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https://github.com/TorqueGameEngines/Torque3D.git
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Adds function to better report active device type from GFXDevice
Ensures Window title and options menu correctly displays available and active render api Fixes AA option so it correctly toggles FXAA
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parent
196e80b9da
commit
334cd1d205
3 changed files with 46 additions and 8 deletions
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@ -196,7 +196,32 @@ function OptionsMenu::populateDisplaySettingsList(%this)
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OptionName.setText("");
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OptionDescription.setText("");
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OptionsMenuSettingsList.addOptionRow("Display API", "D3D11\tOpenGL", false, "", -1, -30, true, "The display API used for rendering.", $pref::Video::displayDevice);
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//First, lets double-check the active device is accurate. Sometimes the default value in our prefs doesn't match the active one
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%displayDevice = getDisplayDeviceType();
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if($changingDisplayDevice !$= "")
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%displayDevice = $changingDisplayDevice;
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%apiList = "";
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%apiCount = GFXInit::getAdapterCount();
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%apiIdx = 0;
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for(%i=0; %i < %apiCount; %i++)
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{
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%api = GFXInit::getAdapterType(%i);
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if(%api !$= "NullDevice")
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{
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if(%apiIdx==0)
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%apiList = %api;
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else
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%apiList = %apiList TAB %api;
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%apiIdx++;
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}
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}
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trim(%apiList);
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OptionsMenuSettingsList.addOptionRow("Display API", %apiList, false, "", -1, -30, true, "The display API used for rendering.", %displayDevice);
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%numDevices = Canvas.getMonitorCount();
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%devicesList = "";
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@ -246,7 +271,7 @@ function OptionsMenu::populateDisplaySettingsList(%this)
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function OptionsMenu::applyDisplaySettings(%this)
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{
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%newDevice = OptionsMenuSettingsList.getCurrentOption(0);
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%newDevice = OptionsMenuSettingsList.getCurrentOption(0);
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// Change the device.
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if ( %newDevice !$= $pref::Video::displayDevice )
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@ -257,6 +282,8 @@ function OptionsMenu::applyDisplaySettings(%this)
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$pref::Video::displayDevice = %newDevice;
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if( %newAdapter !$= getDisplayDeviceInformation() )
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MessageBoxOK( "Change requires restart", "Please restart the game for a display device change to take effect." );
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$changingDisplayDevice = %newDevice;
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}
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updateDisplaySettings();
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