gameui: add console button to main menu

This commit is contained in:
nillerusr 2022-02-05 22:33:45 +03:00
parent 74b7a6d151
commit c36cfccdf0
7 changed files with 24 additions and 17 deletions

View file

@ -579,7 +579,7 @@ void Cmd_Exec_f( const CCommand &args )
const char *szFile = args[1]; const char *szFile = args[1];
const char *pPathID = "MOD"; const char *pPathID = "*";
Q_snprintf( fileName, sizeof( fileName ), "//%s/cfg/%s", pPathID, szFile ); Q_snprintf( fileName, sizeof( fileName ), "//%s/cfg/%s", pPathID, szFile );
Q_DefaultExtension( fileName, ".cfg", sizeof( fileName ) ); Q_DefaultExtension( fileName, ".cfg", sizeof( fileName ) );

View file

@ -26,7 +26,7 @@
// [dwenger] Necessary for sorting achievements by award time // [dwenger] Necessary for sorting achievements by award time
#include <vgui/ISystem.h> #include <vgui/ISystem.h>
#include "../../src/public/vgui_controls/Controls.h" #include "vgui_controls/Controls.h"
ConVar achievements_easymode( "achievement_easymode", "0", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY, ConVar achievements_easymode( "achievement_easymode", "0", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY,

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@ -863,6 +863,7 @@ CBasePanel::~CBasePanel()
static const char *g_rgValidCommands[] = static const char *g_rgValidCommands[] =
{ {
"OpenGameMenu", "OpenGameMenu",
"OpenConsole",
"OpenPlayerListDialog", "OpenPlayerListDialog",
"OpenNewGameDialog", "OpenNewGameDialog",
"OpenLoadGameDialog", "OpenLoadGameDialog",
@ -1477,6 +1478,8 @@ CGameMenu *CBasePanel::RecursiveLoadGameMenu(KeyValues *datafile)
{ {
CGameMenu *menu = new CGameMenu(this, datafile->GetName()); CGameMenu *menu = new CGameMenu(this, datafile->GetName());
menu->AddMenuItem("Console", "CONSOLE", "OpenConsole", this);
// loop through all the data adding items to the menu // loop through all the data adding items to the menu
for (KeyValues *dat = datafile->GetFirstSubKey(); dat != NULL; dat = dat->GetNextKey()) for (KeyValues *dat = datafile->GetFirstSubKey(); dat != NULL; dat = dat->GetNextKey())
{ {
@ -1899,6 +1902,10 @@ void CBasePanel::RunMenuCommand(const char *command)
{ {
OnOpenNewGameDialog(); OnOpenNewGameDialog();
} }
else if ( !Q_stricmp( command, "OpenConsole" ) )
{
GameConsole().Activate();
}
else if ( !Q_stricmp( command, "OpenLoadGameDialog" ) ) else if ( !Q_stricmp( command, "OpenLoadGameDialog" ) )
{ {
if ( !GameUI().IsConsoleUI() ) if ( !GameUI().IsConsoleUI() )

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@ -249,3 +249,4 @@ GL_FUNC_VOID(OpenGL,true,glSamplerParameterfv,(GLuint a, GLenum b, const GLfloat
GL_FUNC_VOID(GL_QCOM_alpha_test,false,glAlphaFuncQCOM,(GLenum a, GLfloat b),(a,b)) GL_FUNC_VOID(GL_QCOM_alpha_test,false,glAlphaFuncQCOM,(GLenum a, GLfloat b),(a,b))
GL_FUNC_VOID(OpenGL,true,glClearDepthf,(GLfloat a),(a)) GL_FUNC_VOID(OpenGL,true,glClearDepthf,(GLfloat a),(a))
GL_FUNC_VOID(OpenGL,true,glDepthRangef,(GLfloat a,GLfloat b),(a,b)) GL_FUNC_VOID(OpenGL,true,glDepthRangef,(GLfloat a,GLfloat b),(a,b))
GL_FUNC_VOID(OpenGL,true,glGetFramebufferAttachmentParameteriv,(GLenum a,GLenum b,GLenum c,GLint *d),(a,b,c,d))

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@ -732,15 +732,15 @@ FORCEINLINE void GLContextSet( GLBlendEnableSRGB_t *src )
#endif #endif
// this query is not useful unless you have the ARB_framebuffer_srgb ext. // this query is not useful unless you have the ARB_framebuffer_srgb ext.
// GLint encoding = 0; // GLint encoding = 0;
//pfnglGetFramebufferAttachmentParameteriv( GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, &encoding ); // gGL->glGetFramebufferAttachmentParameteriv( GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, &encoding );
glSetEnable( GL_FRAMEBUFFER_SRGB_EXT, src->enable != 0 ); glSetEnable( GL_FRAMEBUFFER_SRGB_EXT, src->enable != 0 );
} }
FORCEINLINE void GLContextGet( GLBlendEnableSRGB_t *dst ) FORCEINLINE void GLContextGet( GLBlendEnableSRGB_t *dst )
{ {
dst->enable = gGL->glIsEnabled( GL_FRAMEBUFFER_SRGB_EXT ); // dst->enable = gGL->glIsEnabled( GL_FRAMEBUFFER_SRGB_EXT );
// dst->enable = true; // wtf ? dst->enable = true; // wtf ?
} }
FORCEINLINE void GLContextGetDefault( GLBlendEnableSRGB_t *dst ) FORCEINLINE void GLContextGetDefault( GLBlendEnableSRGB_t *dst )

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@ -3186,10 +3186,9 @@ int D3DToGL::TranslateShader( uint32* code, CUtlBuffer *pBufDisassembledCode, bo
m_bPutHexCodesAfterLines = (options & D3DToGL_PutHexCommentsAfterLines) != 0; m_bPutHexCodesAfterLines = (options & D3DToGL_PutHexCommentsAfterLines) != 0;
m_bGeneratingDebugText = (options & D3DToGL_GeneratingDebugText) != 0; m_bGeneratingDebugText = (options & D3DToGL_GeneratingDebugText) != 0;
m_bGenerateSRGBWriteSuffix = (options & D3DToGL_OptionSRGBWriteSuffix) != 0; m_bGenerateSRGBWriteSuffix = (options & D3DToGL_OptionSRGBWriteSuffix) != 0;
m_bGenerateSRGBWriteSuffix = false;
if( debugLabel && (V_strstr( debugLabel ,"vertexlit_and_unlit_generic_ps") || V_strstr( debugLabel ,"vertexlit_and_unlit_generic_bump_ps") ) ) /* if( debugLabel && (V_strstr( debugLabel ,"vertexlit_and_unlit_generic_ps") || V_strstr( debugLabel ,"vertexlit_and_unlit_generic_bump_ps") ) )
m_bGenerateSRGBWriteSuffix = true; m_bGenerateSRGBWriteSuffix = true;*/
m_NumIndentTabs = 1; // start code indented one tab m_NumIndentTabs = 1; // start code indented one tab
m_nLoopDepth = 0; m_nLoopDepth = 0;
@ -3921,11 +3920,11 @@ int D3DToGL::TranslateShader( uint32* code, CUtlBuffer *pBufDisassembledCode, bo
// sRGB Write suffix // sRGB Write suffix
if ( m_bGenerateSRGBWriteSuffix ) if ( m_bGenerateSRGBWriteSuffix )
{ {
// StrcatToALUCode( "vec3 sRGBFragData;\n" ); StrcatToALUCode( "vec3 sRGBFragData;\n" );
// StrcatToALUCode( "sRGBFragData.xyz = log( gl_FragData[0].xyz );\n" ); StrcatToALUCode( "sRGBFragData.xyz = log( gl_FragData[0].xyz );\n" );
// StrcatToALUCode( "sRGBFragData.xyz = sRGBFragData.xyz * vec3( 0.754545f, 0.754545f, 0.754545f );\n" ); StrcatToALUCode( "sRGBFragData.xyz = sRGBFragData.xyz * vec3( 0.454545f, 0.454545f, 0.454545f );\n" );
// StrcatToALUCode( "sRGBFragData.xyz = exp( sRGBFragData.xyz );\n" ); StrcatToALUCode( "sRGBFragData.xyz = exp( sRGBFragData.xyz );\n" );
StrcatToALUCode( "gl_FragData[0].xyz = pow(gl_FragData[0].xyz, vec3(1.0/2.2));\n" ); StrcatToALUCode( "gl_FragData[0].xyz = mix( gl_FragData[0].xyz, sRGBFragData, flSRGBWrite );\n" );
} }
if( m_iFragDataCount && bVertexShader ) if( m_iFragDataCount && bVertexShader )

View file

@ -1201,8 +1201,8 @@ static void FillD3DCaps9( const GLMRendererInfoFields &glmRendererInfo, D3DCAPS9
pCaps->MaxPixelShader30InstructionSlots = 0; pCaps->MaxPixelShader30InstructionSlots = 0;
#if DX_TO_GL_ABSTRACTION #if DX_TO_GL_ABSTRACTION
pCaps->FakeSRGBWrite = !glmRendererInfo.m_hasGammaWrites; pCaps->FakeSRGBWrite = true;//!glmRendererInfo.m_hasGammaWrites;
pCaps->CanDoSRGBReadFromRTs = !glmRendererInfo.m_cantAttachSRGB; pCaps->CanDoSRGBReadFromRTs = true;//!glmRendererInfo.m_cantAttachSRGB;
pCaps->MixedSizeTargets = glmRendererInfo.m_hasMixedAttachmentSizes; pCaps->MixedSizeTargets = glmRendererInfo.m_hasMixedAttachmentSizes;
#endif #endif
} }