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1763 lines
52 KiB
1763 lines
52 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "OptionsSubVideo.h"
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#include "cvarslider.h"
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#include "EngineInterface.h"
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#include "BasePanel.h"
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#include "IGameUIFuncs.h"
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#include "modes.h"
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#include "materialsystem/materialsystem_config.h"
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#include "filesystem.h"
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#include "GameUI_Interface.h"
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#include "vgui_controls/CheckButton.h"
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#include "vgui_controls/ComboBox.h"
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#include "vgui_controls/Frame.h"
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#include "vgui_controls/QueryBox.h"
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#include "CvarToggleCheckButton.h"
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#include "tier1/KeyValues.h"
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#include "vgui/IInput.h"
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#include "vgui/ILocalize.h"
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#include "vgui/ISystem.h"
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#include "tier0/icommandline.h"
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#include "tier1/convar.h"
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#include "ModInfo.h"
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#include "vgui_controls/Tooltip.h"
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#include "sourcevr/isourcevirtualreality.h"
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#if defined( USE_SDL )
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#include "SDL.h"
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#endif
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#include "inetchannelinfo.h"
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extern IMaterialSystem *materials;
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose: aspect ratio mappings (for normal/widescreen combo)
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//-----------------------------------------------------------------------------
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struct RatioToAspectMode_t
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{
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int anamorphic;
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float aspectRatio;
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};
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RatioToAspectMode_t g_RatioToAspectModes[] =
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{
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{ 0, 4.0f / 3.0f },
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{ 1, 16.0f / 9.0f },
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{ 2, 16.0f / 10.0f },
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{ 2, 1.0f },
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};
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struct AAMode_t
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{
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int m_nNumSamples;
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int m_nQualityLevel;
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};
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//-----------------------------------------------------------------------------
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// Purpose: list of valid dx levels
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//-----------------------------------------------------------------------------
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int g_DirectXLevels[] =
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{
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70,
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80,
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81,
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90,
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#if DX_TO_GL_ABSTRACTION
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92,
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#endif
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95,
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};
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//-----------------------------------------------------------------------------
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// Purpose: returns the string name of a given dxlevel
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//-----------------------------------------------------------------------------
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void GetNameForDXLevel( int dxlevel, char *name, int bufferSize)
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{
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if ( ( dxlevel >= 92 ) && ( dxlevel <= 95 ) )
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{
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Q_snprintf( name, bufferSize, "DirectX v9.0+" );
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}
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else
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{
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Q_snprintf( name, bufferSize, "DirectX v%.1f", dxlevel / 10.0f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the aspect ratio mode number for the given resolution
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//-----------------------------------------------------------------------------
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int GetScreenAspectMode( int width, int height )
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{
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float aspectRatio = (float)width / (float)height;
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// just find the closest ratio
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float closestAspectRatioDist = 99999.0f;
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int closestAnamorphic = 0;
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for (int i = 0; i < ARRAYSIZE(g_RatioToAspectModes); i++)
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{
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float dist = fabs( g_RatioToAspectModes[i].aspectRatio - aspectRatio );
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if (dist < closestAspectRatioDist)
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{
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closestAspectRatioDist = dist;
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closestAnamorphic = g_RatioToAspectModes[i].anamorphic;
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}
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}
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return closestAnamorphic;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the string name of the specified resolution mode
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//-----------------------------------------------------------------------------
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static void GetResolutionName( vmode_t *mode, char *sz, int sizeofsz, int desktopWidth, int desktopHeight )
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{
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Q_snprintf( sz, sizeofsz, "%i x %i%s", mode->width, mode->height,
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( mode->width == desktopWidth ) && ( mode->height == desktopHeight ) ? " (native)": "" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Gamma-adjust dialog
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//-----------------------------------------------------------------------------
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class CGammaDialog : public vgui::Frame
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{
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DECLARE_CLASS_SIMPLE( CGammaDialog, vgui::Frame );
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public:
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CGammaDialog( vgui::VPANEL hParent ) : BaseClass( NULL, "OptionsSubVideoGammaDlg" )
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{
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// parent is ignored, since we want look like we're steal focus from the parent (we'll become modal below)
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SetTitle("#GameUI_AdjustGamma_Title", true);
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SetSize( 400, 260 );
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SetDeleteSelfOnClose( true );
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m_pGammaSlider = new CCvarSlider( this, "Gamma", "#GameUI_Gamma", 1.6f, 2.6f, "mat_monitorgamma" );
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m_pGammaLabel = new Label( this, "Gamma label", "#GameUI_Gamma" );
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m_pGammaEntry = new TextEntry( this, "GammaEntry" );
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Button *ok = new Button( this, "OKButton", "#vgui_ok" );
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ok->SetCommand( new KeyValues("OK") );
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LoadControlSettings( "resource/OptionsSubVideoGammaDlg.res" );
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MoveToCenterOfScreen();
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SetSizeable( false );
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m_pGammaSlider->SetTickCaptions( "#GameUI_Light", "#GameUI_Dark" );
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}
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MESSAGE_FUNC_PTR( OnGammaChanged, "SliderMoved", panel )
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{
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if (panel == m_pGammaSlider)
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{
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m_pGammaSlider->ApplyChanges();
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}
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}
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virtual void Activate()
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{
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BaseClass::Activate();
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m_flOriginalGamma = m_pGammaSlider->GetValue();
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UpdateGammaLabel();
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}
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MESSAGE_FUNC( OnOK, "OK" )
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{
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// make the gamma stick
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m_flOriginalGamma = m_pGammaSlider->GetValue();
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Close();
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}
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virtual void OnClose()
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{
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// reset to the original gamma
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m_pGammaSlider->SetValue( m_flOriginalGamma );
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m_pGammaSlider->ApplyChanges();
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BaseClass::OnClose();
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}
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void OnKeyCodeTyped(KeyCode code)
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{
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// force ourselves to be closed if the escape key it pressed
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if (code == KEY_ESCAPE)
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{
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Close();
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}
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else
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{
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BaseClass::OnKeyCodeTyped(code);
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}
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}
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MESSAGE_FUNC_PTR( OnControlModified, "ControlModified", panel )
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{
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// the HasBeenModified() check is so that if the value is outside of the range of the
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// slider, it won't use the slider to determine the display value but leave the
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// real value that we determined in the constructor
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if (panel == m_pGammaSlider && m_pGammaSlider->HasBeenModified())
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{
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UpdateGammaLabel();
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}
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}
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MESSAGE_FUNC_PTR( OnTextChanged, "TextChanged", panel )
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{
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if (panel == m_pGammaEntry)
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{
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char buf[64];
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m_pGammaEntry->GetText(buf, 64);
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float fValue = (float) atof(buf);
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if (fValue >= 1.0)
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{
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m_pGammaSlider->SetSliderValue(fValue);
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PostActionSignal(new KeyValues("ApplyButtonEnable"));
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}
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}
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}
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void UpdateGammaLabel()
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{
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char buf[64];
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Q_snprintf(buf, sizeof( buf ), " %.1f", m_pGammaSlider->GetSliderValue());
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m_pGammaEntry->SetText(buf);
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}
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private:
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CCvarSlider *m_pGammaSlider;
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vgui::Label *m_pGammaLabel;
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vgui::TextEntry *m_pGammaEntry;
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float m_flOriginalGamma;
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};
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//-----------------------------------------------------------------------------
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// Purpose: advanced keyboard settings dialog
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//-----------------------------------------------------------------------------
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class COptionsSubVideoAdvancedDlg : public vgui::Frame
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{
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DECLARE_CLASS_SIMPLE( COptionsSubVideoAdvancedDlg, vgui::Frame );
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public:
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COptionsSubVideoAdvancedDlg( vgui::Panel *parent ) : BaseClass( parent , "OptionsSubVideoAdvancedDlg" )
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{
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SetTitle("#GameUI_VideoAdvanced_Title", true);
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SetSize( 260, 400 );
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m_pDXLevel = new ComboBox(this, "dxlabel", 6, false );
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const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard();
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KeyValues *pKeyValues = new KeyValues( "config" );
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materials->GetRecommendedConfigurationInfo( 0, pKeyValues );
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m_pDXLevel->DeleteAllItems();
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for (int i = 0; i < ARRAYSIZE(g_DirectXLevels); i++)
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{
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// don't allow choice of lower dxlevels than the default,
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// unless we're already at that lower level or have it forced
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if (!CommandLine()->CheckParm("-dxlevel") &&
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g_DirectXLevels[i] != config.dxSupportLevel &&
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g_DirectXLevels[i] < pKeyValues->GetInt("ConVar.mat_dxlevel"))
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continue;
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KeyValues *pTempKV = new KeyValues("config");
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if (g_DirectXLevels[i] == pKeyValues->GetInt("ConVar.mat_dxlevel")
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|| materials->GetRecommendedConfigurationInfo( g_DirectXLevels[i], pTempKV ))
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{
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// add the configuration in the combo
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char szDXLevelName[64];
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GetNameForDXLevel( g_DirectXLevels[i], szDXLevelName, sizeof(szDXLevelName) );
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m_pDXLevel->AddItem( szDXLevelName, new KeyValues("dxlevel", "dxlevel", g_DirectXLevels[i]) );
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}
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pTempKV->deleteThis();
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}
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pKeyValues->deleteThis();
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m_pModelDetail = new ComboBox( this, "ModelDetail", 6, false );
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m_pModelDetail->AddItem("#gameui_low", NULL);
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m_pModelDetail->AddItem("#gameui_medium", NULL);
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m_pModelDetail->AddItem("#gameui_high", NULL);
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m_pTextureDetail = new ComboBox( this, "TextureDetail", 6, false );
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m_pTextureDetail->AddItem("#gameui_low", NULL);
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m_pTextureDetail->AddItem("#gameui_medium", NULL);
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m_pTextureDetail->AddItem("#gameui_high", NULL);
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m_pTextureDetail->AddItem("#gameui_ultra", NULL);
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// Build list of MSAA and CSAA modes, based upon those which are supported by the device
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//
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// The modes that we've seen in the wild to date are as follows (in perf order, fastest to slowest)
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//
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// 2x 4x 6x 8x 16x 8x 16xQ
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// Texture/Shader Samples 1 1 1 1 1 1 1
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// Stored Color/Z Samples 2 4 6 4 4 8 8
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// Coverage Samples 2 4 6 8 16 8 16
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// MSAA or CSAA M M M C C M C
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//
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// The CSAA modes are nVidia only (added in the G80 generation of GPUs)
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//
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m_nNumAAModes = 0;
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m_pAntialiasingMode = new ComboBox( this, "AntialiasingMode", 10, false );
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m_pAntialiasingMode->AddItem("#GameUI_None", NULL);
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m_nAAModes[m_nNumAAModes].m_nNumSamples = 1;
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m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0;
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m_nNumAAModes++;
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if ( materials->SupportsMSAAMode(2) )
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{
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m_pAntialiasingMode->AddItem("#GameUI_2X", NULL);
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m_nAAModes[m_nNumAAModes].m_nNumSamples = 2;
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m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0;
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m_nNumAAModes++;
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}
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if ( materials->SupportsMSAAMode(4) )
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{
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m_pAntialiasingMode->AddItem("#GameUI_4X", NULL);
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m_nAAModes[m_nNumAAModes].m_nNumSamples = 4;
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m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0;
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m_nNumAAModes++;
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}
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if ( materials->SupportsMSAAMode(6) )
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{
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m_pAntialiasingMode->AddItem("#GameUI_6X", NULL);
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m_nAAModes[m_nNumAAModes].m_nNumSamples = 6;
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m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0;
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m_nNumAAModes++;
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}
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if ( materials->SupportsCSAAMode(4, 2) ) // nVidia CSAA "8x"
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{
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m_pAntialiasingMode->AddItem("#GameUI_8X_CSAA", NULL);
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m_nAAModes[m_nNumAAModes].m_nNumSamples = 4;
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m_nAAModes[m_nNumAAModes].m_nQualityLevel = 2;
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m_nNumAAModes++;
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}
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if ( materials->SupportsCSAAMode(4, 4) ) // nVidia CSAA "16x"
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{
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m_pAntialiasingMode->AddItem("#GameUI_16X_CSAA", NULL);
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m_nAAModes[m_nNumAAModes].m_nNumSamples = 4;
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m_nAAModes[m_nNumAAModes].m_nQualityLevel = 4;
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m_nNumAAModes++;
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}
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if ( materials->SupportsMSAAMode(8) )
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{
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m_pAntialiasingMode->AddItem("#GameUI_8X", NULL);
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m_nAAModes[m_nNumAAModes].m_nNumSamples = 8;
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m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0;
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m_nNumAAModes++;
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}
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if ( materials->SupportsCSAAMode(8, 2) ) // nVidia CSAA "16xQ"
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{
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m_pAntialiasingMode->AddItem("#GameUI_16XQ_CSAA", NULL);
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m_nAAModes[m_nNumAAModes].m_nNumSamples = 8;
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m_nAAModes[m_nNumAAModes].m_nQualityLevel = 2;
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m_nNumAAModes++;
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}
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m_pFilteringMode = new ComboBox( this, "FilteringMode", 6, false );
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m_pFilteringMode->AddItem("#GameUI_Bilinear", NULL);
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m_pFilteringMode->AddItem("#GameUI_Trilinear", NULL);
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m_pFilteringMode->AddItem("#GameUI_Anisotropic2X", NULL);
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m_pFilteringMode->AddItem("#GameUI_Anisotropic4X", NULL);
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m_pFilteringMode->AddItem("#GameUI_Anisotropic8X", NULL);
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m_pFilteringMode->AddItem("#GameUI_Anisotropic16X", NULL);
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m_pShadowDetail = new ComboBox( this, "ShadowDetail", 6, false );
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m_pShadowDetail->AddItem("#gameui_low", NULL);
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m_pShadowDetail->AddItem("#gameui_medium", NULL);
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if ( materials->SupportsShadowDepthTextures() )
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{
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m_pShadowDetail->AddItem("#gameui_high", NULL);
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}
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ConVarRef mat_dxlevel( "mat_dxlevel" );
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m_pHDR = new ComboBox( this, "HDR", 6, false );
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m_pHDR->AddItem("#GameUI_hdr_level0", NULL);
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m_pHDR->AddItem("#GameUI_hdr_level1", NULL);
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if ( materials->SupportsHDRMode( HDR_TYPE_INTEGER ) )
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{
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m_pHDR->AddItem("#GameUI_hdr_level2", NULL);
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}
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#if 0
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if ( materials->SupportsHDRMode( HDR_TYPE_FLOAT ) )
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{
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m_pHDR->AddItem("#GameUI_hdr_level3", NULL);
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}
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#endif
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m_pHDR->SetEnabled( mat_dxlevel.GetInt() >= 80 );
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m_pWaterDetail = new ComboBox( this, "WaterDetail", 6, false );
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m_pWaterDetail->AddItem("#gameui_noreflections", NULL);
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m_pWaterDetail->AddItem("#gameui_reflectonlyworld", NULL);
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m_pWaterDetail->AddItem("#gameui_reflectall", NULL);
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m_pVSync = new ComboBox( this, "VSync", 2, false );
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m_pVSync->AddItem("#gameui_disabled", NULL);
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m_pVSync->AddItem("#gameui_enabled", NULL);
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m_pMulticore = new ComboBox( this, "Multicore", 2, false );
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m_pMulticore->AddItem("#gameui_disabled", NULL);
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m_pMulticore->AddItem("#gameui_enabled", NULL);
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m_pShaderDetail = new ComboBox( this, "ShaderDetail", 6, false );
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m_pShaderDetail->AddItem("#gameui_low", NULL);
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m_pShaderDetail->AddItem("#gameui_high", NULL);
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m_pColorCorrection = new ComboBox( this, "ColorCorrection", 2, false );
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m_pColorCorrection->AddItem("#gameui_disabled", NULL);
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m_pColorCorrection->AddItem("#gameui_enabled", NULL);
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m_pMotionBlur = new ComboBox( this, "MotionBlur", 2, false );
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m_pMotionBlur->AddItem("#gameui_disabled", NULL);
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m_pMotionBlur->AddItem("#gameui_enabled", NULL);
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LoadControlSettings( "resource/OptionsSubVideoAdvancedDlg.res" );
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MoveToCenterOfScreen();
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SetSizeable( false );
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m_pDXLevel->SetEnabled(false);
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m_pColorCorrection->SetEnabled( mat_dxlevel.GetInt() >= 90 );
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m_pMotionBlur->SetEnabled( mat_dxlevel.GetInt() >= 90 );
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if ( g_pCVar->FindVar( "fov_desired" ) == NULL )
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{
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Panel *pFOV = FindChildByName( "FovSlider" );
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if ( pFOV )
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{
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pFOV->SetVisible( false );
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}
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pFOV = FindChildByName( "FovLabel" );
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if ( pFOV )
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{
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pFOV->SetVisible( false );
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}
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}
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MarkDefaultSettingsAsRecommended();
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m_bUseChanges = false;
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}
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virtual void Activate()
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{
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BaseClass::Activate();
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input()->SetAppModalSurface(GetVPanel());
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if (!m_bUseChanges)
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{
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// reset the data
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OnResetData();
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}
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}
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void SetComboItemAsRecommended( vgui::ComboBox *combo, int iItem )
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{
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// get the item text
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wchar_t text[512];
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combo->GetItemText(iItem, text, sizeof(text));
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// append the recommended flag
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wchar_t newText[512];
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_snwprintf( newText, sizeof(newText) / sizeof(wchar_t), L"%ls *", text );
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// reset
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combo->UpdateItem(iItem, newText, NULL);
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}
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int FindMSAAMode( int nAASamples, int nAAQuality )
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{
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// Run through the AA Modes supported by the device
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for ( int nAAMode = 0; nAAMode < m_nNumAAModes; nAAMode++ )
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{
|
|
// 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 _X360
|
|
int nWaterUseRealtimeReflection = pKeyValues->GetInt( "ConVar.r_waterforceexpensive", 0 );
|
|
#endif
|
|
int nWaterUseEntityReflection = pKeyValues->GetInt( "ConVar.r_waterforcereflectentities", 0 );
|
|
int nMatVSync = pKeyValues->GetInt( "ConVar.mat_vsync", 1 );
|
|
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 );
|
|
// It doesn't make sense to retrieve this convar from dxsupport, because we'll then have materialsystem setting this config at loadtime. (Also, it only has very minimal support for CPU related configuration.)
|
|
//int nMulticore = pKeyValues->GetInt( "ConVar.mat_queue_mode", 0 );
|
|
int nMulticore = GetCPUInformation()->m_nPhysicalProcessors >= 2;
|
|
|
|
// 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 _X360
|
|
if ( nWaterUseRealtimeReflection )
|
|
#endif
|
|
{
|
|
if ( nWaterUseEntityReflection )
|
|
{
|
|
SetComboItemAsRecommended( m_pWaterDetail, 2 );
|
|
}
|
|
else
|
|
{
|
|
SetComboItemAsRecommended( m_pWaterDetail, 1 );
|
|
}
|
|
}
|
|
#ifndef _X360
|
|
else
|
|
{
|
|
SetComboItemAsRecommended( m_pWaterDetail, 0 );
|
|
}
|
|
#endif
|
|
|
|
SetComboItemAsRecommended( m_pVSync, nMatVSync != 0 );
|
|
|
|
SetComboItemAsRecommended( m_pMulticore, nMulticore != 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;
|
|
|
|
KeyValues *pActiveItem = m_pDXLevel->GetActiveItemUserData();
|
|
if ( pActiveItem )
|
|
{
|
|
ApplyChangesToConVar( "mat_dxlevel", pActiveItem->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;
|
|
default:
|
|
// Trilinear.
|
|
ApplyChangesToConVar( "mat_forceaniso", 1 );
|
|
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 _X360
|
|
ApplyChangesToConVar( "r_waterforceexpensive", false );
|
|
#endif
|
|
ApplyChangesToConVar( "r_waterforcereflectentities", false );
|
|
break;
|
|
case 1:
|
|
#ifndef _X360
|
|
ApplyChangesToConVar( "r_waterforceexpensive", true );
|
|
#endif
|
|
ApplyChangesToConVar( "r_waterforcereflectentities", false );
|
|
break;
|
|
case 2:
|
|
#ifndef _X360
|
|
ApplyChangesToConVar( "r_waterforceexpensive", true );
|
|
#endif
|
|
ApplyChangesToConVar( "r_waterforcereflectentities", true );
|
|
break;
|
|
}
|
|
|
|
ApplyChangesToConVar( "mat_vsync", m_pVSync->GetActiveItem() );
|
|
|
|
int iMC = m_pMulticore->GetActiveItem();
|
|
ApplyChangesToConVar( "mat_queue_mode", (iMC == 0) ? 0 : -1 );
|
|
|
|
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 mat_queue_mode( "mat_queue_mode" );
|
|
ConVarRef r_flashlightdepthtexture( "r_flashlightdepthtexture" );
|
|
#ifndef _X360
|
|
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 );
|
|
|
|
m_pAntialiasingMode->SetEnabled( m_nNumAAModes > 1 );
|
|
|
|
#ifndef _X360
|
|
if ( r_waterforceexpensive.GetBool() )
|
|
#endif
|
|
{
|
|
if ( r_waterforcereflectentities.GetBool() )
|
|
{
|
|
m_pWaterDetail->ActivateItem( 2 );
|
|
}
|
|
else
|
|
{
|
|
m_pWaterDetail->ActivateItem( 1 );
|
|
}
|
|
}
|
|
#ifndef _X360
|
|
else
|
|
{
|
|
m_pWaterDetail->ActivateItem( 0 );
|
|
}
|
|
#endif
|
|
|
|
m_pVSync->ActivateItem( mat_vsync.GetInt() );
|
|
|
|
int iMC = mat_queue_mode.GetInt();
|
|
|
|
// We (Rick!) have now switched -2 to mean enabled. So this comment has been rendered obsolete:
|
|
// -- For testing, we have -2, the legacy default setting as meaning multicore is disabled.
|
|
// -- After that, we'll switch -2 to mean it's enabled.
|
|
m_pMulticore->ActivateItem( (iMC == 0) ? 0 : 1 );
|
|
|
|
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_pMulticore, *m_pShaderDetail;
|
|
vgui::ComboBox *m_pColorCorrection;
|
|
vgui::ComboBox *m_pMotionBlur;
|
|
vgui::ComboBox *m_pDXLevel;
|
|
|
|
int m_nNumAAModes;
|
|
AAMode_t m_nAAModes[16];
|
|
};
|
|
|
|
#if defined( USE_SDL )
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get display index we will go fullscreen on.
|
|
//-----------------------------------------------------------------------------
|
|
static int getSDLDisplayIndex()
|
|
{
|
|
static ConVarRef sdl_displayindex( "sdl_displayindex" );
|
|
|
|
Assert( sdl_displayindex.IsValid() );
|
|
return sdl_displayindex.IsValid() ? sdl_displayindex.GetInt() : 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get display index we are currently fullscreen on. (or -1 if none).
|
|
//-----------------------------------------------------------------------------
|
|
static int getSDLDisplayIndexFullscreen()
|
|
{
|
|
static ConVarRef sdl_displayindex_fullscreen( "sdl_displayindex_fullscreen" );
|
|
|
|
Assert( sdl_displayindex_fullscreen.IsValid() );
|
|
return sdl_displayindex_fullscreen.IsValid() ? sdl_displayindex_fullscreen.GetInt() : -1;
|
|
}
|
|
|
|
#endif // USE_SDL
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
COptionsSubVideo::COptionsSubVideo(vgui::Panel *parent) : PropertyPage(parent, NULL)
|
|
{
|
|
m_bRequireRestart = false;
|
|
|
|
m_bDisplayedVRModeMessage = 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_pVRMode = new ComboBox( this, "VRMode", 2, 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"));
|
|
m_pHDContent = new CheckButton( this, "HDContentButton", "#GameUI_HDContent" );
|
|
|
|
char pszAspectName[3][64];
|
|
const 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;
|
|
}
|
|
|
|
char pszVRModeName[2][64];
|
|
unicodeText = g_pVGuiLocalize->Find("#GameUI_Disabled");
|
|
g_pVGuiLocalize->ConvertUnicodeToANSI(unicodeText, pszVRModeName[0], 32);
|
|
unicodeText = g_pVGuiLocalize->Find("#GameUI_Enabled");
|
|
g_pVGuiLocalize->ConvertUnicodeToANSI(unicodeText, pszVRModeName[1], 32);
|
|
|
|
m_pVRMode->AddItem( pszVRModeName[0], NULL );
|
|
m_pVRMode->AddItem( pszVRModeName[1], NULL );
|
|
|
|
// Multimonitor under Direct3D requires you to destroy and recreate the device,
|
|
// which is an operation we don't support as it currently stands. The user can
|
|
// pass -adapter N to use a different device.
|
|
#if defined( USE_SDL ) && defined( DX_TO_GL_ABSTRACTION )
|
|
int numVideoDisplays = SDL_GetNumVideoDisplays();
|
|
|
|
m_pWindowed = new vgui::ComboBox( this, "DisplayModeCombo", 5 + numVideoDisplays, false );
|
|
|
|
if ( numVideoDisplays <= 1 )
|
|
{
|
|
m_pWindowed->AddItem( "#GameUI_Fullscreen", NULL );
|
|
m_pWindowed->AddItem( "#GameUI_Windowed", NULL );
|
|
}
|
|
else
|
|
{
|
|
// Add something like this:
|
|
// Full Screen (0)
|
|
// Full Screen (1)
|
|
// Windowed
|
|
wchar_t *fullscreenText = g_pVGuiLocalize->Find( "#GameUI_Fullscreen" );
|
|
|
|
for ( int i = 0; i < numVideoDisplays; i++ )
|
|
{
|
|
wchar_t ItemText[ 256 ];
|
|
|
|
V_swprintf_safe( ItemText, L"%ls (%d)", fullscreenText, i );
|
|
m_pWindowed->AddItem( ItemText, NULL );
|
|
}
|
|
|
|
m_pWindowed->AddItem( "#GameUI_Windowed", NULL );
|
|
}
|
|
|
|
#else
|
|
m_pWindowed = new vgui::ComboBox( this, "DisplayModeCombo", 6, false );
|
|
|
|
m_pWindowed->AddItem( "#GameUI_Fullscreen", NULL );
|
|
m_pWindowed->AddItem( "#GameUI_Windowed", NULL );
|
|
#endif
|
|
|
|
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 );
|
|
}
|
|
|
|
if ( ModInfo().HasHDContent() )
|
|
{
|
|
m_pHDContent->SetVisible( true );
|
|
}
|
|
|
|
// if VR mode isn't available, disable the dropdown
|
|
if( !g_pSourceVR )
|
|
{
|
|
// if sourcevr.dll is missing entirely that means VR mode is not
|
|
// supported in this game. Hide the mode dropdown and its label
|
|
m_pVRMode->SetVisible( false );
|
|
|
|
Panel *label = FindChildByName( "VRModeLabel" );
|
|
if( label )
|
|
label->SetVisible( false );
|
|
}
|
|
else if( !g_pSourceVR->IsHmdConnected() )
|
|
{
|
|
m_pVRMode->ActivateItem( 0 );
|
|
m_pVRMode->SetEnabled( false );
|
|
m_pVRMode->GetTooltip()->SetText( "#GameUI_NoVRTooltip" );
|
|
EnableOrDisableWindowedForVR();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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();
|
|
|
|
// Windowed is the last item in the combobox.
|
|
bool bWindowed = ( m_pWindowed->GetActiveItem() >= ( m_pWindowed->GetItemCount() - 1 ) );
|
|
int desktopWidth, desktopHeight;
|
|
gameuifuncs->GetDesktopResolution( desktopWidth, desktopHeight );
|
|
|
|
#if defined( USE_SDL )
|
|
bool bFullScreenWithMultipleDisplays = ( !bWindowed && ( SDL_GetNumVideoDisplays() > 1 ) );
|
|
if ( bFullScreenWithMultipleDisplays )
|
|
{
|
|
SDL_Rect rect;
|
|
#if defined( DX_TO_GL_ABSTRACTION )
|
|
int displayIndex = m_pWindowed->GetActiveItem();
|
|
#else
|
|
int displayIndex = materials->GetCurrentAdapter();
|
|
#endif
|
|
|
|
if ( !SDL_GetDisplayBounds( displayIndex, &rect ) )
|
|
{
|
|
desktopWidth = rect.w;
|
|
desktopHeight = rect.h;
|
|
}
|
|
}
|
|
|
|
// If we are switching to fullscreen, and this isn't the mode we're currently in, then
|
|
// fake things out so the native fullscreen resolution is selected. Stuck this in
|
|
// because I assume most people will go fullscreen at native resolution, and it's sometimes
|
|
// difficult to find the native resolution with all the aspect ratio options.
|
|
bool bNewFullscreenDisplay = ( !bWindowed && ( getSDLDisplayIndexFullscreen() != m_pWindowed->GetActiveItem() ) );
|
|
if ( bNewFullscreenDisplay )
|
|
{
|
|
currentWidth = desktopWidth;
|
|
currentHeight = desktopHeight;
|
|
}
|
|
#endif
|
|
|
|
// iterate all the video modes adding them to the dropdown
|
|
bool bFoundWidescreen = false;
|
|
int selectedItemID = -1;
|
|
for (int i = 0; i < count; i++, plist++)
|
|
{
|
|
#if !defined( USE_SDL )
|
|
// don't show modes bigger than the desktop for windowed mode
|
|
if ( bWindowed )
|
|
#endif
|
|
{
|
|
if ( plist->width > desktopWidth || plist->height > desktopHeight )
|
|
{
|
|
// Filter out sizes larger than our desktop.
|
|
continue;
|
|
}
|
|
}
|
|
|
|
GetResolutionName( plist, sz, sizeof( sz ), desktopWidth, desktopHeight );
|
|
|
|
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
|
|
{
|
|
int Width = config.m_VideoMode.m_Width;
|
|
int Height = config.m_VideoMode.m_Height;
|
|
|
|
#if defined( USE_SDL )
|
|
// If we are switching to a new display, or the size is greater than the desktop, then
|
|
// display the desktop width and height.
|
|
if ( bNewFullscreenDisplay || ( Width > desktopWidth ) || ( Height > desktopHeight ) )
|
|
{
|
|
Width = desktopWidth;
|
|
Height = desktopHeight;
|
|
}
|
|
#endif
|
|
|
|
Q_snprintf( sz, ARRAYSIZE( sz ), "%d x %d", Width, Height );
|
|
m_pMode->SetText( sz );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
COptionsSubVideo::~COptionsSubVideo()
|
|
{
|
|
if (m_hOptionsSubVideoAdvancedDlg.Get())
|
|
{
|
|
m_hOptionsSubVideoAdvancedDlg->MarkForDeletion();
|
|
}
|
|
}
|
|
|
|
|
|
FILE *FOpenGameHDFile( const char *pchMode )
|
|
{
|
|
const char *pGameDir = engine->GetGameDirectory();
|
|
char szModSteamInfPath[ 1024 ];
|
|
V_ComposeFileName( pGameDir, "game_hd.txt", szModSteamInfPath, sizeof( szModSteamInfPath ) );
|
|
|
|
FILE *fp = fopen( szModSteamInfPath, pchMode );
|
|
return fp;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool COptionsSubVideo::BUseHDContent()
|
|
{
|
|
FILE *fp = FOpenGameHDFile( "rb" );
|
|
if ( fp )
|
|
{
|
|
fclose(fp);
|
|
return true;
|
|
}
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: hint the engine to load HD content if possible, logic must match with engine/common.cpp BLoadHDContent
|
|
//-----------------------------------------------------------------------------
|
|
void COptionsSubVideo::SetUseHDContent( bool bUse )
|
|
{
|
|
if ( bUse )
|
|
{
|
|
FILE *fp = FOpenGameHDFile( "wb+" );
|
|
if ( fp )
|
|
{
|
|
fprintf( fp, "If this file exists on disk HD content will be loaded.\n" );
|
|
fclose( fp );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const char *pGameDir = engine->GetGameDirectory();
|
|
char szModSteamInfPath[ 1024 ];
|
|
V_ComposeFileName( pGameDir, "game_hd.txt", szModSteamInfPath, sizeof( szModSteamInfPath ) );
|
|
_unlink( szModSteamInfPath );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void COptionsSubVideo::OnResetData()
|
|
{
|
|
m_bRequireRestart = false;
|
|
|
|
const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard();
|
|
|
|
// reset UI elements
|
|
#if defined( USE_SDL ) && defined( DX_TO_GL_ABSTRACTION )
|
|
int ItemIndex;
|
|
|
|
if ( config.Windowed() )
|
|
{
|
|
// Last item in the combobox is Windowed.
|
|
ItemIndex = ( m_pWindowed->GetItemCount() - 1 );
|
|
}
|
|
else
|
|
{
|
|
// Check which fullscreen displayindex is currently selected, and pick it.
|
|
ItemIndex = getSDLDisplayIndex();
|
|
|
|
if ( ( ItemIndex < 0 ) || ItemIndex >= ( m_pWindowed->GetItemCount() - 1 ) )
|
|
{
|
|
Assert( 0 );
|
|
ItemIndex = 0;
|
|
}
|
|
}
|
|
|
|
m_pWindowed->ActivateItem( ItemIndex );
|
|
#else
|
|
m_pWindowed->ActivateItem( config.Windowed() ? 1 : 0 );
|
|
#endif
|
|
|
|
// reset gamma control
|
|
m_pGammaButton->SetEnabled( !config.Windowed() );
|
|
|
|
m_pHDContent->SetSelected( BUseHDContent() );
|
|
|
|
SetCurrentResolutionComboItem();
|
|
|
|
bool bVREnabled = config.m_nVRModeAdapter != -1;
|
|
m_pVRMode->ActivateItem( bVREnabled ? 1 : 0 );
|
|
EnableOrDisableWindowedForVR();
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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];
|
|
int desktopWidth, desktopHeight;
|
|
|
|
gameuifuncs->GetDesktopResolution( desktopWidth, desktopHeight );
|
|
|
|
#if defined( USE_SDL )
|
|
SDL_Rect rect;
|
|
#if defined( DX_TO_GL_ABSTRACTION )
|
|
int displayIndex = getSDLDisplayIndex();
|
|
#else
|
|
int displayIndex = materials->GetCurrentAdapter();
|
|
#endif
|
|
|
|
if ( !SDL_GetDisplayBounds( displayIndex, &rect ) )
|
|
{
|
|
desktopWidth = rect.w;
|
|
desktopHeight = rect.h;
|
|
}
|
|
#endif
|
|
|
|
GetResolutionName( plist, sz, sizeof(sz), desktopWidth, desktopHeight );
|
|
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 bConfigChanged = false;
|
|
bool windowed = ( m_pWindowed->GetActiveItem() == ( m_pWindowed->GetItemCount() - 1 ) ) ? true : false;
|
|
const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard();
|
|
|
|
bool bVRMode = m_pVRMode->GetActiveItem() != 0;
|
|
if( ( -1 != config.m_nVRModeAdapter ) != bVRMode )
|
|
{
|
|
// let engine fill in mat_vrmode_adapter
|
|
char szCmd[256];
|
|
Q_snprintf( szCmd, sizeof(szCmd), "mat_enable_vrmode %d\n", bVRMode ? 1 : 0 );
|
|
engine->ClientCmd_Unrestricted( szCmd );
|
|
|
|
// force windowed. VR mode ignores this flag and desktop mode needs to be in a window always
|
|
windowed = bVRMode;
|
|
}
|
|
|
|
|
|
// make sure there is a change
|
|
if ( config.m_VideoMode.m_Width != width
|
|
|| config.m_VideoMode.m_Height != height
|
|
|| config.Windowed() != windowed )
|
|
{
|
|
bConfigChanged = true;
|
|
}
|
|
|
|
#if defined( USE_SDL )
|
|
if ( !windowed )
|
|
{
|
|
SDL_Rect rect;
|
|
int displayIndexTarget = m_pWindowed->GetActiveItem();
|
|
int displayIndexCurrent = getSDLDisplayIndexFullscreen();
|
|
|
|
// Handle going fullscreen from display X to display Y.
|
|
if ( displayIndexCurrent != displayIndexTarget )
|
|
{
|
|
static ConVarRef sdl_displayindex( "sdl_displayindex" );
|
|
|
|
if ( sdl_displayindex.IsValid() )
|
|
{
|
|
// Set the displayindex we want to go fullscreen on now.
|
|
sdl_displayindex.SetValue( displayIndexTarget );
|
|
bConfigChanged = true;
|
|
}
|
|
}
|
|
|
|
if ( !SDL_GetDisplayBounds( displayIndexTarget, &rect ) )
|
|
{
|
|
// If we are going non-native fullscreen, tweak the resolution to have the same aspect ratio as the display.
|
|
if ( ( width != rect.w ) || ( height != rect.h ) )
|
|
{
|
|
// TODO: We may want a convar to allow folks to mess with their aspect ratio?
|
|
height = ( width * rect.h ) / rect.w;
|
|
bConfigChanged = true;
|
|
}
|
|
}
|
|
}
|
|
#endif // USE_SDL
|
|
|
|
if ( bConfigChanged )
|
|
{
|
|
// 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 );
|
|
}
|
|
|
|
if ( ModInfo().HasHDContent() )
|
|
{
|
|
if ( BUseHDContent() != m_pHDContent->IsSelected() )
|
|
{
|
|
SetUseHDContent( m_pHDContent->IsSelected() );
|
|
// Bring up the confirmation dialog
|
|
MessageBox *box = new MessageBox("#GameUI_OptionsRestartRequired_Title", "#GameUI_HDRestartRequired_Info");
|
|
box->DoModal();
|
|
box->MoveToFront();
|
|
}
|
|
}
|
|
|
|
// 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();
|
|
}
|
|
else if ( pPanel == m_pVRMode )
|
|
{
|
|
if ( !m_bDisplayedVRModeMessage )
|
|
{
|
|
bool bVRNowEnabled = m_pVRMode->GetActiveItem() == 1;
|
|
bool bVRWasEnabled = materials->GetCurrentConfigForVideoCard().m_nVRModeAdapter != -1;
|
|
if( bVRWasEnabled != bVRNowEnabled )
|
|
{
|
|
m_bDisplayedVRModeMessage = true;
|
|
MessageBox *box = new MessageBox( "#GameUI_VRMode", "#GameUI_VRModeRelaunchMsg", this );
|
|
box->MoveToFront();
|
|
box->DoModal();
|
|
}
|
|
}
|
|
|
|
EnableOrDisableWindowedForVR();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: enables windowed combo box
|
|
//-----------------------------------------------------------------------------
|
|
void COptionsSubVideo::EnableOrDisableWindowedForVR()
|
|
{
|
|
bool bCanBeEnabled = g_pSourceVR && g_pSourceVR->IsHmdConnected();
|
|
bool bVRNowEnabled = m_pVRMode->GetActiveItem() == 1;
|
|
bool bVRWasEnabled = materials->GetCurrentConfigForVideoCard().m_nVRModeAdapter != -1;
|
|
if( bCanBeEnabled && ( bVRNowEnabled || bVRWasEnabled ) )
|
|
{
|
|
m_pWindowed->SetEnabled( false );
|
|
m_pWindowed->ActivateItem( m_pWindowed->GetItemCount() - 1 );
|
|
m_pWindowed->GetTooltip()->SetText( "#GameUI_WindowedTooltip" );
|
|
}
|
|
else
|
|
{
|
|
m_pWindowed->SetEnabled( true );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Opens gamma-adjusting dialog
|
|
//-----------------------------------------------------------------------------
|
|
void COptionsSubVideo::OpenGammaDialog()
|
|
{
|
|
if ( !m_hGammaDialog.Get() )
|
|
{
|
|
m_hGammaDialog = new CGammaDialog( GetVParent() );
|
|
}
|
|
|
|
m_hGammaDialog->Activate();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Opens benchmark dialog
|
|
//-----------------------------------------------------------------------------
|
|
void COptionsSubVideo::LaunchBenchmark()
|
|
{
|
|
BasePanel()->OnOpenBenchmarkDialog();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: third-party audio credits dialog
|
|
//-----------------------------------------------------------------------------
|
|
class COptionsSubVideoThirdPartyCreditsDlg : public vgui::Frame
|
|
{
|
|
DECLARE_CLASS_SIMPLE( COptionsSubVideoThirdPartyCreditsDlg, vgui::Frame );
|
|
public:
|
|
COptionsSubVideoThirdPartyCreditsDlg( vgui::VPANEL hParent ) : BaseClass( NULL, NULL )
|
|
{
|
|
// parent is ignored, since we want look like we're steal focus from the parent (we'll become modal below)
|
|
|
|
SetTitle("#GameUI_ThirdPartyVideo_Title", true);
|
|
SetSize( 500, 200 );
|
|
LoadControlSettings( "resource/OptionsSubVideoThirdPartyDlg.res" );
|
|
MoveToCenterOfScreen();
|
|
SetSizeable( false );
|
|
SetDeleteSelfOnClose( true );
|
|
}
|
|
|
|
virtual void Activate()
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
input()->SetAppModalSurface(GetVPanel());
|
|
}
|
|
|
|
void OnKeyCodeTyped(KeyCode code)
|
|
{
|
|
// force ourselves to be closed if the escape key it pressed
|
|
if (code == KEY_ESCAPE)
|
|
{
|
|
Close();
|
|
}
|
|
else
|
|
{
|
|
BaseClass::OnKeyCodeTyped(code);
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Open third party audio credits dialog
|
|
//-----------------------------------------------------------------------------
|
|
void COptionsSubVideo::OpenThirdPartyVideoCreditsDialog()
|
|
{
|
|
if (!m_OptionsSubVideoThirdPartyCreditsDlg.Get())
|
|
{
|
|
m_OptionsSubVideoThirdPartyCreditsDlg = new COptionsSubVideoThirdPartyCreditsDlg(GetVParent());
|
|
}
|
|
m_OptionsSubVideoThirdPartyCreditsDlg->Activate();
|
|
}
|