mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-10 07:12:07 +00:00
Merge pull request #1147 from protocultor/delta_time_fs
Flick Stick fixed duration to 0.1 seconds
This commit is contained in:
commit
5ba7695d64
5 changed files with 300 additions and 239 deletions
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@ -570,12 +570,11 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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`1`, which enables gamepad usage; `0` disables its detection at
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startup. Can only be set from command line.
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* **in_sdlbackbutton**: Defines which button is used in the gamepad or
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joystick as the `Esc` key, to access the main menu and 'cancel' /
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'go back' on its options. Default is `0`, which corresponds to the
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Back/Select/Minus button. Set to `1` to use Start/Menu/Plus, and to
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`2` to use the Guide/Home/PS button. Requires a game restart
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(or controller replug) when changed.
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* **in_sdlbackbutton**: Defines which button is used in the gamepad as
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the `Esc` key, to pull the main menu and 'cancel' / 'go back' on its
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options. Valid values are `0` = Back / Select / Minus, `1` = Start /
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Menu / Plus (default), or `2` = Guide / Home / PS. Requires a game
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restart, or gamepad replug, when changed.
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* **joy_layout**: Allows to select the stick layout of the gamepad.
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- `0`: *Default*, left stick moves, right aims
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@ -78,7 +78,7 @@ typedef enum
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// IN_Update() called at the beginning of a frame to the
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// actual movement functions called at a later time.
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static float mouse_x, mouse_y;
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static unsigned char sdl_back_button = SDL_CONTROLLER_BUTTON_BACK;
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static unsigned char sdl_back_button = SDL_CONTROLLER_BUTTON_START;
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static int joystick_left_x, joystick_left_y, joystick_right_x, joystick_right_y;
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static float gyro_yaw, gyro_pitch;
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static qboolean mlooking;
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@ -198,9 +198,10 @@ static unsigned short int updates_countdown = 30;
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static updates_countdown_reasons countdown_reason = REASON_CONTROLLERINIT;
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// Flick Stick
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#define FLICK_TIME 6 // number of frames it takes for a flick to execute
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#define FLICK_TIME 100 // time it takes for a flick to execute, in ms
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static float target_angle; // angle to end up facing at the end of a flick
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static unsigned short int flick_progress = FLICK_TIME;
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static float flick_progress = 1.0f; // from 0.0 to 1.0
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static int started_flick; // time of flick start
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// Flick Stick's rotation input samples to smooth out
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#define MAX_SMOOTH_SAMPLES 8
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@ -867,11 +868,7 @@ IN_Update(void)
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break;
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case SDL_CONTROLLERDEVICEREMOVED:
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if (!controller)
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{
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break;
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}
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if (event.cdevice.which == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller))) {
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if (controller && event.cdevice.which == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller))) {
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Cvar_SetValue("paused", 1);
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IN_Controller_Shutdown(true);
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IN_Controller_Init(false);
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@ -1163,7 +1160,7 @@ IN_FlickStick(thumbstick_t stick, float axial_deadzone)
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if (IN_StickMagnitude(stick) > Q_min(joy_flick_threshold->value, 1.0f)) // flick!
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{
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// Make snap-to-axis only if player wasn't already flicking
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if (!is_flicking || flick_progress < FLICK_TIME)
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if (!is_flicking || flick_progress < 1.0f)
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{
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processed = IN_SlopedAxialDeadzone(stick, axial_deadzone);
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}
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@ -1174,7 +1171,8 @@ IN_FlickStick(thumbstick_t stick, float axial_deadzone)
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{
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// Flicking begins now, with a new target
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is_flicking = true;
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flick_progress = 0;
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flick_progress = 0.0f;
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started_flick = cls.realtime;
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target_angle = stick_angle;
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IN_ResetSmoothSamples();
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}
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@ -1212,12 +1210,6 @@ IN_Move(usercmd_t *cmd)
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// Factor used to transform from SDL joystick input ([-32768, 32767]) to [-1, 1] range
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static const float normalize_sdl_axis = 1.0f / 32768.0f;
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// Flick Stick's factors to change to the target angle with a feeling of "ease out"
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static const float rotation_factor[FLICK_TIME] =
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{
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0.305555556f, 0.249999999f, 0.194444445f, 0.138888889f, 0.083333333f, 0.027777778f
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};
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static float old_mouse_x;
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static float old_mouse_y;
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static float joystick_yaw, joystick_pitch;
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@ -1422,10 +1414,25 @@ IN_Move(usercmd_t *cmd)
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}
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// Flick Stick: flick in progress, changing the yaw angle to the target progressively
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if (flick_progress < FLICK_TIME)
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if (flick_progress < 1.0f)
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{
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cl.viewangles[YAW] += target_angle * rotation_factor[flick_progress];
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flick_progress++;
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float cur_progress = (float)(cls.realtime - started_flick) / FLICK_TIME;
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if (cur_progress > 1.0f)
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{
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cur_progress = 1.0f;
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}
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else
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{
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// "Ease out" warp processing: f(x)=1-(1-x)^2 , 0 <= x <= 1
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// http://gyrowiki.jibbsmart.com/blog:good-gyro-controls-part-2:the-flick-stick#toc0
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cur_progress = 1.0f - cur_progress;
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cur_progress *= cur_progress;
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cur_progress = 1.0f - cur_progress;
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}
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cl.viewangles[YAW] += (cur_progress - flick_progress) * target_angle;
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flick_progress = cur_progress;
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}
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}
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@ -2057,19 +2064,19 @@ IN_Controller_Init(qboolean notify_user)
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SDL_Joystick *joystick = NULL;
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SDL_bool is_controller = SDL_FALSE;
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cvar = Cvar_Get("in_sdlbackbutton", "0", CVAR_ARCHIVE);
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cvar = Cvar_Get("in_sdlbackbutton", "1", CVAR_ARCHIVE);
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if (cvar)
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{
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switch ((int)cvar->value)
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{
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case 1:
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sdl_back_button = SDL_CONTROLLER_BUTTON_START;
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case 0:
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sdl_back_button = SDL_CONTROLLER_BUTTON_BACK;
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break;
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case 2:
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sdl_back_button = SDL_CONTROLLER_BUTTON_GUIDE;
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break;
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default:
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sdl_back_button = SDL_CONTROLLER_BUTTON_BACK;
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sdl_back_button = SDL_CONTROLLER_BUTTON_START;
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}
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}
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@ -81,7 +81,7 @@ typedef enum
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// IN_Update() called at the beginning of a frame to the
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// actual movement functions called at a later time.
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static float mouse_x, mouse_y;
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static unsigned char sdl_back_button = SDL_GAMEPAD_BUTTON_BACK;
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static unsigned char sdl_back_button = SDL_GAMEPAD_BUTTON_START;
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static int joystick_left_x, joystick_left_y, joystick_right_x, joystick_right_y;
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static float gyro_yaw, gyro_pitch;
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static qboolean mlooking;
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@ -176,9 +176,9 @@ static cvar_t *gyro_calibration_x;
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static cvar_t *gyro_calibration_y;
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static cvar_t *gyro_calibration_z;
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static unsigned int num_samples;
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#define NATIVE_SDL_GYRO // uses SDL_CONTROLLERSENSORUPDATE to read gyro
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#define NATIVE_SDL_GYRO // uses SDL_EVENT_GAMEPAD_SENSOR_UPDATE to read gyro
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// To ignore SDL_JOYDEVICEADDED at game init. Allows for hot plugging of game controller afterwards.
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// To ignore SDL_EVENT_JOYSTICK_ADDED at game init. Allows for hot plugging of gamepad afterwards.
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static qboolean first_init = true;
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// Countdown of calls to IN_Update(), needed for controller init and gyro calibration
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@ -188,9 +188,10 @@ static unsigned short int updates_countdown = 30;
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static updates_countdown_reasons countdown_reason = REASON_CONTROLLERINIT;
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// Flick Stick
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#define FLICK_TIME 6 // number of frames it takes for a flick to execute
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#define FLICK_TIME 100 // time it takes for a flick to execute, in ms
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static float target_angle; // angle to end up facing at the end of a flick
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static unsigned short int flick_progress = FLICK_TIME;
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static float flick_progress = 1.0f; // from 0.0 to 1.0
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static int started_flick; // time of flick start
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// Flick Stick's rotation input samples to smooth out
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#define MAX_SMOOTH_SAMPLES 8
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@ -858,11 +859,7 @@ IN_Update(void)
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break;
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case SDL_EVENT_GAMEPAD_REMOVED :
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if (!controller)
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{
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break;
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}
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if (event.gdevice.which == SDL_GetJoystickInstanceID(SDL_GetGamepadJoystick(controller))) {
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if (controller && event.gdevice.which == SDL_GetJoystickInstanceID(SDL_GetGamepadJoystick(controller))) {
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Cvar_SetValue("paused", 1);
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IN_Controller_Shutdown(true);
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IN_Controller_Init(false);
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@ -919,7 +916,7 @@ IN_Update(void)
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sys_frame_time = Sys_Milliseconds();
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// Hot plugging delay handling, to not be "overwhelmed" because some controllers
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// present themselves as two different devices, triggering SDL_JOYDEVICEADDED
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// present themselves as two different devices, triggering SDL_EVENT_JOYSTICK_ADDED
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// too many times. They could trigger it even at game initialization.
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// Also used to keep time of the 'controller gyro calibration' pause.
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if (updates_countdown)
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@ -951,7 +948,7 @@ IN_Update(void)
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#else
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if (!num_samples[0] || !num_samples[1] || !num_samples[2])
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{
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Com_Printf("Calibration failed, please retry inside a level after having moved your controller a little.\n");
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Com_Printf("Calibration failed, please retry inside a level after having moved your gamepad a little.\n");
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}
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else
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{
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@ -1148,7 +1145,7 @@ IN_FlickStick(thumbstick_t stick, float axial_deadzone)
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if (IN_StickMagnitude(stick) > Q_min(joy_flick_threshold->value, 1.0f)) // flick!
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{
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// Make snap-to-axis only if player wasn't already flicking
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if (!is_flicking || flick_progress < FLICK_TIME)
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if (!is_flicking || flick_progress < 1.0f)
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{
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processed = IN_SlopedAxialDeadzone(stick, axial_deadzone);
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}
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@ -1159,7 +1156,8 @@ IN_FlickStick(thumbstick_t stick, float axial_deadzone)
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{
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// Flicking begins now, with a new target
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is_flicking = true;
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flick_progress = 0;
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flick_progress = 0.0f;
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started_flick = cls.realtime;
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target_angle = stick_angle;
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IN_ResetSmoothSamples();
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}
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@ -1197,12 +1195,6 @@ IN_Move(usercmd_t *cmd)
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// Factor used to transform from SDL joystick input ([-32768, 32767]) to [-1, 1] range
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static const float normalize_sdl_axis = 1.0f / 32768.0f;
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// Flick Stick's factors to change to the target angle with a feeling of "ease out"
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static const float rotation_factor[FLICK_TIME] =
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{
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0.305555556f, 0.249999999f, 0.194444445f, 0.138888889f, 0.083333333f, 0.027777778f
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};
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static float old_mouse_x;
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static float old_mouse_y;
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static float joystick_yaw, joystick_pitch;
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@ -1407,10 +1399,25 @@ IN_Move(usercmd_t *cmd)
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}
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// Flick Stick: flick in progress, changing the yaw angle to the target progressively
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if (flick_progress < FLICK_TIME)
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if (flick_progress < 1.0f)
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{
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cl.viewangles[YAW] += target_angle * rotation_factor[flick_progress];
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flick_progress++;
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float cur_progress = (float)(cls.realtime - started_flick) / FLICK_TIME;
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if (cur_progress > 1.0f)
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{
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cur_progress = 1.0f;
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}
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else
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{
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// "Ease out" warp processing: f(x)=1-(1-x)^2 , 0 <= x <= 1
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// http://gyrowiki.jibbsmart.com/blog:good-gyro-controls-part-2:the-flick-stick#toc0
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cur_progress = 1.0f - cur_progress;
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cur_progress *= cur_progress;
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cur_progress = 1.0f - cur_progress;
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}
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cl.viewangles[YAW] += (cur_progress - flick_progress) * target_angle;
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flick_progress = cur_progress;
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}
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}
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@ -2043,19 +2050,19 @@ IN_Controller_Init(qboolean notify_user)
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SDL_Joystick *joystick = NULL;
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SDL_bool is_controller = SDL_FALSE;
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cvar = Cvar_Get("in_sdlbackbutton", "0", CVAR_ARCHIVE);
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cvar = Cvar_Get("in_sdlbackbutton", "1", CVAR_ARCHIVE);
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if (cvar)
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{
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switch ((int)cvar->value)
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{
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case 1:
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sdl_back_button = SDL_GAMEPAD_BUTTON_START;
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case 0:
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sdl_back_button = SDL_GAMEPAD_BUTTON_BACK;
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break;
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case 2:
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sdl_back_button = SDL_GAMEPAD_BUTTON_GUIDE;
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break;
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default:
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sdl_back_button = SDL_GAMEPAD_BUTTON_BACK;
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sdl_back_button = SDL_GAMEPAD_BUTTON_START;
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}
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}
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@ -2067,7 +2074,7 @@ IN_Controller_Init(qboolean notify_user)
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if (notify_user)
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{
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Com_Printf("- Game Controller init attempt -\n");
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Com_Printf("- Gamepad init attempt -\n");
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}
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if (!SDL_WasInit(SDL_INIT_GAMEPAD | SDL_INIT_HAPTIC))
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@ -2082,7 +2089,7 @@ IN_Controller_Init(qboolean notify_user)
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if (SDL_Init(SDL_INIT_GAMEPAD | SDL_INIT_HAPTIC) == -1)
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{
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Com_Printf ("Couldn't init SDL Game Controller: %s.\n", SDL_GetError());
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Com_Printf ("Couldn't init SDL Gamepad: %s.\n", SDL_GetError());
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return;
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}
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}
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@ -2176,7 +2183,7 @@ IN_Controller_Init(qboolean notify_user)
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SDL_GetJoystickGUIDString(guid, joystick_guid, 64);
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Com_Printf ("To use joystick as game controller, provide its config by either:\n"
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Com_Printf ("To identify joystick as Gamepad, provide its config by either:\n"
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" * Putting 'gamecontrollerdb.txt' file in your game directory.\n"
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" * Or setting SDL_GAMECONTROLLERCONFIG environment variable. E.g.:\n");
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Com_Printf ("SDL_GAMECONTROLLERCONFIG='%s,%s,leftx:a0,lefty:a1,rightx:a2,righty:a3,back:b1,...'\n", joystick_guid, joystick_name);
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@ -2190,12 +2197,12 @@ IN_Controller_Init(qboolean notify_user)
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controller = SDL_OpenGamepad(joysticks[i]);
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if (!controller)
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{
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Com_Printf("SDL Controller error: %s.\n", SDL_GetError());
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Com_Printf("SDL Gamepad error: %s.\n", SDL_GetError());
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continue; // try next joystick
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}
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show_gamepad = true;
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Com_Printf("Enabled as Game Controller, settings:\n%s\n",
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Com_Printf("Enabled as Gamepad, settings:\n%s\n",
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SDL_GetGamepadMapping(controller));
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#ifdef NATIVE_SDL_GYRO
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@ -2244,7 +2251,7 @@ IN_Controller_Init(qboolean notify_user)
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}
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else
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||||
{
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Com_Printf("Controller doesn't support rumble.\n");
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Com_Printf("Gamepad doesn't support rumble.\n");
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}
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#ifdef NATIVE_SDL_GYRO // "native" exits when finding a single working controller
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@ -2360,7 +2367,7 @@ IN_Controller_Shutdown(qboolean notify_user)
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{
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if (notify_user)
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{
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Com_Printf("- Game Controller disconnected -\n");
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Com_Printf("- Gamepad disconnected -\n");
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}
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IN_Haptic_Shutdown();
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||||
|
|
|
@ -1955,7 +1955,7 @@ Gyro_MenuInit(void)
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|||
s_calibrating_text[0].generic.type = MTYPE_SEPARATOR;
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s_calibrating_text[0].generic.x = 48 * scale + 32;
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s_calibrating_text[0].generic.y = (y += 20);
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||||
s_calibrating_text[0].generic.name = "place the controller on a flat,";
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s_calibrating_text[0].generic.name = "place the gamepad on a flat,";
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s_calibrating_text[1].generic.type = MTYPE_SEPARATOR;
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s_calibrating_text[1].generic.x = 48 * scale + 32;
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||||
|
|
|
@ -79,6 +79,16 @@ static menuaction_s s_apply_action;
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// gl1, gl3, gles1, gles3, gl4, vk, soft
|
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#define MAXRENDERERS 7
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|
||||
typedef enum
|
||||
{
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||||
ref_custom,
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ref_gl1, // encompasses gl1 and gles1
|
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ref_gl3, // encompasses gl3 and gles3
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||||
ref_gl4,
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||||
ref_vk,
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ref_soft
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} renderer_type;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
const char *boxstr;
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||||
|
@ -195,12 +205,39 @@ ResetDefaults(void *unused)
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|||
#define CUSTOM_MODE_NAME "[Custom ]"
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||||
#define AUTO_MODE_NAME "[Auto ]"
|
||||
|
||||
static renderer_type
|
||||
CurrentRendererByCvar(void)
|
||||
{
|
||||
if (Q_stricmp(vid_renderer->string, "gl3") == 0 || Q_stricmp(vid_renderer->string, "gles3") == 0)
|
||||
{
|
||||
return ref_gl3;
|
||||
}
|
||||
if (Q_stricmp(vid_renderer->string, "gl1") == 0 || Q_stricmp(vid_renderer->string, "gles1") == 0)
|
||||
{
|
||||
return ref_gl1;
|
||||
}
|
||||
if (Q_stricmp(vid_renderer->string, "soft") == 0)
|
||||
{
|
||||
return ref_soft;
|
||||
}
|
||||
if (Q_stricmp(vid_renderer->string, "gl4") == 0)
|
||||
{
|
||||
return ref_gl4;
|
||||
}
|
||||
if (Q_stricmp(vid_renderer->string, "vk") == 0)
|
||||
{
|
||||
return ref_vk;
|
||||
}
|
||||
return ref_custom;
|
||||
}
|
||||
|
||||
static void
|
||||
ApplyFilter(void* unused)
|
||||
{
|
||||
if (Q_stricmp(vid_renderer->string, "gl3") == 0 || Q_stricmp(vid_renderer->string, "gles3") == 0 ||
|
||||
Q_stricmp(vid_renderer->string, "gl1") == 0 || Q_stricmp(vid_renderer->string, "gles1") == 0)
|
||||
switch (CurrentRendererByCvar())
|
||||
{
|
||||
case ref_gl3:
|
||||
case ref_gl1:
|
||||
if (s_filter_list.curvalue == 0)
|
||||
{
|
||||
Cvar_Set("gl_texturemode", "GL_NEAREST");
|
||||
|
@ -213,10 +250,8 @@ ApplyFilter(void* unused)
|
|||
{
|
||||
Cvar_Set("gl_texturemode", "GL_LINEAR_MIPMAP_LINEAR");
|
||||
}
|
||||
}
|
||||
|
||||
if (Q_stricmp(vid_renderer->string, "soft") == 0)
|
||||
{
|
||||
break;
|
||||
case ref_soft:
|
||||
if (s_filter_list.curvalue == 0)
|
||||
{
|
||||
Cvar_Set("sw_texture_filtering", "0");
|
||||
|
@ -225,6 +260,9 @@ ApplyFilter(void* unused)
|
|||
{
|
||||
Cvar_Set("sw_texture_filtering", "1");
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break; // avoid compiler warning
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -412,6 +450,8 @@ VID_MenuInit(void)
|
|||
0
|
||||
};
|
||||
|
||||
const renderer_type current_renderer = CurrentRendererByCvar();
|
||||
|
||||
static const char *uiscale_names[] = {
|
||||
"auto",
|
||||
"1x",
|
||||
|
@ -569,8 +609,9 @@ VID_MenuInit(void)
|
|||
s_fov_slider.slidestep = 1;
|
||||
s_fov_slider.printformat = "%.0f";
|
||||
|
||||
if (strcmp(vid_renderer->string, "gl3") == 0 || strcmp(vid_renderer->string, "gles3") == 0)
|
||||
switch (current_renderer)
|
||||
{
|
||||
case ref_gl3:
|
||||
s_gl3_intensity_slider.generic.type = MTYPE_SLIDER;
|
||||
s_gl3_intensity_slider.generic.name = "color intensity";
|
||||
s_gl3_intensity_slider.generic.x = 0;
|
||||
|
@ -594,9 +635,9 @@ VID_MenuInit(void)
|
|||
s_gl3_colorlight_list.generic.y = (y += 10);
|
||||
s_gl3_colorlight_list.itemnames = yesno_names;
|
||||
s_gl3_colorlight_list.curvalue = (gl3_colorlight->value != 0);
|
||||
}
|
||||
if (strcmp(vid_renderer->string, "gl4") == 0)
|
||||
{
|
||||
break;
|
||||
|
||||
case ref_gl4:
|
||||
s_gl4_intensity_slider.generic.type = MTYPE_SLIDER;
|
||||
s_gl4_intensity_slider.generic.name = "color intensity";
|
||||
s_gl4_intensity_slider.generic.x = 0;
|
||||
|
@ -620,9 +661,9 @@ VID_MenuInit(void)
|
|||
s_gl4_colorlight_list.generic.y = (y += 10);
|
||||
s_gl4_colorlight_list.itemnames = yesno_names;
|
||||
s_gl4_colorlight_list.curvalue = (gl4_colorlight->value != 0);
|
||||
}
|
||||
else if (strcmp(vid_renderer->string, "vk") == 0)
|
||||
{
|
||||
break;
|
||||
|
||||
case ref_vk:
|
||||
s_vk_intensity_slider.generic.type = MTYPE_SLIDER;
|
||||
s_vk_intensity_slider.generic.name = "color intensity";
|
||||
s_vk_intensity_slider.generic.x = 0;
|
||||
|
@ -648,9 +689,9 @@ VID_MenuInit(void)
|
|||
s_vk_dynamic_list.generic.y = (y += 10);
|
||||
s_vk_dynamic_list.itemnames = yesno_names;
|
||||
s_vk_dynamic_list.curvalue = (vk_dynamic->value != 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
|
||||
case ref_gl1:
|
||||
gl3_colorlight = NULL;
|
||||
s_gl1_intensity_slider.generic.type = MTYPE_SLIDER;
|
||||
s_gl1_intensity_slider.generic.name = "color intensity";
|
||||
|
@ -669,6 +710,10 @@ VID_MenuInit(void)
|
|||
s_gl1_overbrightbits_slider.maxvalue = 2;
|
||||
s_gl1_overbrightbits_slider.slidestep = 1;
|
||||
s_gl1_overbrightbits_slider.printformat = "%.0f";
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
s_uiscale_list.generic.type = MTYPE_SPINCONTROL;
|
||||
|
@ -747,14 +792,15 @@ VID_MenuInit(void)
|
|||
s_filter_list.generic.name = "texture filter";
|
||||
s_filter_list.curvalue = 0;
|
||||
s_filter_list.generic.callback = ApplyFilter;
|
||||
s_filter_list.generic.x = 0;
|
||||
|
||||
const char* filter = NULL;
|
||||
int mode = 0;
|
||||
|
||||
if (Q_stricmp(vid_renderer->string, "gl3") == 0 || Q_stricmp(vid_renderer->string, "gles3") == 0 ||
|
||||
Q_stricmp(vid_renderer->string, "gl1") == 0 || Q_stricmp(vid_renderer->string, "gles1") == 0)
|
||||
switch (current_renderer)
|
||||
{
|
||||
s_filter_list.generic.x = 0;
|
||||
case ref_gl3:
|
||||
case ref_gl1:
|
||||
s_filter_list.generic.y = (y += 10);
|
||||
s_filter_list.itemnames = filter_names;
|
||||
|
||||
|
@ -773,10 +819,9 @@ VID_MenuInit(void)
|
|||
{
|
||||
mode = 2;
|
||||
}
|
||||
}
|
||||
else if (Q_stricmp(vid_renderer->string, "soft") == 0)
|
||||
{
|
||||
s_filter_list.generic.x = 0;
|
||||
break;
|
||||
|
||||
case ref_soft:
|
||||
s_filter_list.generic.y = (y += 10);
|
||||
s_filter_list.itemnames = onoff_names;
|
||||
|
||||
|
@ -787,6 +832,10 @@ VID_MenuInit(void)
|
|||
{
|
||||
mode = 1;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
s_filter_list.curvalue = mode;
|
||||
|
@ -814,37 +863,36 @@ VID_MenuInit(void)
|
|||
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_brightness_slider);
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_fov_slider);
|
||||
if (strcmp(vid_renderer->string, "gl3") == 0 || strcmp(vid_renderer->string, "gles3") == 0)
|
||||
switch (current_renderer)
|
||||
{
|
||||
case ref_gl3:
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_gl3_intensity_slider);
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_gl3_overbrightbits_slider);
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_gl3_colorlight_list);
|
||||
}
|
||||
else if (strcmp(vid_renderer->string, "gl4") == 0)
|
||||
{
|
||||
break;
|
||||
case ref_gl4:
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_gl4_intensity_slider);
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_gl4_overbrightbits_slider);
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_gl4_colorlight_list);
|
||||
}
|
||||
else if (strcmp(vid_renderer->string, "vk") == 0)
|
||||
{
|
||||
break;
|
||||
case ref_vk:
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_vk_intensity_slider);
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_vk_overbrightbits_slider);
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_vk_dynamic_list);
|
||||
}
|
||||
else if (strcmp(vid_renderer->string, "gl1") == 0 || strcmp(vid_renderer->string, "gles1") == 0)
|
||||
{
|
||||
break;
|
||||
case ref_gl1:
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_gl1_intensity_slider);
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_gl1_overbrightbits_slider);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_uiscale_list);
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_fs_box);
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_vsync_list);
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_af_list);
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_msaa_list);
|
||||
if (Q_stricmp(vid_renderer->string, "gl3") == 0 || Q_stricmp(vid_renderer->string, "gles3") == 0 ||
|
||||
Q_stricmp(vid_renderer->string, "gl1") == 0 || Q_stricmp(vid_renderer->string, "gles1") == 0 ||
|
||||
Q_stricmp(vid_renderer->string, "soft") == 0)
|
||||
if (current_renderer == ref_gl3 || current_renderer == ref_gl1 || current_renderer == ref_soft)
|
||||
{
|
||||
Menu_AddItem(&s_opengl_menu, (void *)&s_filter_list);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue