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openmw/apps/launcher/advancedpage.cpp
psi29a b21c9cdf31 Merge branch 'SHADER_HOT_RELOAD' into 'master'
Shaders: Hot reload, togglable by lua debug command

See merge request OpenMW/openmw!2238

(cherry picked from commit 4078f19c74)

8d194a16 Shaders: rudimentary hot reloader on shaders
4e7c1c5b Added break when the operation failed
6b38d622 Added lua bindings to toggle hot reload (disabled by default) or to trigger a reload
31d41252 forgot memory include
f78fa989 fixed include, cleaned comments and indentation
fc8838c7 Renamed lua binding, and use action to avoid concurrency issue
aa51d6de Missing chrono include ?
68d06989 Fixed cyclical included check
b6d7293a Removed weird lines that I thought were necessary to please the compiler
9a475b0c fixed blank lines and missing breaks
cdd95f78 replaced empty function body by default
a1c8dc9d C++17 compat ?
7b78bf4b Fix files with different defines weren't added to the hot reload manager
cc9d4364 includes now work when the same shader has different defines
15751c57 Lua debug api doc
3ab0a991 Hot reload done only once every 200 ms, no point in beeing faster
df69fc76 Post processing shaders now use the same lua commands, no more launcher option...
c71f3508 changed overview.rst of post processing
603b30e1 Added some variable names to make it clearer what their function was
baadc06e Merge branch 'master' into 'SHADER_HOT_RELOAD'
decfbc53 Fix threading issues
b14cc673 adds missing decleration
16a4b571 adds missing include
166717d6 Makes sure threads are only stopped once ,and that they will be re-started
25c1f0ca Renamed variable to fix case issue
2022-08-21 09:10:29 +00:00

487 lines
24 KiB
C++

#include "advancedpage.hpp"
#include <array>
#include <string>
#include <cmath>
#include <QFileDialog>
#include <QCompleter>
#include <QString>
#include <components/config/gamesettings.hpp>
#include <components/contentselector/view/contentselector.hpp>
#include <components/contentselector/model/esmfile.hpp>
#include <components/detournavigator/collisionshapetype.hpp>
#include "utils/openalutil.hpp"
Launcher::AdvancedPage::AdvancedPage(Config::GameSettings &gameSettings, QWidget *parent)
: QWidget(parent)
, mGameSettings(gameSettings)
{
setObjectName ("AdvancedPage");
setupUi(this);
for(const std::string& name : Launcher::enumerateOpenALDevices())
{
audioDeviceSelectorComboBox->addItem(QString::fromStdString(name), QString::fromStdString(name));
}
for(const std::string& name : Launcher::enumerateOpenALDevicesHrtf())
{
hrtfProfileSelectorComboBox->addItem(QString::fromStdString(name), QString::fromStdString(name));
}
loadSettings();
mCellNameCompleter.setModel(&mCellNameCompleterModel);
startDefaultCharacterAtField->setCompleter(&mCellNameCompleter);
}
void Launcher::AdvancedPage::loadCellsForAutocomplete(QStringList cellNames) {
// Update the list of suggestions for the "Start default character at" field
mCellNameCompleterModel.setStringList(cellNames);
mCellNameCompleter.setCompletionMode(QCompleter::PopupCompletion);
mCellNameCompleter.setCaseSensitivity(Qt::CaseSensitivity::CaseInsensitive);
}
void Launcher::AdvancedPage::on_skipMenuCheckBox_stateChanged(int state) {
startDefaultCharacterAtLabel->setEnabled(state == Qt::Checked);
startDefaultCharacterAtField->setEnabled(state == Qt::Checked);
}
void Launcher::AdvancedPage::on_runScriptAfterStartupBrowseButton_clicked()
{
QString scriptFile = QFileDialog::getOpenFileName(
this,
QObject::tr("Select script file"),
QDir::currentPath(),
QString(tr("Text file (*.txt)")));
if (scriptFile.isEmpty())
return;
QFileInfo info(scriptFile);
if (!info.exists() || !info.isReadable())
return;
const QString path(QDir::toNativeSeparators(info.absoluteFilePath()));
runScriptAfterStartupField->setText(path);
}
namespace
{
constexpr double CellSizeInUnits = 8192;
double convertToCells(double unitRadius)
{
return unitRadius / CellSizeInUnits;
}
int convertToUnits(double CellGridRadius)
{
return static_cast<int>(CellSizeInUnits * CellGridRadius);
}
}
bool Launcher::AdvancedPage::loadSettings()
{
// Game mechanics
{
loadSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
loadSettingBool(canLootDuringDeathAnimationCheckBox, "can loot during death animation", "Game");
loadSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game");
loadSettingBool(rebalanceSoulGemValuesCheckBox, "rebalance soul gem values", "Game");
loadSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game");
loadSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game");
loadSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
loadSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
loadSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
loadSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
loadSettingBool(swimUpwardCorrectionCheckBox, "swim upward correction", "Game");
loadSettingBool(avoidCollisionsCheckBox, "NPCs avoid collisions", "Game");
int unarmedFactorsStrengthIndex = Settings::Manager::getInt("strength influences hand to hand", "Game");
if (unarmedFactorsStrengthIndex >= 0 && unarmedFactorsStrengthIndex <= 2)
unarmedFactorsStrengthComboBox->setCurrentIndex(unarmedFactorsStrengthIndex);
loadSettingBool(stealingFromKnockedOutCheckBox, "always allow stealing from knocked out actors", "Game");
loadSettingBool(enableNavigatorCheckBox, "enable", "Navigator");
int numPhysicsThreads = Settings::Manager::getInt("async num threads", "Physics");
if (numPhysicsThreads >= 0)
physicsThreadsSpinBox->setValue(numPhysicsThreads);
loadSettingBool(allowNPCToFollowOverWaterSurfaceCheckBox, "allow actors to follow over water surface", "Game");
loadSettingBool(unarmedCreatureAttacksDamageArmorCheckBox, "unarmed creature attacks damage armor", "Game");
const int actorCollisionShapeType = Settings::Manager::getInt("actor collision shape type", "Game");
if (0 <= actorCollisionShapeType && actorCollisionShapeType < actorCollisonShapeTypeComboBox->count())
actorCollisonShapeTypeComboBox->setCurrentIndex(actorCollisionShapeType);
}
// Visuals
{
loadSettingBool(autoUseObjectNormalMapsCheckBox, "auto use object normal maps", "Shaders");
loadSettingBool(autoUseObjectSpecularMapsCheckBox, "auto use object specular maps", "Shaders");
loadSettingBool(autoUseTerrainNormalMapsCheckBox, "auto use terrain normal maps", "Shaders");
loadSettingBool(autoUseTerrainSpecularMapsCheckBox, "auto use terrain specular maps", "Shaders");
loadSettingBool(bumpMapLocalLightingCheckBox, "apply lighting to environment maps", "Shaders");
loadSettingBool(softParticlesCheckBox, "soft particles", "Shaders");
loadSettingBool(antialiasAlphaTestCheckBox, "antialias alpha test", "Shaders");
if (Settings::Manager::getInt("antialiasing", "Video") == 0) {
antialiasAlphaTestCheckBox->setCheckState(Qt::Unchecked);
}
loadSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
connect(animSourcesCheckBox, SIGNAL(toggled(bool)), this, SLOT(slotAnimSourcesToggled(bool)));
loadSettingBool(animSourcesCheckBox, "use additional anim sources", "Game");
if (animSourcesCheckBox->checkState() != Qt::Unchecked)
{
loadSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
loadSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
}
loadSettingBool(turnToMovementDirectionCheckBox, "turn to movement direction", "Game");
loadSettingBool(smoothMovementCheckBox, "smooth movement", "Game");
const bool distantTerrain = Settings::Manager::getBool("distant terrain", "Terrain");
const bool objectPaging = Settings::Manager::getBool("object paging", "Terrain");
if (distantTerrain && objectPaging) {
distantLandCheckBox->setCheckState(Qt::Checked);
}
loadSettingBool(activeGridObjectPagingCheckBox, "object paging active grid", "Terrain");
viewingDistanceComboBox->setValue(convertToCells(Settings::Manager::getInt("viewing distance", "Camera")));
objectPagingMinSizeComboBox->setValue(Settings::Manager::getDouble("object paging min size", "Terrain"));
loadSettingBool(nightDaySwitchesCheckBox, "day night switches", "Game");
connect(postprocessEnabledCheckBox, SIGNAL(toggled(bool)), this, SLOT(slotPostProcessToggled(bool)));
loadSettingBool(postprocessEnabledCheckBox, "enabled", "Post Processing");
loadSettingBool(postprocessTransparentPostpassCheckBox, "transparent postpass", "Post Processing");
postprocessHDRTimeComboBox->setValue(Settings::Manager::getDouble("auto exposure speed", "Post Processing"));
connect(skyBlendingCheckBox, SIGNAL(toggled(bool)), this, SLOT(slotSkyBlendingToggled(bool)));
loadSettingBool(radialFogCheckBox, "radial fog", "Fog");
loadSettingBool(exponentialFogCheckBox, "exponential fog", "Fog");
loadSettingBool(skyBlendingCheckBox, "sky blending", "Fog");
skyBlendingStartComboBox->setValue(Settings::Manager::getDouble("sky blending start", "Fog"));
}
// Audio
{
std::string selectedAudioDevice = Settings::Manager::getString("device", "Sound");
if (selectedAudioDevice.empty() == false)
{
int audioDeviceIndex = audioDeviceSelectorComboBox->findData(QString::fromStdString(selectedAudioDevice));
if (audioDeviceIndex != -1)
{
audioDeviceSelectorComboBox->setCurrentIndex(audioDeviceIndex);
}
}
int hrtfEnabledIndex = Settings::Manager::getInt("hrtf enable", "Sound");
if (hrtfEnabledIndex >= -1 && hrtfEnabledIndex <= 1)
{
enableHRTFComboBox->setCurrentIndex(hrtfEnabledIndex + 1);
}
std::string selectedHRTFProfile = Settings::Manager::getString("hrtf", "Sound");
if (selectedHRTFProfile.empty() == false)
{
int hrtfProfileIndex = hrtfProfileSelectorComboBox->findData(QString::fromStdString(selectedHRTFProfile));
if (hrtfProfileIndex != -1)
{
hrtfProfileSelectorComboBox->setCurrentIndex(hrtfProfileIndex);
}
}
}
// Interface Changes
{
loadSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
loadSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game");
loadSettingBool(showMeleeInfoCheckBox, "show melee info", "Game");
loadSettingBool(showProjectileDamageCheckBox, "show projectile damage", "Game");
loadSettingBool(changeDialogTopicsCheckBox, "color topic enable", "GUI");
int showOwnedIndex = Settings::Manager::getInt("show owned", "Game");
// Match the index with the option (only 0, 1, 2, or 3 are valid). Will default to 0 if invalid.
if (showOwnedIndex >= 0 && showOwnedIndex <= 3)
showOwnedComboBox->setCurrentIndex(showOwnedIndex);
loadSettingBool(stretchBackgroundCheckBox, "stretch menu background", "GUI");
loadSettingBool(useZoomOnMapCheckBox, "allow zooming", "Map");
loadSettingBool(graphicHerbalismCheckBox, "graphic herbalism", "Game");
scalingSpinBox->setValue(Settings::Manager::getFloat("scaling factor", "GUI"));
fontSizeSpinBox->setValue(Settings::Manager::getInt("font size", "GUI"));
ttfResolutionSpinBox->setValue(Settings::Manager::getInt("ttf resolution", "GUI"));
}
// Bug fixes
{
loadSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
loadSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game");
}
// Miscellaneous
{
// Saves
loadSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
loadSettingInt(maximumQuicksavesComboBox,"max quicksaves", "Saves");
// Other Settings
QString screenshotFormatString = QString::fromStdString(Settings::Manager::getString("screenshot format", "General")).toUpper();
if (screenshotFormatComboBox->findText(screenshotFormatString) == -1)
screenshotFormatComboBox->addItem(screenshotFormatString);
screenshotFormatComboBox->setCurrentIndex(screenshotFormatComboBox->findText(screenshotFormatString));
loadSettingBool(notifyOnSavedScreenshotCheckBox, "notify on saved screenshot", "General");
}
// Testing
{
loadSettingBool(grabCursorCheckBox, "grab cursor", "Input");
bool skipMenu = mGameSettings.value("skip-menu").toInt() == 1;
if (skipMenu)
{
skipMenuCheckBox->setCheckState(Qt::Checked);
}
startDefaultCharacterAtLabel->setEnabled(skipMenu);
startDefaultCharacterAtField->setEnabled(skipMenu);
startDefaultCharacterAtField->setText(mGameSettings.value("start"));
runScriptAfterStartupField->setText(mGameSettings.value("script-run"));
}
return true;
}
void Launcher::AdvancedPage::saveSettings()
{
// Game mechanics
{
saveSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
saveSettingBool(canLootDuringDeathAnimationCheckBox, "can loot during death animation", "Game");
saveSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game");
saveSettingBool(rebalanceSoulGemValuesCheckBox, "rebalance soul gem values", "Game");
saveSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game");
saveSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game");
saveSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
saveSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
saveSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
saveSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
saveSettingBool(swimUpwardCorrectionCheckBox, "swim upward correction", "Game");
saveSettingBool(avoidCollisionsCheckBox, "NPCs avoid collisions", "Game");
saveSettingInt(unarmedFactorsStrengthComboBox, "strength influences hand to hand", "Game");
saveSettingBool(stealingFromKnockedOutCheckBox, "always allow stealing from knocked out actors", "Game");
saveSettingBool(enableNavigatorCheckBox, "enable", "Navigator");
saveSettingInt(physicsThreadsSpinBox, "async num threads", "Physics");
saveSettingBool(allowNPCToFollowOverWaterSurfaceCheckBox, "allow actors to follow over water surface", "Game");
saveSettingBool(unarmedCreatureAttacksDamageArmorCheckBox, "unarmed creature attacks damage armor", "Game");
saveSettingInt(actorCollisonShapeTypeComboBox, "actor collision shape type", "Game");
}
// Visuals
{
saveSettingBool(autoUseObjectNormalMapsCheckBox, "auto use object normal maps", "Shaders");
saveSettingBool(autoUseObjectSpecularMapsCheckBox, "auto use object specular maps", "Shaders");
saveSettingBool(autoUseTerrainNormalMapsCheckBox, "auto use terrain normal maps", "Shaders");
saveSettingBool(autoUseTerrainSpecularMapsCheckBox, "auto use terrain specular maps", "Shaders");
saveSettingBool(bumpMapLocalLightingCheckBox, "apply lighting to environment maps", "Shaders");
saveSettingBool(radialFogCheckBox, "radial fog", "Fog");
saveSettingBool(softParticlesCheckBox, "soft particles", "Shaders");
saveSettingBool(antialiasAlphaTestCheckBox, "antialias alpha test", "Shaders");
saveSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
saveSettingBool(animSourcesCheckBox, "use additional anim sources", "Game");
saveSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
saveSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
saveSettingBool(turnToMovementDirectionCheckBox, "turn to movement direction", "Game");
saveSettingBool(smoothMovementCheckBox, "smooth movement", "Game");
const bool distantTerrain = Settings::Manager::getBool("distant terrain", "Terrain");
const bool objectPaging = Settings::Manager::getBool("object paging", "Terrain");
const bool wantDistantLand = distantLandCheckBox->checkState();
if (wantDistantLand != (distantTerrain && objectPaging)) {
Settings::Manager::setBool("distant terrain", "Terrain", wantDistantLand);
Settings::Manager::setBool("object paging", "Terrain", wantDistantLand);
}
saveSettingBool(activeGridObjectPagingCheckBox, "object paging active grid", "Terrain");
int viewingDistance = convertToUnits(viewingDistanceComboBox->value());
if (viewingDistance != Settings::Manager::getInt("viewing distance", "Camera"))
{
Settings::Manager::setInt("viewing distance", "Camera", viewingDistance);
}
double objectPagingMinSize = objectPagingMinSizeComboBox->value();
if (objectPagingMinSize != Settings::Manager::getDouble("object paging min size", "Terrain"))
Settings::Manager::setDouble("object paging min size", "Terrain", objectPagingMinSize);
saveSettingBool(nightDaySwitchesCheckBox, "day night switches", "Game");
saveSettingBool(postprocessEnabledCheckBox, "enabled", "Post Processing");
saveSettingBool(postprocessTransparentPostpassCheckBox, "transparent postpass", "Post Processing");
double hdrExposureTime = postprocessHDRTimeComboBox->value();
if (hdrExposureTime != Settings::Manager::getDouble("auto exposure speed", "Post Processing"))
Settings::Manager::setDouble("auto exposure speed", "Post Processing", hdrExposureTime);
saveSettingBool(radialFogCheckBox, "radial fog", "Fog");
saveSettingBool(exponentialFogCheckBox, "exponential fog", "Fog");
saveSettingBool(skyBlendingCheckBox, "sky blending", "Fog");
Settings::Manager::setDouble("sky blending start", "Fog", skyBlendingStartComboBox->value());
}
// Audio
{
int audioDeviceIndex = audioDeviceSelectorComboBox->currentIndex();
std::string prevAudioDevice = Settings::Manager::getString("device", "Sound");
if (audioDeviceIndex != 0)
{
const std::string& newAudioDevice = audioDeviceSelectorComboBox->currentText().toUtf8().constData();
if (newAudioDevice != prevAudioDevice)
Settings::Manager::setString("device", "Sound", newAudioDevice);
}
else if (!prevAudioDevice.empty())
{
Settings::Manager::setString("device", "Sound", {});
}
int hrtfEnabledIndex = enableHRTFComboBox->currentIndex() - 1;
if (hrtfEnabledIndex != Settings::Manager::getInt("hrtf enable", "Sound"))
{
Settings::Manager::setInt("hrtf enable", "Sound", hrtfEnabledIndex);
}
int selectedHRTFProfileIndex = hrtfProfileSelectorComboBox->currentIndex();
std::string prevHRTFProfile = Settings::Manager::getString("hrtf", "Sound");
if (selectedHRTFProfileIndex != 0)
{
const std::string& newHRTFProfile = hrtfProfileSelectorComboBox->currentText().toUtf8().constData();
if (newHRTFProfile != prevHRTFProfile)
Settings::Manager::setString("hrtf", "Sound", newHRTFProfile);
}
else if (!prevHRTFProfile.empty())
{
Settings::Manager::setString("hrtf", "Sound", {});
}
}
// Interface Changes
{
saveSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
saveSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game");
saveSettingBool(showMeleeInfoCheckBox, "show melee info", "Game");
saveSettingBool(showProjectileDamageCheckBox, "show projectile damage", "Game");
saveSettingBool(changeDialogTopicsCheckBox, "color topic enable", "GUI");
saveSettingInt(showOwnedComboBox,"show owned", "Game");
saveSettingBool(stretchBackgroundCheckBox, "stretch menu background", "GUI");
saveSettingBool(useZoomOnMapCheckBox, "allow zooming", "Map");
saveSettingBool(graphicHerbalismCheckBox, "graphic herbalism", "Game");
float uiScalingFactor = scalingSpinBox->value();
if (uiScalingFactor != Settings::Manager::getFloat("scaling factor", "GUI"))
Settings::Manager::setFloat("scaling factor", "GUI", uiScalingFactor);
int fontSize = fontSizeSpinBox->value();
if (fontSize != Settings::Manager::getInt("font size", "GUI"))
Settings::Manager::setInt("font size", "GUI", fontSize);
int ttfResolution = ttfResolutionSpinBox->value();
if (ttfResolution != Settings::Manager::getInt("ttf resolution", "GUI"))
Settings::Manager::setInt("ttf resolution", "GUI", ttfResolution);
}
// Bug fixes
{
saveSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
saveSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game");
}
// Miscellaneous
{
// Saves Settings
saveSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
saveSettingInt(maximumQuicksavesComboBox, "max quicksaves", "Saves");
// Other Settings
std::string screenshotFormatString = screenshotFormatComboBox->currentText().toLower().toStdString();
if (screenshotFormatString != Settings::Manager::getString("screenshot format", "General"))
Settings::Manager::setString("screenshot format", "General", screenshotFormatString);
saveSettingBool(notifyOnSavedScreenshotCheckBox, "notify on saved screenshot", "General");
}
// Testing
{
saveSettingBool(grabCursorCheckBox, "grab cursor", "Input");
int skipMenu = skipMenuCheckBox->checkState() == Qt::Checked;
if (skipMenu != mGameSettings.value("skip-menu").toInt())
mGameSettings.setValue("skip-menu", QString::number(skipMenu));
QString startCell = startDefaultCharacterAtField->text();
if (startCell != mGameSettings.value("start"))
{
mGameSettings.setValue("start", startCell);
}
QString scriptRun = runScriptAfterStartupField->text();
if (scriptRun != mGameSettings.value("script-run"))
mGameSettings.setValue("script-run", scriptRun);
}
}
void Launcher::AdvancedPage::loadSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group)
{
if (Settings::Manager::getBool(setting, group))
checkbox->setCheckState(Qt::Checked);
}
void Launcher::AdvancedPage::saveSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group)
{
bool cValue = checkbox->checkState();
if (cValue != Settings::Manager::getBool(setting, group))
Settings::Manager::setBool(setting, group, cValue);
}
void Launcher::AdvancedPage::loadSettingInt(QComboBox *comboBox, const std::string &setting, const std::string &group)
{
int currentIndex = Settings::Manager::getInt(setting, group);
comboBox->setCurrentIndex(currentIndex);
}
void Launcher::AdvancedPage::saveSettingInt(QComboBox *comboBox, const std::string &setting, const std::string &group)
{
int currentIndex = comboBox->currentIndex();
if (currentIndex != Settings::Manager::getInt(setting, group))
Settings::Manager::setInt(setting, group, currentIndex);
}
void Launcher::AdvancedPage::loadSettingInt(QSpinBox *spinBox, const std::string &setting, const std::string &group)
{
int value = Settings::Manager::getInt(setting, group);
spinBox->setValue(value);
}
void Launcher::AdvancedPage::saveSettingInt(QSpinBox *spinBox, const std::string &setting, const std::string &group)
{
int value = spinBox->value();
if (value != Settings::Manager::getInt(setting, group))
Settings::Manager::setInt(setting, group, value);
}
void Launcher::AdvancedPage::slotLoadedCellsChanged(QStringList cellNames)
{
loadCellsForAutocomplete(cellNames);
}
void Launcher::AdvancedPage::slotAnimSourcesToggled(bool checked)
{
weaponSheathingCheckBox->setEnabled(checked);
shieldSheathingCheckBox->setEnabled(checked);
if (!checked)
{
weaponSheathingCheckBox->setCheckState(Qt::Unchecked);
shieldSheathingCheckBox->setCheckState(Qt::Unchecked);
}
}
void Launcher::AdvancedPage::slotPostProcessToggled(bool checked)
{
postprocessTransparentPostpassCheckBox->setEnabled(checked);
postprocessHDRTimeComboBox->setEnabled(checked);
postprocessHDRTimeLabel->setEnabled(checked);
}
void Launcher::AdvancedPage::slotSkyBlendingToggled(bool checked)
{
skyBlendingStartComboBox->setEnabled(checked);
skyBlendingStartLabel->setEnabled(checked);
}