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https://github.com/GTAmodding/re3.git
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Merge pull request #809 from erorcun/master
Fix build without CFO, NO_ISLAND_LOADING, save postfx/pipeline mults
This commit is contained in:
commit
c96ffb05b1
8 changed files with 125 additions and 180 deletions
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@ -122,7 +122,6 @@ int8 CMenuManager::m_nDisplayMSAALevel = 0;
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#endif
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#ifdef NO_ISLAND_LOADING
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int8 CMenuManager::m_DisplayIslandLoading = ISLAND_LOADING_LOW;
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int8 CMenuManager::m_PrefsIslandLoading = ISLAND_LOADING_LOW;
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#endif
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@ -1236,21 +1235,6 @@ CMenuManager::Draw()
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AsciiToUnicode(_psGetVideoModeList()[m_nDisplayVideoMode], unicodeTemp);
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rightText = unicodeTemp;
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break;
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//#ifdef NO_ISLAND_LOADING
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// case MENUACTION_ISLANDLOADING:
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// switch (m_DisplayIslandLoading) {
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// case ISLAND_LOADING_LOW:
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// rightText = TheText.Get("FEM_LOW");
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// break;
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// case ISLAND_LOADING_MEDIUM:
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// rightText = TheText.Get("FEM_MED");
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// break;
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// case ISLAND_LOADING_HIGH:
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// rightText = TheText.Get("FEM_HIG");
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// break;
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// }
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// break;
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//#endif
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case MENUACTION_AUDIOHW:
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if (m_nPrefsAudio3DProviderIndex == -1)
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rightText = TheText.Get("FEA_NAH");
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@ -1430,12 +1414,6 @@ CMenuManager::Draw()
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if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FED_RES") && m_nHelperTextMsgId == 1)
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ResetHelperText();
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}
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//#ifdef NO_ISLAND_LOADING
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// if (m_DisplayIslandLoading == m_PrefsIslandLoading) {
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// if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FEM_ISL") && m_nHelperTextMsgId == 1)
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// ResetHelperText();
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// }
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//#endif
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if (m_nPrefsAudio3DProviderIndex != DMAudio.GetCurrent3DProviderIndex()) {
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if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FEA_3DH"))
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SetHelperText(1);
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@ -1444,12 +1422,6 @@ CMenuManager::Draw()
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if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FED_RES"))
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SetHelperText(1);
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}
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//#ifdef NO_ISLAND_LOADING
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// if (m_DisplayIslandLoading != m_PrefsIslandLoading) {
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// if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FEM_ISL"))
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// SetHelperText(1);
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// }
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//#endif
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if (m_nPrefsAudio3DProviderIndex != DMAudio.GetCurrent3DProviderIndex()) {
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if (strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FEA_3DH") != 0
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// To make assigning built-in actions to new custom options possible.
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@ -4822,45 +4794,6 @@ CMenuManager::ProcessButtonPresses(void)
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SaveSettings();
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}
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break;
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//#ifdef NO_ISLAND_LOADING
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// case MENUACTION_ISLANDLOADING:
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// if (m_DisplayIslandLoading != m_PrefsIslandLoading) {
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// if (!m_bGameNotLoaded) {
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// if (m_DisplayIslandLoading > ISLAND_LOADING_LOW) {
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// if (m_DisplayIslandLoading == ISLAND_LOADING_HIGH)
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// CStreaming::RemoveIslandsNotUsed(LEVEL_GENERIC);
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// if (m_PrefsIslandLoading == ISLAND_LOADING_LOW) {
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// if (CGame::currLevel != LEVEL_INDUSTRIAL)
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// CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL);
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// if (CGame::currLevel != LEVEL_COMMERCIAL)
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// CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL);
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// if (CGame::currLevel != LEVEL_SUBURBAN)
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// CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN);
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// CCollision::bAlreadyLoaded = true;
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// CStreaming::RequestBigBuildings(CGame::currLevel);
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// } else if (m_PrefsIslandLoading == ISLAND_LOADING_HIGH) {
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// CStreaming::RequestIslands(CGame::currLevel);
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// } else
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// } else { // low
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// CCollision::bAlreadyLoaded = false;
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// CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
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// CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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// CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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// CStreaming::RequestIslands(CGame::currLevel);
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// }
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//
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// CStreaming::LoadAllRequestedModels(true);
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// } else
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// SetHelperText(0);
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// SaveSettings();
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// }
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// break;
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//#endif
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case MENUACTION_AUDIOHW:
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{
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int selectedProvider = m_nPrefsAudio3DProviderIndex;
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@ -4935,40 +4868,6 @@ CMenuManager::ProcessButtonPresses(void)
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RestoreDefGraphics(FEOPTION_ACTION_SELECT);
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RestoreDefDisplay(FEOPTION_ACTION_SELECT);
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#endif
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//#ifdef NO_ISLAND_LOADING
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// m_DisplayIslandLoading = ISLAND_LOADING_LOW;
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// if (!m_bGameNotLoaded) {
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// if (m_DisplayIslandLoading > ISLAND_LOADING_LOW) {
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// if (m_DisplayIslandLoading == ISLAND_LOADING_HIGH)
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// CStreaming::RemoveIslandsNotUsed(LEVEL_GENERIC);
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// if (m_PrefsIslandLoading == ISLAND_LOADING_LOW) {
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// if (CGame::currLevel != LEVEL_INDUSTRIAL)
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// CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL);
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// if (CGame::currLevel != LEVEL_COMMERCIAL)
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// CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL);
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// if (CGame::currLevel != LEVEL_SUBURBAN)
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// CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN);
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// CCollision::bAlreadyLoaded = true;
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// CStreaming::RequestBigBuildings(CGame::currLevel);
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// } else if (m_PrefsIslandLoading == ISLAND_LOADING_HIGH) {
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// CStreaming::RequestIslands(CGame::currLevel);
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// } else
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// } else { // low
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// CCollision::bAlreadyLoaded = false;
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// CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
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// CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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// CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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// CStreaming::RequestIslands(CGame::currLevel);
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// }
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//
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// CStreaming::LoadAllRequestedModels(true);
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// } else
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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//#endif // NO_ISLAND_LOADING
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SaveSettings();
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} else if ((m_nCurrScreen != MENUPAGE_SKIN_SELECT_OLD) && (m_nCurrScreen == MENUPAGE_CONTROLLER_PC)) {
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ControlsManager.MakeControllerActionsBlank();
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@ -5228,15 +5127,6 @@ CMenuManager::ProcessButtonPresses(void)
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}
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}
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break;
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//#ifdef NO_ISLAND_LOADING
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// case MENUACTION_ISLANDLOADING:
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// m_DisplayIslandLoading += changeValueBy;
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// if (m_DisplayIslandLoading > ISLAND_LOADING_HIGH)
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// m_DisplayIslandLoading = ISLAND_LOADING_LOW;
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// else if (m_DisplayIslandLoading < ISLAND_LOADING_LOW)
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// m_DisplayIslandLoading = ISLAND_LOADING_HIGH;
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// break;
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//#endif
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case MENUACTION_AUDIOHW:
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if (m_nPrefsAudio3DProviderIndex != -1) {
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m_nPrefsAudio3DProviderIndex += changeValueBy;
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@ -235,11 +235,11 @@ enum eMenuScreen
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MENUPAGE_KEYBOARD_CONTROLS = 55,
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MENUPAGE_MOUSE_CONTROLS = 56,
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MENUPAGE_MISSION_RETRY = 57,
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#ifdef MENU_MAP
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MENUPAGE_MAP = 58,
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#endif
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#ifdef CUSTOM_FRONTEND_OPTIONS
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#ifdef MENU_MAP
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MENUPAGE_MAP,
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#endif
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#ifdef GRAPHICS_MENU_OPTIONS
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MENUPAGE_GRAPHICS_SETTINGS,
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#else
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@ -380,9 +380,6 @@ enum eMenuAction
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// MENUACTION_MIPMAPS,
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// MENUACTION_TEXTURE_FILTERING,
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//#endif
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//#ifdef NO_ISLAND_LOADING
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// MENUACTION_ISLANDLOADING,
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//#endif
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};
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enum eCheckHover
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@ -718,7 +715,6 @@ public:
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ISLAND_LOADING_HIGH
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};
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static int8 m_DisplayIslandLoading;
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static int8 m_PrefsIslandLoading;
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#define ISLAND_LOADING_IS(p) if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_##p)
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@ -203,20 +203,6 @@ static const char* FrontendFilenames[][2] =
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{"fe_radio9", "" },
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};
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#ifdef CUTSCENE_BORDERS_SWITCH
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bool CMenuManager::m_PrefsCutsceneBorders = true;
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#endif
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#ifdef MULTISAMPLING
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int8 CMenuManager::m_nPrefsMSAALevel = 0;
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int8 CMenuManager::m_nDisplayMSAALevel = 0;
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#endif
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#ifdef NO_ISLAND_LOADING
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int8 CMenuManager::m_DisplayIslandLoading = ISLAND_LOADING_LOW;
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int8 CMenuManager::m_PrefsIslandLoading = ISLAND_LOADING_LOW;
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#endif
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int32 CMenuManager::m_PrefsSfxVolume = 102;
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int32 CMenuManager::m_PrefsMusicVolume = 102;
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int32 CMenuManager::m_PrefsBrightness = 256;
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@ -160,31 +160,9 @@ public:
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static int32 m_PrefsLanguage;
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static CONTRCONFIG m_PrefsControllerConfig;
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static bool m_PrefsUseVibration;
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#ifdef NO_ISLAND_LOADING
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enum
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{
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ISLAND_LOADING_LOW = 0,
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ISLAND_LOADING_MEDIUM,
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ISLAND_LOADING_HIGH
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};
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static int8 m_DisplayIslandLoading;
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static int8 m_PrefsIslandLoading;
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#define ISLAND_LOADING_IS(p) if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_##p)
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#define ISLAND_LOADING_ISNT(p) if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_##p)
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#else
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#define ISLAND_LOADING_IS(p)
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#define ISLAND_LOADING_ISNT(p)
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#endif
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#ifdef CUTSCENE_BORDERS_SWITCH
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static bool m_PrefsCutsceneBorders;
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#endif
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#ifdef MULTISAMPLING
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static int8 m_nPrefsMSAALevel;
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static int8 m_nDisplayMSAALevel;
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#endif
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#ifdef GTA_PC
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bool m_bQuitGameNoCD;
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@ -392,6 +392,9 @@ CMenuScreen aScreens[MENUPAGES] = {
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{ "FET_PAU", 1, MENUPAGE_DISABLED, MENUPAGE_DISABLED, 0, 0,
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MENUACTION_RESUME, "FEM_RES", SAVESLOT_NONE, MENUPAGE_NONE,
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MENUACTION_CHANGEMENU, "FEN_STA", SAVESLOT_NONE, MENUPAGE_NEW_GAME,
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#ifdef MENU_MAP
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MENUACTION_CHANGEMENU, "FEG_MAP", SAVESLOT_NONE, MENUPAGE_MAP,
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#endif
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MENUACTION_CHANGEMENU, "FEP_STA", SAVESLOT_NONE, MENUPAGE_STATS,
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MENUACTION_CHANGEMENU, "FEP_BRI", SAVESLOT_NONE, MENUPAGE_BRIEFS,
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MENUACTION_CHANGEMENU, "FET_OPT", SAVESLOT_NONE, MENUPAGE_OPTIONS,
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@ -436,6 +439,14 @@ CMenuScreen aScreens[MENUPAGES] = {
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},
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#endif
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#ifdef MENU_MAP
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// MENUPAGE_MAP
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{ "FEG_MAP", 1, MENUPAGE_NONE, MENUPAGE_NONE, 2, 2,
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MENUACTION_UNK110, "", SAVESLOT_NONE, MENUPAGE_NONE, // to prevent cross/enter to go back
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MENUACTION_CHANGEMENU, "FEDS_TB", SAVESLOT_NONE, MENUPAGE_NONE,
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},
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#endif
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// MENUPAGE_UNK
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{ "", 0, MENUPAGE_NONE, MENUPAGE_NONE, 0, 0,
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@ -11,6 +11,10 @@
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#include "custompipes.h"
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#include "RwHelper.h"
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#include "Text.h"
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#include "Streaming.h"
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#include "FileLoader.h"
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#include "Collision.h"
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#include "ModelInfo.h"
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// Menu screens array is at the bottom of the file.
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@ -48,6 +52,12 @@
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#define DUALPASS_SELECTOR
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#endif
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#ifdef NO_ISLAND_LOADING
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#define ISLAND_LOADING_SELECTOR MENUACTION_CFO_SELECT, "FEM_ISL", { new CCFOSelect((int8*)&CMenuManager::m_PrefsIslandLoading, "IslandLoading", islandLoadingOpts, ARRAY_SIZE(islandLoadingOpts), true, IslandLoadingAfterChange) },
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#else
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#define ISLAND_LOADING_SELECTOR
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#endif
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#ifdef EXTENDED_COLOURFILTER
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#define POSTFX_SELECTORS \
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MENUACTION_CFO_SELECT, "FED_CLF", { new CCFOSelect((int8*)&CPostFX::EffectSwitch, "ColourFilter", filterNames, ARRAY_SIZE(filterNames), false, nil) }, \
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@ -80,6 +90,18 @@ void RestoreDefGraphics(int8 action) {
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#ifdef MULTISAMPLING
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FrontEndMenuManager.m_nPrefsMSAALevel = FrontEndMenuManager.m_nDisplayMSAALevel = 0;
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#endif
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#ifdef NO_ISLAND_LOADING
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if (FrontEndMenuManager.m_bGameNotLoaded) {
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FrontEndMenuManager.m_PrefsIslandLoading = FrontEndMenuManager.ISLAND_LOADING_LOW;
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CCollision::bAlreadyLoaded = false;
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CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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CStreaming::RequestIslands(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(true);
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} else
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FrontEndMenuManager.m_PrefsIslandLoading = FrontEndMenuManager.ISLAND_LOADING_LOW;
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#endif
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#ifdef GRAPHICS_MENU_OPTIONS // otherwise Frontend will handle those
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CMenuManager::m_PrefsFrameLimiter = true;
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CMenuManager::m_PrefsVsyncDisp = true;
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@ -120,6 +142,47 @@ void RestoreDefDisplay(int8 action) {
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#endif
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}
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#ifdef NO_ISLAND_LOADING
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const char *islandLoadingOpts[] = { "FEM_LOW", "FEM_MED", "FEM_HIG" };
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void IslandLoadingAfterChange(int8 before, int8 after) {
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if (!FrontEndMenuManager.m_bGameNotLoaded) {
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if (after > FrontEndMenuManager.ISLAND_LOADING_LOW) {
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FrontEndMenuManager.m_PrefsIslandLoading = before; // calls below needs previous mode :shrug:
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if (after == FrontEndMenuManager.ISLAND_LOADING_HIGH)
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CStreaming::RemoveIslandsNotUsed(LEVEL_GENERIC);
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if (before == FrontEndMenuManager.ISLAND_LOADING_LOW) {
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if (CGame::currLevel != LEVEL_INDUSTRIAL)
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CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL);
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if (CGame::currLevel != LEVEL_COMMERCIAL)
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CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL);
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if (CGame::currLevel != LEVEL_SUBURBAN)
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CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN);
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CCollision::bAlreadyLoaded = true;
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FrontEndMenuManager.m_PrefsIslandLoading = after;
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CStreaming::RequestBigBuildings(CGame::currLevel);
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} else if (before == FrontEndMenuManager.ISLAND_LOADING_HIGH) {
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FrontEndMenuManager.m_PrefsIslandLoading = after;
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CStreaming::RequestIslands(CGame::currLevel);
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} else
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FrontEndMenuManager.m_PrefsIslandLoading = after;
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} else { // low
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CCollision::bAlreadyLoaded = false;
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CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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CStreaming::RequestIslands(CGame::currLevel);
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}
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CStreaming::LoadAllRequestedModels(true);
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}
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FrontEndMenuManager.SetHelperText(0);
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}
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#endif
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#ifdef MORE_LANGUAGES
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void LangPolSelect(int8 action)
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{
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@ -761,6 +824,7 @@ CMenuScreenCustom aScreens[MENUPAGES] = {
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#ifdef EXTENDED_PIPELINES
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PIPELINES_SELECTOR
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#endif
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ISLAND_LOADING_SELECTOR
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DUALPASS_SELECTOR
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MENUACTION_CFO_DYNAMIC, "FET_DEF", { new CCFODynamic(nil, nil, nil, RestoreDefGraphics) },
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MENUACTION_CHANGEMENU, "FEDS_TB", { nil, SAVESLOT_NONE, MENUPAGE_NONE },
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@ -770,6 +834,7 @@ CMenuScreenCustom aScreens[MENUPAGES] = {
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{ "FET_ADV", MENUPAGE_OPTIONS, MENUPAGE_OPTIONS,
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new CCustomScreenLayout({MENUSPRITE_MAINMENU, 50, 0, 20, FONT_HEADING, FESCREEN_LEFT_ALIGN, true, MEDIUMTEXT_X_SCALE, MEDIUMTEXT_Y_SCALE}), nil,
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ISLAND_LOADING_SELECTOR
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DUALPASS_SELECTOR
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CUTSCENE_BORDERS_TOGGLE
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FREE_CAM_TOGGLE
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|
|
@ -212,10 +212,10 @@ enum Config {
|
|||
# define TIMEBARS // print debug timers
|
||||
#endif
|
||||
|
||||
#define FIX_BUGS // fixes bugs that we've came across during reversing, TODO: use this more
|
||||
#define FIX_BUGS // fixes bugs that we've came across during reversing
|
||||
#define MORE_LANGUAGES // Add more translations to the game
|
||||
#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
|
||||
#define LOAD_INI_SETTINGS
|
||||
#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
|
||||
|
||||
// Rendering/display
|
||||
//#define EXTRA_MODEL_FLAGS // from mobile to optimize rendering
|
||||
|
@ -227,19 +227,11 @@ enum Config {
|
|||
#define PS2_ALPHA_TEST // emulate ps2 alpha test
|
||||
#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
|
||||
#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
|
||||
#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
|
||||
//#define USE_TEXTURE_POOL
|
||||
#define CUTSCENE_BORDERS_SWITCH
|
||||
#ifdef LIBRW
|
||||
//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
|
||||
//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
|
||||
#endif
|
||||
#define MULTISAMPLING // adds MSAA option
|
||||
|
||||
#ifdef LIBRW
|
||||
// these are not supported with librw yet
|
||||
# undef MULTISAMPLING
|
||||
#endif
|
||||
|
||||
// Particle
|
||||
//#define PC_PARTICLE
|
||||
|
@ -277,7 +269,13 @@ enum Config {
|
|||
//# define PS2_LIKE_MENU // An effort to recreate PS2 menu, cycling through tabs, different bg etc.
|
||||
//# define PS2_SAVE_DIALOG // PS2 style save dialog with transparent black box
|
||||
# define CUSTOM_FRONTEND_OPTIONS
|
||||
# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full
|
||||
|
||||
# ifdef CUSTOM_FRONTEND_OPTIONS
|
||||
# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full
|
||||
# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
|
||||
# define CUTSCENE_BORDERS_SWITCH
|
||||
# define MULTISAMPLING // adds MSAA option
|
||||
# endif
|
||||
#endif
|
||||
|
||||
// Script
|
||||
|
@ -336,3 +334,8 @@ enum Config {
|
|||
#define PC_PARTICLE
|
||||
#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
|
||||
#endif
|
||||
|
||||
#ifdef LIBRW
|
||||
// these are not supported with librw yet
|
||||
# undef MULTISAMPLING
|
||||
#endif
|
||||
|
|
|
@ -102,6 +102,26 @@ float CheckAndReadIniFloat(const char *cat, const char *key, float original)
|
|||
return original;
|
||||
}
|
||||
|
||||
void CheckAndSaveIniInt(const char *cat, const char *key, int val, bool &changed)
|
||||
{
|
||||
char temp[10];
|
||||
if (atoi(cfg.get(cat, key, "xxx").c_str()) != val) { // if .ini doesn't have our key, compare with xxx and forcefully add it
|
||||
changed = true;
|
||||
sprintf(temp, "%u", val);
|
||||
cfg.set(cat, key, temp);
|
||||
}
|
||||
}
|
||||
|
||||
void CheckAndSaveIniFloat(const char *cat, const char *key, float val, bool &changed)
|
||||
{
|
||||
char temp[10];
|
||||
if (atof(cfg.get(cat, key, "xxx").c_str()) != val) { // if .ini doesn't have our key, compare with xxx and forcefully add it
|
||||
changed = true;
|
||||
sprintf(temp, "%f", val);
|
||||
cfg.set(cat, key, temp);
|
||||
}
|
||||
}
|
||||
|
||||
void LoadINISettings()
|
||||
{
|
||||
cfg.load_file("re3.ini");
|
||||
|
@ -156,11 +176,6 @@ void LoadINISettings()
|
|||
}
|
||||
#endif
|
||||
|
||||
#ifdef NO_ISLAND_LOADING
|
||||
CMenuManager::m_PrefsIslandLoading = CheckAndReadIniInt("FrontendOptions", "NoIslandLoading", CMenuManager::m_PrefsIslandLoading);
|
||||
CMenuManager::m_DisplayIslandLoading = CMenuManager::m_PrefsIslandLoading;
|
||||
#endif
|
||||
|
||||
#ifdef EXTENDED_COLOURFILTER
|
||||
CPostFX::Intensity = CheckAndReadIniFloat("CustomPipesValues", "PostFXIntensity", CPostFX::Intensity);
|
||||
#endif
|
||||
|
@ -192,21 +207,22 @@ void SaveINISettings()
|
|||
break;
|
||||
|
||||
if (option.m_Action < MENUACTION_NOTHING && option.m_CFO->save) {
|
||||
if (atoi(cfg.get("FrontendOptions", option.m_CFO->save, "xxx").c_str()) != *option.m_CFO->value) { // if .ini doesn't have that key compare with xxx, so we can add it
|
||||
changed = true;
|
||||
sprintf(temp, "%u", *option.m_CFO->value);
|
||||
cfg.set("FrontendOptions", option.m_CFO->save, temp);
|
||||
}
|
||||
// Beware: CFO only supports saving uint8 right now
|
||||
CheckAndSaveIniInt("FrontendOptions", option.m_CFO->save, *option.m_CFO->value, changed);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#ifdef NO_ISLAND_LOADING
|
||||
if (atoi(cfg.get("FrontendOptions", "NoIslandLoading", "xxx").c_str()) != CMenuManager::m_PrefsIslandLoading) {
|
||||
changed = true;
|
||||
sprintf(temp, "%u", CMenuManager::m_PrefsIslandLoading);
|
||||
cfg.set("FrontendOptions", "NoIslandLoading", temp);
|
||||
}
|
||||
|
||||
#ifdef EXTENDED_COLOURFILTER
|
||||
CheckAndSaveIniFloat("CustomPipesValues", "PostFXIntensity", CPostFX::Intensity, changed);
|
||||
#endif
|
||||
#ifdef EXTENDED_PIPELINES
|
||||
CheckAndSaveIniFloat("CustomPipesValues", "NeoVehicleShininess", CustomPipes::VehicleShininess, changed);
|
||||
CheckAndSaveIniFloat("CustomPipesValues", "NeoVehicleSpecularity", CustomPipes::VehicleSpecularity, changed);
|
||||
CheckAndSaveIniFloat("CustomPipesValues", "RimlightMult", CustomPipes::RimlightMult, changed);
|
||||
CheckAndSaveIniFloat("CustomPipesValues", "LightmapMult", CustomPipes::LightmapMult, changed);
|
||||
CheckAndSaveIniFloat("CustomPipesValues", "GlossMult", CustomPipes::GlossMult, changed);
|
||||
#endif
|
||||
|
||||
if (changed)
|
||||
|
|
Loading…
Reference in a new issue