/** * @file llfloaterhardwaresettings.cpp * @brief Menu of all the different graphics hardware settings * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llfloaterhardwaresettings.h" #include "llfloaterpreference.h" #include "llviewerwindow.h" #include "llviewercontrol.h" #include "llviewerimagelist.h" #include "llfeaturemanager.h" #include "llstartup.h" #include "llradiogroup.h" #include "llvieweruictrlfactory.h" #include "llimagegl.h" #include "pipeline.h" LLFloaterHardwareSettings* LLFloaterHardwareSettings::sHardwareSettings = NULL; LLFloaterHardwareSettings::LLFloaterHardwareSettings() : LLFloater("Hardware Settings Floater") { gUICtrlFactory->buildFloater(this, "floater_hardware_settings.xml"); // load it up initCallbacks(); } LLFloaterHardwareSettings::~LLFloaterHardwareSettings() { } void LLFloaterHardwareSettings::onClickHelp(void* data) { const char* xml_alert = "HardwareSettingsHelpButton"; gViewerWindow->alertXml(xml_alert); } void LLFloaterHardwareSettings::initCallbacks(void) { } // menu maintenance functions void LLFloaterHardwareSettings::refresh() { LLPanel::refresh(); mUseVBO = gSavedSettings.getBOOL("RenderVBOEnable"); mUseAniso = gSavedSettings.getBOOL("RenderAnisotropic"); mGamma = gSavedSettings.getF32("RenderGamma"); mVideoCardMem = gSavedSettings.getS32("TextureMemory"); mFogRatio = gSavedSettings.getF32("RenderFogRatio"); mProbeHardwareOnStartup = gSavedSettings.getBOOL("ProbeHardwareOnStartup"); refreshEnabledState(); } void LLFloaterHardwareSettings::refreshEnabledState() { S32 min_tex_mem = LLViewerImageList::getMinVideoRamSetting(); S32 max_tex_mem = LLViewerImageList::getMaxVideoRamSetting(); childSetMinValue("GrapicsCardTextureMemory", min_tex_mem); childSetMaxValue("GrapicsCardTextureMemory", max_tex_mem); if (!gFeatureManagerp->isFeatureAvailable("RenderVBOEnable") || !gGLManager.mHasVertexBufferObject) { childSetEnabled("vbo", FALSE); } // if no windlight shaders, turn off nighttime brightness, gamma, and fog distance childSetEnabled("gamma", !gPipeline.canUseWindLightShaders()); childSetEnabled("(brightness, lower is brighter)", !gPipeline.canUseWindLightShaders()); childSetEnabled("fog", !gPipeline.canUseWindLightShaders()); } // static instance of it LLFloaterHardwareSettings* LLFloaterHardwareSettings::instance() { if (!sHardwareSettings) { sHardwareSettings = new LLFloaterHardwareSettings(); sHardwareSettings->close(); } return sHardwareSettings; } void LLFloaterHardwareSettings::show() { LLFloaterHardwareSettings* hardSettings = instance(); hardSettings->refresh(); hardSettings->center(); // comment in if you want the menu to rebuild each time //gUICtrlFactory->buildFloater(hardSettings, "floater_hardware_settings.xml"); //hardSettings->initCallbacks(); hardSettings->open(); } bool LLFloaterHardwareSettings::isOpen() { if (sHardwareSettings != NULL) { return true; } return false; } // virtual void LLFloaterHardwareSettings::onClose(bool app_quitting) { if (sHardwareSettings) { sHardwareSettings->setVisible(FALSE); } } //============================================================================ BOOL LLFloaterHardwareSettings::postBuild() { requires("ani", WIDGET_TYPE_CHECKBOX); requires("gamma", WIDGET_TYPE_SPINNER); requires("vbo", WIDGET_TYPE_CHECKBOX); requires("GrapicsCardTextureMemory", WIDGET_TYPE_SLIDER); requires("fog", WIDGET_TYPE_SPINNER); if (!checkRequirements()) { return FALSE; } childSetAction("OK", onBtnOK, this); refresh(); return TRUE; } void LLFloaterHardwareSettings::apply() { // Anisotropic rendering BOOL old_anisotropic = LLImageGL::sGlobalUseAnisotropic; LLImageGL::sGlobalUseAnisotropic = childGetValue("ani"); if (old_anisotropic != LLImageGL::sGlobalUseAnisotropic) { BOOL logged_in = (LLStartUp::getStartupState() >= STATE_STARTED); gViewerWindow->restartDisplay(logged_in); } refresh(); } void LLFloaterHardwareSettings::cancel() { gSavedSettings.setBOOL("RenderVBOEnable", mUseVBO); gSavedSettings.setBOOL("RenderAnisotropic", mUseAniso); gSavedSettings.setF32("RenderGamma", mGamma); gSavedSettings.setS32("TextureMemory", mVideoCardMem); gSavedSettings.setF32("RenderFogRatio", mFogRatio); gSavedSettings.setBOOL("ProbeHardwareOnStartup", mProbeHardwareOnStartup ); close(); } // static void LLFloaterHardwareSettings::onBtnOK( void* userdata ) { LLFloaterHardwareSettings *fp =(LLFloaterHardwareSettings *)userdata; fp->apply(); fp->close(false); }