ( m_nSelectedMode == -1 ) { m_pMode->GetText(sz, 256); } else { m_pMode->GetItemText( m_nSelectedMode, sz, 256 ); } int width = 0, height = 0; sscanf( sz, "%i x %i", &width, &height );
// windowed
bool windowed = (m_pWindowed->GetActiveItem() > 0) ? true : false;
// make sure there is a change
const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard(); if ( config.m_VideoMode.m_Width != width || config.m_VideoMode.m_Height != height || config.Windowed() != windowed) { // set mode
char szCmd[ 256 ]; Q_snprintf( szCmd, sizeof( szCmd ), "mat_setvideomode %i %i %i\n", width, height, windowed ? 1 : 0 ); engine->ClientCmd_Unrestricted( szCmd ); }
// apply changes
engine->ClientCmd_Unrestricted( "mat_savechanges\n" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubVideo::PerformLayout() { BaseClass::PerformLayout();
if ( m_pGammaButton ) { const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard(); m_pGammaButton->SetEnabled( !config.Windowed() ); } }
//-----------------------------------------------------------------------------
// Purpose: enables apply button on data changing
//-----------------------------------------------------------------------------
void COptionsSubVideo::OnTextChanged(Panel *pPanel, const char *pszText) { if (pPanel == m_pMode) { const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard();
m_nSelectedMode = m_pMode->GetActiveItem();
int w = 0, h = 0; sscanf(pszText, "%i x %i", &w, &h); if ( config.m_VideoMode.m_Width != w || config.m_VideoMode.m_Height != h ) { OnDataChanged(); } } else if (pPanel == m_pAspectRatio) { PrepareResolutionList(); } else if (pPanel == m_pWindowed) { PrepareResolutionList(); OnDataChanged(); } }
//-----------------------------------------------------------------------------
// Purpose: enables apply button
//-----------------------------------------------------------------------------
void COptionsSubVideo::OnDataChanged() { PostActionSignal(new KeyValues("ApplyButtonEnable")); }
//-----------------------------------------------------------------------------
// Purpose: Checks to see if the changes requires a restart to take effect
//-----------------------------------------------------------------------------
bool COptionsSubVideo::RequiresRestart() { if ( m_hOptionsSubVideoAdvancedDlg.Get() && m_hOptionsSubVideoAdvancedDlg->RequiresRestart() ) { return true; }
// make sure there is a change
return m_bRequireRestart; }
//-----------------------------------------------------------------------------
// Purpose: Opens advanced video mode options dialog
//-----------------------------------------------------------------------------
void COptionsSubVideo::OpenAdvanced() { if ( !m_hOptionsSubVideoAdvancedDlg.Get() ) { m_hOptionsSubVideoAdvancedDlg = new COptionsSubVideoAdvancedDlg( BasePanel()->FindChildByName( "OptionsDialog" ) ); // we'll parent this to the OptionsDialog directly
}
m_hOptionsSubVideoAdvancedDlg->Activate(); }
vgui::DHANDLE<class CGammaDialog> COptionsSubVideo::m_hGammaDialog;
void OpenGammaDialog( VPANEL parent ) { if ( !COptionsSubVideo::m_hGammaDialog.Get() ) { COptionsSubVideo::m_hGammaDialog = new CGammaDialog( parent ); }
COptionsSubVideo::m_hGammaDialog->Activate(); }
//-----------------------------------------------------------------------------
// Purpose: Opens gamma-adjusting dialog
//-----------------------------------------------------------------------------
void COptionsSubVideo::OpenGammaDialog() { ::OpenGammaDialog( GetVParent() ); }
//-----------------------------------------------------------------------------
// Purpose: Opens benchmark dialog
//-----------------------------------------------------------------------------
void COptionsSubVideo::LaunchBenchmark() { #if defined( BASEPANEL_LEGACY_SOURCE1 )
BasePanel()->OnOpenBenchmarkDialog(); #endif
}
//-----------------------------------------------------------------------------
// Purpose: Open third party audio credits dialog
//-----------------------------------------------------------------------------
void COptionsSubVideo::OpenThirdPartyVideoCreditsDialog() { if (!m_OptionsSubVideoThirdPartyCreditsDlg.Get()) { m_OptionsSubVideoThirdPartyCreditsDlg = new COptionsSubVideoThirdPartyCreditsDlg(GetVParent()); } m_OptionsSubVideoThirdPartyCreditsDlg->Activate(); }
COptionsSubVideoThirdPartyCreditsDlg::COptionsSubVideoThirdPartyCreditsDlg( vgui::VPANEL hParent ) : BaseClass( NULL, NULL ) { SetProportional( true );
// parent is ignored, since we want look like we're steal focus from the parent (we'll become modal below)
#ifdef GAMEUI_BASEMODPANEL_VGUI
SetScheme( GAMEUI_BASEMODPANEL_SCHEME ); #endif
SetTitle("#GameUI_ThirdPartyVideo_Title", true); SetSize( vgui::scheme()->GetProportionalScaledValueEx( GetScheme(), 500 ), vgui::scheme()->GetProportionalScaledValueEx( GetScheme(), 200 ) );
MoveToCenterOfScreen(); SetSizeable( false ); SetDeleteSelfOnClose( true ); }
void COptionsSubVideoThirdPartyCreditsDlg::ApplySchemeSettings( IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); LoadControlSettings( "resource/OptionsSubVideoThirdPartyDlg.res" ); }
void COptionsSubVideoThirdPartyCreditsDlg::Activate() { BaseClass::Activate();
input()->SetAppModalSurface(GetVPanel()); }
void COptionsSubVideoThirdPartyCreditsDlg::OnKeyCodeTyped(KeyCode code) { // force ourselves to be closed if the escape key it pressed
if (code == KEY_ESCAPE) { Close(); } else { BaseClass::OnKeyCodeTyped(code); } }
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