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https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 06:34:10 +00:00
Added binaryLoadGuis and a few CVAR_NEW flags
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5060bc8047
commit
2b47fb26c1
3 changed files with 15 additions and 6 deletions
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@ -38,7 +38,7 @@ If you have questions concerning this license or the applicable additional terms
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// SRS - Add cvar to control whether cinematic audio is played: default is ON
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idCVar s_playCinematicAudio( "s_playCinematicAudio", "1", CVAR_BOOL, "Play audio if available in cinematic video files" );
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idCVar s_playCinematicAudio( "s_playCinematicAudio", "1", CVAR_BOOL | CVAR_NEW, "Play audio if available in cinematic video files" );
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// DG: get rid of libjpeg; as far as I can tell no roqs that actually use it exist
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//#define ID_USE_LIBJPEG 1
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@ -42,11 +42,11 @@ If you have questions concerning this license or the applicable additional terms
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extern idCVar r_vkUploadBufferSizeMB;
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idCVar binaryLoadRenderModels( "binaryLoadRenderModels", "1", 0, "enable binary load/write of render models" );
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idCVar binaryLoadRenderModels( "binaryLoadRenderModels", "1", CVAR_NEW, "enable binary load/write of render models" );
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idCVar preload_MapModels( "preload_MapModels", "1", CVAR_SYSTEM | CVAR_BOOL, "preload models during begin or end levelload" );
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// RB begin
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idCVar postLoadExportModels( "postLoadExportModels", "0", CVAR_BOOL | CVAR_RENDERER, "export models after loading to OBJ model format" );
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idCVar postLoadExportModels( "postLoadExportModels", "0", CVAR_BOOL | CVAR_RENDERER | CVAR_NEW, "export models after loading to OBJ model format" );
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// RB end
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class idRenderModelManagerLocal : public idRenderModelManager
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@ -44,6 +44,7 @@ idUserInterfaceManager* uiManager = &uiManagerLocal;
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idDeviceContext* dc;
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idCVar g_useNewGuiCode( "g_useNewGuiCode", "1", CVAR_GAME | CVAR_INTEGER, "use optimized device context code, 2 = toggle on/off every frame" );
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idCVar binaryLoadGuis( "binaryLoadGuis", "1", CVAR_NEW, "enable binary load/write of particle decls" );
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extern idCVar sys_lang;
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@ -123,6 +124,12 @@ void idUserInterfaceManagerLocal::SetSize( float width, float height )
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void idUserInterfaceManagerLocal::Preload( const char* mapName )
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{
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// RB: allow skipping binary preloading so modders can add new .gui files
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if( !binaryLoadGuis.GetBool() )
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{
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return;
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}
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if( mapName != NULL && mapName[ 0 ] != '\0' )
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{
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mapParser.LoadFromFile( va( "generated/guis/%s.bgui", mapName ) );
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@ -374,7 +381,6 @@ bool idUserInterfaceLocal::IsInteractive() const
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bool idUserInterfaceLocal::InitFromFile( const char* qpath, bool rebuild, bool cache )
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{
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if( !( qpath && *qpath ) )
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{
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// FIXME: Memory leak!!
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@ -417,7 +423,7 @@ bool idUserInterfaceLocal::InitFromFile( const char* qpath, bool rebuild, bool c
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state.Set( "text", "Test Text!" );
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idTokenParser& bsrc = uiManagerLocal.GetBinaryParser();
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if( !bsrc.IsLoaded() || !bsrc.StartParsing( source ) )
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if( !bsrc.IsLoaded() || !bsrc.StartParsing( source ) || !binaryLoadGuis.GetBool() )
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{
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idParser src( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
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src.LoadFile( source );
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@ -458,18 +464,21 @@ bool idUserInterfaceLocal::InitFromFile( const char* qpath, bool rebuild, bool c
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desktop->SetupFromState();
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common->Warning( "Couldn't load gui: '%s'", source.c_str() );
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}
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interactive = desktop->Interactive();
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if( uiManagerLocal.guis.Find( this ) == NULL )
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{
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uiManagerLocal.guis.Append( this );
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}
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loading = false;
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return true;
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}
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const char* idUserInterfaceLocal::HandleEvent( const sysEvent_t* event, int _time, bool* updateVisuals )
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{
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time = _time;
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if( bindHandler && event->evType == SE_KEY && event->evValue2 == 1 )
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