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https://github.com/nillerusr/source-engine.git
synced 2025-01-12 16:18:03 +00:00
gameui: add console button to main menu
This commit is contained in:
parent
74b7a6d151
commit
c36cfccdf0
@ -579,7 +579,7 @@ void Cmd_Exec_f( const CCommand &args )
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const char *szFile = args[1];
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const char *szFile = args[1];
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const char *pPathID = "MOD";
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const char *pPathID = "*";
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Q_snprintf( fileName, sizeof( fileName ), "//%s/cfg/%s", pPathID, szFile );
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Q_snprintf( fileName, sizeof( fileName ), "//%s/cfg/%s", pPathID, szFile );
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Q_DefaultExtension( fileName, ".cfg", sizeof( fileName ) );
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Q_DefaultExtension( fileName, ".cfg", sizeof( fileName ) );
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@ -26,7 +26,7 @@
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// [dwenger] Necessary for sorting achievements by award time
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// [dwenger] Necessary for sorting achievements by award time
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#include <vgui/ISystem.h>
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#include <vgui/ISystem.h>
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#include "../../src/public/vgui_controls/Controls.h"
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#include "vgui_controls/Controls.h"
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ConVar achievements_easymode( "achievement_easymode", "0", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY,
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ConVar achievements_easymode( "achievement_easymode", "0", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY,
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@ -863,6 +863,7 @@ CBasePanel::~CBasePanel()
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static const char *g_rgValidCommands[] =
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static const char *g_rgValidCommands[] =
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{
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{
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"OpenGameMenu",
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"OpenGameMenu",
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"OpenConsole",
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"OpenPlayerListDialog",
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"OpenPlayerListDialog",
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"OpenNewGameDialog",
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"OpenNewGameDialog",
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"OpenLoadGameDialog",
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"OpenLoadGameDialog",
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@ -1477,6 +1478,8 @@ CGameMenu *CBasePanel::RecursiveLoadGameMenu(KeyValues *datafile)
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{
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{
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CGameMenu *menu = new CGameMenu(this, datafile->GetName());
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CGameMenu *menu = new CGameMenu(this, datafile->GetName());
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menu->AddMenuItem("Console", "CONSOLE", "OpenConsole", this);
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// loop through all the data adding items to the menu
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// loop through all the data adding items to the menu
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for (KeyValues *dat = datafile->GetFirstSubKey(); dat != NULL; dat = dat->GetNextKey())
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for (KeyValues *dat = datafile->GetFirstSubKey(); dat != NULL; dat = dat->GetNextKey())
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{
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{
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@ -1899,6 +1902,10 @@ void CBasePanel::RunMenuCommand(const char *command)
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{
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{
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OnOpenNewGameDialog();
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OnOpenNewGameDialog();
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}
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}
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else if ( !Q_stricmp( command, "OpenConsole" ) )
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{
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GameConsole().Activate();
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}
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else if ( !Q_stricmp( command, "OpenLoadGameDialog" ) )
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else if ( !Q_stricmp( command, "OpenLoadGameDialog" ) )
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{
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{
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if ( !GameUI().IsConsoleUI() )
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if ( !GameUI().IsConsoleUI() )
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@ -249,3 +249,4 @@ GL_FUNC_VOID(OpenGL,true,glSamplerParameterfv,(GLuint a, GLenum b, const GLfloat
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GL_FUNC_VOID(GL_QCOM_alpha_test,false,glAlphaFuncQCOM,(GLenum a, GLfloat b),(a,b))
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GL_FUNC_VOID(GL_QCOM_alpha_test,false,glAlphaFuncQCOM,(GLenum a, GLfloat b),(a,b))
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GL_FUNC_VOID(OpenGL,true,glClearDepthf,(GLfloat a),(a))
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GL_FUNC_VOID(OpenGL,true,glClearDepthf,(GLfloat a),(a))
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GL_FUNC_VOID(OpenGL,true,glDepthRangef,(GLfloat a,GLfloat b),(a,b))
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GL_FUNC_VOID(OpenGL,true,glDepthRangef,(GLfloat a,GLfloat b),(a,b))
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GL_FUNC_VOID(OpenGL,true,glGetFramebufferAttachmentParameteriv,(GLenum a,GLenum b,GLenum c,GLint *d),(a,b,c,d))
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@ -731,16 +731,16 @@ FORCEINLINE void GLContextSet( GLBlendEnableSRGB_t *src )
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}
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}
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#endif
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#endif
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// this query is not useful unless you have the ARB_framebuffer_srgb ext.
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// this query is not useful unless you have the ARB_framebuffer_srgb ext.
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//GLint encoding = 0;
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// GLint encoding = 0;
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//pfnglGetFramebufferAttachmentParameteriv( GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, &encoding );
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// gGL->glGetFramebufferAttachmentParameteriv( GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, &encoding );
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glSetEnable( GL_FRAMEBUFFER_SRGB_EXT, src->enable != 0 );
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glSetEnable( GL_FRAMEBUFFER_SRGB_EXT, src->enable != 0 );
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}
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}
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FORCEINLINE void GLContextGet( GLBlendEnableSRGB_t *dst )
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FORCEINLINE void GLContextGet( GLBlendEnableSRGB_t *dst )
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{
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{
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dst->enable = gGL->glIsEnabled( GL_FRAMEBUFFER_SRGB_EXT );
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// dst->enable = gGL->glIsEnabled( GL_FRAMEBUFFER_SRGB_EXT );
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// dst->enable = true; // wtf ?
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dst->enable = true; // wtf ?
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}
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}
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FORCEINLINE void GLContextGetDefault( GLBlendEnableSRGB_t *dst )
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FORCEINLINE void GLContextGetDefault( GLBlendEnableSRGB_t *dst )
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@ -3186,10 +3186,9 @@ int D3DToGL::TranslateShader( uint32* code, CUtlBuffer *pBufDisassembledCode, bo
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m_bPutHexCodesAfterLines = (options & D3DToGL_PutHexCommentsAfterLines) != 0;
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m_bPutHexCodesAfterLines = (options & D3DToGL_PutHexCommentsAfterLines) != 0;
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m_bGeneratingDebugText = (options & D3DToGL_GeneratingDebugText) != 0;
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m_bGeneratingDebugText = (options & D3DToGL_GeneratingDebugText) != 0;
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m_bGenerateSRGBWriteSuffix = (options & D3DToGL_OptionSRGBWriteSuffix) != 0;
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m_bGenerateSRGBWriteSuffix = (options & D3DToGL_OptionSRGBWriteSuffix) != 0;
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m_bGenerateSRGBWriteSuffix = false;
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if( debugLabel && (V_strstr( debugLabel ,"vertexlit_and_unlit_generic_ps") || V_strstr( debugLabel ,"vertexlit_and_unlit_generic_bump_ps") ) )
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/* if( debugLabel && (V_strstr( debugLabel ,"vertexlit_and_unlit_generic_ps") || V_strstr( debugLabel ,"vertexlit_and_unlit_generic_bump_ps") ) )
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m_bGenerateSRGBWriteSuffix = true;
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m_bGenerateSRGBWriteSuffix = true;*/
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m_NumIndentTabs = 1; // start code indented one tab
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m_NumIndentTabs = 1; // start code indented one tab
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m_nLoopDepth = 0;
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m_nLoopDepth = 0;
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@ -3921,11 +3920,11 @@ int D3DToGL::TranslateShader( uint32* code, CUtlBuffer *pBufDisassembledCode, bo
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// sRGB Write suffix
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// sRGB Write suffix
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if ( m_bGenerateSRGBWriteSuffix )
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if ( m_bGenerateSRGBWriteSuffix )
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{
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{
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// StrcatToALUCode( "vec3 sRGBFragData;\n" );
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StrcatToALUCode( "vec3 sRGBFragData;\n" );
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// StrcatToALUCode( "sRGBFragData.xyz = log( gl_FragData[0].xyz );\n" );
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StrcatToALUCode( "sRGBFragData.xyz = log( gl_FragData[0].xyz );\n" );
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// StrcatToALUCode( "sRGBFragData.xyz = sRGBFragData.xyz * vec3( 0.754545f, 0.754545f, 0.754545f );\n" );
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StrcatToALUCode( "sRGBFragData.xyz = sRGBFragData.xyz * vec3( 0.454545f, 0.454545f, 0.454545f );\n" );
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// StrcatToALUCode( "sRGBFragData.xyz = exp( sRGBFragData.xyz );\n" );
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StrcatToALUCode( "sRGBFragData.xyz = exp( sRGBFragData.xyz );\n" );
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StrcatToALUCode( "gl_FragData[0].xyz = pow(gl_FragData[0].xyz, vec3(1.0/2.2));\n" );
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StrcatToALUCode( "gl_FragData[0].xyz = mix( gl_FragData[0].xyz, sRGBFragData, flSRGBWrite );\n" );
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}
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}
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if( m_iFragDataCount && bVertexShader )
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if( m_iFragDataCount && bVertexShader )
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@ -1201,8 +1201,8 @@ static void FillD3DCaps9( const GLMRendererInfoFields &glmRendererInfo, D3DCAPS9
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pCaps->MaxPixelShader30InstructionSlots = 0;
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pCaps->MaxPixelShader30InstructionSlots = 0;
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#if DX_TO_GL_ABSTRACTION
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#if DX_TO_GL_ABSTRACTION
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pCaps->FakeSRGBWrite = !glmRendererInfo.m_hasGammaWrites;
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pCaps->FakeSRGBWrite = true;//!glmRendererInfo.m_hasGammaWrites;
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pCaps->CanDoSRGBReadFromRTs = !glmRendererInfo.m_cantAttachSRGB;
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pCaps->CanDoSRGBReadFromRTs = true;//!glmRendererInfo.m_cantAttachSRGB;
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pCaps->MixedSizeTargets = glmRendererInfo.m_hasMixedAttachmentSizes;
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pCaps->MixedSizeTargets = glmRendererInfo.m_hasMixedAttachmentSizes;
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#endif
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#endif
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}
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}
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