You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1771 lines
52 KiB
1771 lines
52 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
#include "OptionsSubVideo.h" |
|
#include "cvarslider.h" |
|
#include "EngineInterface.h" |
|
#include "BasePanel.h" |
|
#include "IGameUIFuncs.h" |
|
#include "modes.h" |
|
#include "materialsystem/materialsystem_config.h" |
|
#include "filesystem.h" |
|
#include "GameUI_Interface.h" |
|
#include "vgui_controls/CheckButton.h" |
|
#include "vgui_controls/ComboBox.h" |
|
#include "vgui_controls/Frame.h" |
|
#include "vgui_controls/QueryBox.h" |
|
#include "CvarToggleCheckButton.h" |
|
#include "tier1/KeyValues.h" |
|
#include "vgui/IInput.h" |
|
#include "vgui/ILocalize.h" |
|
#include "vgui/ISystem.h" |
|
#include "tier0/icommandline.h" |
|
#include "tier1/convar.h" |
|
#include "ModInfo.h" |
|
#include "vgui_controls/Tooltip.h" |
|
#include "sourcevr/isourcevirtualreality.h" |
|
|
|
#if defined( USE_SDL ) |
|
#include "SDL.h" |
|
#endif |
|
|
|
#include "inetchannelinfo.h" |
|
|
|
extern IMaterialSystem *materials; |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
using namespace vgui; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: aspect ratio mappings (for normal/widescreen combo) |
|
//----------------------------------------------------------------------------- |
|
struct RatioToAspectMode_t |
|
{ |
|
int anamorphic; |
|
float aspectRatio; |
|
}; |
|
RatioToAspectMode_t g_RatioToAspectModes[] = |
|
{ |
|
{ 0, 4.0f / 3.0f }, |
|
{ 1, 16.0f / 9.0f }, |
|
{ 2, 16.0f / 10.0f }, |
|
{ 2, 1.0f }, |
|
}; |
|
|
|
struct AAMode_t |
|
{ |
|
int m_nNumSamples; |
|
int m_nQualityLevel; |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: list of valid dx levels |
|
//----------------------------------------------------------------------------- |
|
int g_DirectXLevels[] = |
|
{ |
|
70, |
|
80, |
|
81, |
|
90, |
|
#if DX_TO_GL_ABSTRACTION |
|
92, |
|
#endif |
|
95, |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns the string name of a given dxlevel |
|
//----------------------------------------------------------------------------- |
|
void GetNameForDXLevel( int dxlevel, char *name, int bufferSize) |
|
{ |
|
if ( ( dxlevel >= 92 ) && ( dxlevel <= 95 ) ) |
|
{ |
|
Q_snprintf( name, bufferSize, "DirectX v9.0+" ); |
|
} |
|
else |
|
{ |
|
Q_snprintf( name, bufferSize, "DirectX v%.1f", dxlevel / 10.0f ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns the aspect ratio mode number for the given resolution |
|
//----------------------------------------------------------------------------- |
|
int GetScreenAspectMode( int width, int height ) |
|
{ |
|
float aspectRatio = (float)width / (float)height; |
|
|
|
// just find the closest ratio |
|
float closestAspectRatioDist = 99999.0f; |
|
int closestAnamorphic = 0; |
|
for (int i = 0; i < ARRAYSIZE(g_RatioToAspectModes); i++) |
|
{ |
|
float dist = fabs( g_RatioToAspectModes[i].aspectRatio - aspectRatio ); |
|
if (dist < closestAspectRatioDist) |
|
{ |
|
closestAspectRatioDist = dist; |
|
closestAnamorphic = g_RatioToAspectModes[i].anamorphic; |
|
} |
|
} |
|
|
|
return closestAnamorphic; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns the string name of the specified resolution mode |
|
//----------------------------------------------------------------------------- |
|
static void GetResolutionName( vmode_t *mode, char *sz, int sizeofsz, int desktopWidth, int desktopHeight ) |
|
{ |
|
Q_snprintf( sz, sizeofsz, "%i x %i%s", mode->width, mode->height, |
|
( mode->width == desktopWidth ) && ( mode->height == desktopHeight ) ? " (native)": "" ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Gamma-adjust dialog |
|
//----------------------------------------------------------------------------- |
|
class CGammaDialog : public vgui::Frame |
|
{ |
|
DECLARE_CLASS_SIMPLE( CGammaDialog, vgui::Frame ); |
|
public: |
|
CGammaDialog( vgui::VPANEL hParent ) : BaseClass( NULL, "OptionsSubVideoGammaDlg" ) |
|
{ |
|
// parent is ignored, since we want look like we're steal focus from the parent (we'll become modal below) |
|
SetTitle("#GameUI_AdjustGamma_Title", true); |
|
SetSize( 400, 260 ); |
|
SetDeleteSelfOnClose( true ); |
|
|
|
m_pGammaSlider = new CCvarSlider( this, "Gamma", "#GameUI_Gamma", 1.6f, 2.6f, "mat_monitorgamma" ); |
|
m_pGammaLabel = new Label( this, "Gamma label", "#GameUI_Gamma" ); |
|
m_pGammaEntry = new TextEntry( this, "GammaEntry" ); |
|
|
|
Button *ok = new Button( this, "OKButton", "#vgui_ok" ); |
|
ok->SetCommand( new KeyValues("OK") ); |
|
|
|
LoadControlSettings( "resource/OptionsSubVideoGammaDlg.res" ); |
|
MoveToCenterOfScreen(); |
|
SetSizeable( false ); |
|
|
|
m_pGammaSlider->SetTickCaptions( "#GameUI_Light", "#GameUI_Dark" ); |
|
} |
|
|
|
MESSAGE_FUNC_PTR( OnGammaChanged, "SliderMoved", panel ) |
|
{ |
|
if (panel == m_pGammaSlider) |
|
{ |
|
m_pGammaSlider->ApplyChanges(); |
|
} |
|
} |
|
|
|
virtual void Activate() |
|
{ |
|
BaseClass::Activate(); |
|
m_flOriginalGamma = m_pGammaSlider->GetValue(); |
|
UpdateGammaLabel(); |
|
} |
|
|
|
MESSAGE_FUNC( OnOK, "OK" ) |
|
{ |
|
// make the gamma stick |
|
m_flOriginalGamma = m_pGammaSlider->GetValue(); |
|
Close(); |
|
} |
|
|
|
virtual void OnClose() |
|
{ |
|
// reset to the original gamma |
|
m_pGammaSlider->SetValue( m_flOriginalGamma ); |
|
m_pGammaSlider->ApplyChanges(); |
|
BaseClass::OnClose(); |
|
} |
|
|
|
void OnKeyCodeTyped(KeyCode code) |
|
{ |
|
// force ourselves to be closed if the escape key it pressed |
|
if (code == KEY_ESCAPE) |
|
{ |
|
Close(); |
|
} |
|
else |
|
{ |
|
BaseClass::OnKeyCodeTyped(code); |
|
} |
|
} |
|
|
|
MESSAGE_FUNC_PTR( OnControlModified, "ControlModified", panel ) |
|
{ |
|
// the HasBeenModified() check is so that if the value is outside of the range of the |
|
// slider, it won't use the slider to determine the display value but leave the |
|
// real value that we determined in the constructor |
|
if (panel == m_pGammaSlider && m_pGammaSlider->HasBeenModified()) |
|
{ |
|
UpdateGammaLabel(); |
|
} |
|
} |
|
|
|
MESSAGE_FUNC_PTR( OnTextChanged, "TextChanged", panel ) |
|
{ |
|
if (panel == m_pGammaEntry) |
|
{ |
|
char buf[64]; |
|
m_pGammaEntry->GetText(buf, 64); |
|
|
|
float fValue = (float) atof(buf); |
|
if (fValue >= 1.0) |
|
{ |
|
m_pGammaSlider->SetSliderValue(fValue); |
|
PostActionSignal(new KeyValues("ApplyButtonEnable")); |
|
} |
|
} |
|
} |
|
|
|
void UpdateGammaLabel() |
|
{ |
|
char buf[64]; |
|
Q_snprintf(buf, sizeof( buf ), " %.1f", m_pGammaSlider->GetSliderValue()); |
|
m_pGammaEntry->SetText(buf); |
|
} |
|
|
|
|
|
private: |
|
CCvarSlider *m_pGammaSlider; |
|
vgui::Label *m_pGammaLabel; |
|
vgui::TextEntry *m_pGammaEntry; |
|
float m_flOriginalGamma; |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: advanced keyboard settings dialog |
|
//----------------------------------------------------------------------------- |
|
class COptionsSubVideoAdvancedDlg : public vgui::Frame |
|
{ |
|
DECLARE_CLASS_SIMPLE( COptionsSubVideoAdvancedDlg, vgui::Frame ); |
|
public: |
|
COptionsSubVideoAdvancedDlg( vgui::Panel *parent ) : BaseClass( parent , "OptionsSubVideoAdvancedDlg" ) |
|
{ |
|
SetTitle("#GameUI_VideoAdvanced_Title", true); |
|
SetSize( 260, 400 ); |
|
|
|
m_pDXLevel = new ComboBox(this, "dxlabel", 6, false ); |
|
const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard(); |
|
KeyValues *pKeyValues = new KeyValues( "config" ); |
|
materials->GetRecommendedConfigurationInfo( 0, pKeyValues ); |
|
m_pDXLevel->DeleteAllItems(); |
|
for (int i = 0; i < ARRAYSIZE(g_DirectXLevels); i++) |
|
{ |
|
// don't allow choice of lower dxlevels than the default, |
|
// unless we're already at that lower level or have it forced |
|
if (!CommandLine()->CheckParm("-dxlevel") && |
|
g_DirectXLevels[i] != config.dxSupportLevel && |
|
g_DirectXLevels[i] < pKeyValues->GetInt("ConVar.mat_dxlevel")) |
|
continue; |
|
|
|
KeyValues *pTempKV = new KeyValues("config"); |
|
if (g_DirectXLevels[i] == pKeyValues->GetInt("ConVar.mat_dxlevel") |
|
|| materials->GetRecommendedConfigurationInfo( g_DirectXLevels[i], pTempKV )) |
|
{ |
|
// add the configuration in the combo |
|
char szDXLevelName[64]; |
|
GetNameForDXLevel( g_DirectXLevels[i], szDXLevelName, sizeof(szDXLevelName) ); |
|
m_pDXLevel->AddItem( szDXLevelName, new KeyValues("dxlevel", "dxlevel", g_DirectXLevels[i]) ); |
|
} |
|
|
|
pTempKV->deleteThis(); |
|
} |
|
pKeyValues->deleteThis(); |
|
|
|
m_pModelDetail = new ComboBox( this, "ModelDetail", 6, false ); |
|
m_pModelDetail->AddItem("#gameui_low", NULL); |
|
m_pModelDetail->AddItem("#gameui_medium", NULL); |
|
m_pModelDetail->AddItem("#gameui_high", NULL); |
|
|
|
m_pTextureDetail = new ComboBox( this, "TextureDetail", 6, false ); |
|
m_pTextureDetail->AddItem("#gameui_low", NULL); |
|
m_pTextureDetail->AddItem("#gameui_medium", NULL); |
|
m_pTextureDetail->AddItem("#gameui_high", NULL); |
|
m_pTextureDetail->AddItem("#gameui_ultra", NULL); |
|
|
|
// Build list of MSAA and CSAA modes, based upon those which are supported by the device |
|
// |
|
// The modes that we've seen in the wild to date are as follows (in perf order, fastest to slowest) |
|
// |
|
// 2x 4x 6x 8x 16x 8x 16xQ |
|
// Texture/Shader Samples 1 1 1 1 1 1 1 |
|
// Stored Color/Z Samples 2 4 6 4 4 8 8 |
|
// Coverage Samples 2 4 6 8 16 8 16 |
|
// MSAA or CSAA M M M C C M C |
|
// |
|
// The CSAA modes are nVidia only (added in the G80 generation of GPUs) |
|
// |
|
m_nNumAAModes = 0; |
|
m_pAntialiasingMode = new ComboBox( this, "AntialiasingMode", 10, false ); |
|
m_pAntialiasingMode->AddItem("#GameUI_None", NULL); |
|
m_nAAModes[m_nNumAAModes].m_nNumSamples = 1; |
|
m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0; |
|
m_nNumAAModes++; |
|
|
|
if ( materials->SupportsMSAAMode(2) ) |
|
{ |
|
m_pAntialiasingMode->AddItem("#GameUI_2X", NULL); |
|
m_nAAModes[m_nNumAAModes].m_nNumSamples = 2; |
|
m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0; |
|
m_nNumAAModes++; |
|
} |
|
|
|
if ( materials->SupportsMSAAMode(4) ) |
|
{ |
|
m_pAntialiasingMode->AddItem("#GameUI_4X", NULL); |
|
m_nAAModes[m_nNumAAModes].m_nNumSamples = 4; |
|
m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0; |
|
m_nNumAAModes++; |
|
} |
|
|
|
if ( materials->SupportsMSAAMode(6) ) |
|
{ |
|
m_pAntialiasingMode->AddItem("#GameUI_6X", NULL); |
|
m_nAAModes[m_nNumAAModes].m_nNumSamples = 6; |
|
m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0; |
|
m_nNumAAModes++; |
|
} |
|
|
|
if ( materials->SupportsCSAAMode(4, 2) ) // nVidia CSAA "8x" |
|
{ |
|
m_pAntialiasingMode->AddItem("#GameUI_8X_CSAA", NULL); |
|
m_nAAModes[m_nNumAAModes].m_nNumSamples = 4; |
|
m_nAAModes[m_nNumAAModes].m_nQualityLevel = 2; |
|
m_nNumAAModes++; |
|
} |
|
|
|
if ( materials->SupportsCSAAMode(4, 4) ) // nVidia CSAA "16x" |
|
{ |
|
m_pAntialiasingMode->AddItem("#GameUI_16X_CSAA", NULL); |
|
m_nAAModes[m_nNumAAModes].m_nNumSamples = 4; |
|
m_nAAModes[m_nNumAAModes].m_nQualityLevel = 4; |
|
m_nNumAAModes++; |
|
} |
|
|
|
if ( materials->SupportsMSAAMode(8) ) |
|
{ |
|
m_pAntialiasingMode->AddItem("#GameUI_8X", NULL); |
|
m_nAAModes[m_nNumAAModes].m_nNumSamples = 8; |
|
m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0; |
|
m_nNumAAModes++; |
|
} |
|
|
|
if ( materials->SupportsCSAAMode(8, 2) ) // nVidia CSAA "16xQ" |
|
{ |
|
m_pAntialiasingMode->AddItem("#GameUI_16XQ_CSAA", NULL); |
|
m_nAAModes[m_nNumAAModes].m_nNumSamples = 8; |
|
m_nAAModes[m_nNumAAModes].m_nQualityLevel = 2; |
|
m_nNumAAModes++; |
|
} |
|
|
|
m_pFilteringMode = new ComboBox( this, "FilteringMode", 6, false ); |
|
m_pFilteringMode->AddItem("#GameUI_Bilinear", NULL); |
|
m_pFilteringMode->AddItem("#GameUI_Trilinear", NULL); |
|
m_pFilteringMode->AddItem("#GameUI_Anisotropic2X", NULL); |
|
m_pFilteringMode->AddItem("#GameUI_Anisotropic4X", NULL); |
|
m_pFilteringMode->AddItem("#GameUI_Anisotropic8X", NULL); |
|
m_pFilteringMode->AddItem("#GameUI_Anisotropic16X", NULL); |
|
|
|
m_pShadowDetail = new ComboBox( this, "ShadowDetail", 6, false ); |
|
m_pShadowDetail->AddItem("#gameui_low", NULL); |
|
m_pShadowDetail->AddItem("#gameui_medium", NULL); |
|
if ( materials->SupportsShadowDepthTextures() ) |
|
{ |
|
m_pShadowDetail->AddItem("#gameui_high", NULL); |
|
} |
|
|
|
ConVarRef mat_dxlevel( "mat_dxlevel" ); |
|
|
|
m_pHDR = new ComboBox( this, "HDR", 6, false ); |
|
m_pHDR->AddItem("#GameUI_hdr_level0", NULL); |
|
m_pHDR->AddItem("#GameUI_hdr_level1", NULL); |
|
|
|
if ( materials->SupportsHDRMode( HDR_TYPE_INTEGER ) ) |
|
{ |
|
m_pHDR->AddItem("#GameUI_hdr_level2", NULL); |
|
} |
|
#if 0 |
|
if ( materials->SupportsHDRMode( HDR_TYPE_FLOAT ) ) |
|
{ |
|
m_pHDR->AddItem("#GameUI_hdr_level3", NULL); |
|
} |
|
#endif |
|
|
|
m_pHDR->SetEnabled( mat_dxlevel.GetInt() >= 80 ); |
|
|
|
m_pWaterDetail = new ComboBox( this, "WaterDetail", 6, false ); |
|
m_pWaterDetail->AddItem("#gameui_noreflections", NULL); |
|
m_pWaterDetail->AddItem("#gameui_reflectonlyworld", NULL); |
|
m_pWaterDetail->AddItem("#gameui_reflectall", NULL); |
|
|
|
m_pVSync = new ComboBox( this, "VSync", 2, false ); |
|
m_pVSync->AddItem("#gameui_disabled", NULL); |
|
m_pVSync->AddItem("#gameui_enabled", NULL); |
|
|
|
m_pMulticore = new ComboBox( this, "Multicore", 2, false ); |
|
m_pMulticore->AddItem("#gameui_disabled", NULL); |
|
m_pMulticore->AddItem("#gameui_enabled", NULL); |
|
|
|
m_pShaderDetail = new ComboBox( this, "ShaderDetail", 6, false ); |
|
m_pShaderDetail->AddItem("#gameui_low", NULL); |
|
m_pShaderDetail->AddItem("#gameui_high", NULL); |
|
|
|
m_pColorCorrection = new ComboBox( this, "ColorCorrection", 2, false ); |
|
m_pColorCorrection->AddItem("#gameui_disabled", NULL); |
|
m_pColorCorrection->AddItem("#gameui_enabled", NULL); |
|
|
|
m_pMotionBlur = new ComboBox( this, "MotionBlur", 2, false ); |
|
m_pMotionBlur->AddItem("#gameui_disabled", NULL); |
|
m_pMotionBlur->AddItem("#gameui_enabled", NULL); |
|
|
|
LoadControlSettings( "resource/OptionsSubVideoAdvancedDlg.res" ); |
|
MoveToCenterOfScreen(); |
|
SetSizeable( false ); |
|
|
|
m_pDXLevel->SetEnabled(false); |
|
|
|
m_pColorCorrection->SetEnabled( mat_dxlevel.GetInt() >= 90 ); |
|
m_pMotionBlur->SetEnabled( mat_dxlevel.GetInt() >= 90 ); |
|
|
|
if ( g_pCVar->FindVar( "fov_desired" ) == NULL ) |
|
{ |
|
Panel *pFOV = FindChildByName( "FovSlider" ); |
|
if ( pFOV ) |
|
{ |
|
pFOV->SetVisible( false ); |
|
} |
|
|
|
pFOV = FindChildByName( "FovLabel" ); |
|
if ( pFOV ) |
|
{ |
|
pFOV->SetVisible( false ); |
|
} |
|
} |
|
|
|
MarkDefaultSettingsAsRecommended(); |
|
|
|
m_bUseChanges = false; |
|
} |
|
|
|
virtual void Activate() |
|
{ |
|
BaseClass::Activate(); |
|
|
|
input()->SetAppModalSurface(GetVPanel()); |
|
|
|
if (!m_bUseChanges) |
|
{ |
|
// reset the data |
|
OnResetData(); |
|
} |
|
} |
|
|
|
void SetComboItemAsRecommended( vgui::ComboBox *combo, int iItem ) |
|
{ |
|
// get the item text |
|
wchar_t text[512]; |
|
combo->GetItemText(iItem, text, sizeof(text)); |
|
|
|
// append the recommended flag |
|
wchar_t newText[512]; |
|
_snwprintf( newText, sizeof(newText) / sizeof(wchar_t), L"%ls *", text ); |
|
|
|
// reset |
|
combo->UpdateItem(iItem, newText, NULL); |
|
} |
|
|
|
int FindMSAAMode( int nAASamples, int nAAQuality ) |
|
{ |
|
// Run through the AA Modes supported by the device |
|
for ( int nAAMode = 0; nAAMode < m_nNumAAModes; nAAMode++ ) |
|
{ |
|
// If we found the mode that matches what we're looking for, return the index |
|
if ( ( m_nAAModes[nAAMode].m_nNumSamples == nAASamples) && ( m_nAAModes[nAAMode].m_nQualityLevel == nAAQuality) ) |
|
{ |
|
return nAAMode; |
|
} |
|
} |
|
|
|
return 0; // Didn't find what we're looking for, so no AA |
|
} |
|
|
|
MESSAGE_FUNC_PTR( OnTextChanged, "TextChanged", panel ) |
|
{ |
|
if ( panel == m_pDXLevel && RequiresRestart() ) |
|
{ |
|
// notify the user that this will require a disconnect |
|
QueryBox *box = new QueryBox("#GameUI_SettingRequiresDisconnect_Title", "#GameUI_SettingRequiresDisconnect_Info"); |
|
box->AddActionSignalTarget( this ); |
|
box->SetCancelCommand(new KeyValues("ResetDXLevelCombo")); |
|
box->DoModal(); |
|
} |
|
} |
|
|
|
MESSAGE_FUNC( OnGameUIHidden, "GameUIHidden" ) // called when the GameUI is hidden |
|
{ |
|
Close(); |
|
} |
|
|
|
MESSAGE_FUNC( ResetDXLevelCombo, "ResetDXLevelCombo" ) |
|
{ |
|
ConVarRef mat_dxlevel( "mat_dxlevel" ); |
|
for (int i = 0; i < m_pDXLevel->GetItemCount(); i++) |
|
{ |
|
KeyValues *kv = m_pDXLevel->GetItemUserData(i); |
|
if ( kv->GetInt("dxlevel") == mat_dxlevel.GetInt( ) ) |
|
{ |
|
m_pDXLevel->ActivateItem( i ); |
|
break; |
|
} |
|
} |
|
|
|
// Reset HDR too |
|
if ( m_pHDR->IsEnabled() ) |
|
{ |
|
ConVarRef mat_hdr_level("mat_hdr_level"); |
|
Assert( mat_hdr_level.IsValid() ); |
|
m_pHDR->ActivateItem( clamp( mat_hdr_level.GetInt(), 0, 2 ) ); |
|
} |
|
} |
|
|
|
MESSAGE_FUNC( OK_Confirmed, "OK_Confirmed" ) |
|
{ |
|
m_bUseChanges = true; |
|
Close(); |
|
} |
|
|
|
void MarkDefaultSettingsAsRecommended() |
|
{ |
|
// Pull in data from dxsupport.cfg database (includes fine-grained per-vendor/per-device config data) |
|
KeyValues *pKeyValues = new KeyValues( "config" ); |
|
materials->GetRecommendedConfigurationInfo( 0, pKeyValues ); |
|
|
|
// Read individual values from keyvalues which came from dxsupport.cfg database |
|
int nSkipLevels = pKeyValues->GetInt( "ConVar.mat_picmip", 0 ); |
|
int nAnisotropicLevel = pKeyValues->GetInt( "ConVar.mat_forceaniso", 1 ); |
|
int nForceTrilinear = pKeyValues->GetInt( "ConVar.mat_trilinear", 0 ); |
|
int nAASamples = pKeyValues->GetInt( "ConVar.mat_antialias", 0 ); |
|
int nAAQuality = pKeyValues->GetInt( "ConVar.mat_aaquality", 0 ); |
|
int nRenderToTextureShadows = pKeyValues->GetInt( "ConVar.r_shadowrendertotexture", 0 ); |
|
int nShadowDepthTextureShadows = pKeyValues->GetInt( "ConVar.r_flashlightdepthtexture", 0 ); |
|
#ifndef _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) |
|
int w = 500; |
|
int h = 200; |
|
if (ipanel()->IsProportional(hParent)) |
|
{ |
|
SetProportional(true); |
|
w = scheme()->GetProportionalScaledValueEx(GetScheme(), w); |
|
h = scheme()->GetProportionalScaledValueEx(GetScheme(), h); |
|
} |
|
|
|
SetTitle("#GameUI_ThirdPartyVideo_Title", true); |
|
SetSize(w, h); |
|
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(); |
|
}
|
|
|