Tiny menu tweak, hide video modes lower than the mod's stated minsize.

This commit is contained in:
Shpoike 2023-06-29 01:33:11 +01:00
parent 0fb35f3d01
commit 04690eb8ee
1 changed files with 28 additions and 11 deletions

View File

@ -90,7 +90,11 @@ void VidMode_Clear(void)
}
void VidMode_Add(int w, int h)
{
extern cvar_t vid_minsize;
size_t m;
if (w < vid_minsize.vec4[0] || h < vid_minsize.vec4[1])
return; //would be too small. ignore it.
for (m = 0; m < nummodes; m++)
{
if (vidmodes[m].w == w && vidmodes[m].h == h)
@ -124,7 +128,7 @@ qboolean M_Vid_GetMode(qboolean forfullscreen, int num, int *w, int *h)
rf->VID_EnumerateVideoModes("", vid_devicename.string, VidMode_Add);
if (!nummodes)
{
{ //failed to query, use internal fallbacks (may be too big).
for (a = 0; a < countof(resaspects); a++)
{
const char **v = resaspects[a];
@ -1067,7 +1071,7 @@ const char *presetexec[] =
"r_particledesc \"high tsshaft\";"
#endif
"gl_specular 1;"
// "r_loadlit 2;"
// "r_loadlit 3;"
"r_waterstyle 2;"
"gl_blendsprites 1;"
// "r_fastsky -1;"
@ -1372,7 +1376,7 @@ void M_Menu_Preset_f (void)
emenu_t *menu;
int y;
menuoption_t *presetoption[7];
extern cvar_t r_nolerp, sv_nqplayerphysics;
extern cvar_t r_nolerp, sv_nqplayerphysics, r_loadlits;
#if defined(RTLIGHTS) && (defined(GLQUAKE) || defined(VKQUAKE))
extern cvar_t r_bloom, r_shadow_realtime_world_importlightentitiesfrommap;
#endif
@ -1383,6 +1387,16 @@ void M_Menu_Preset_f (void)
"Force",
NULL
};
static const char *litopts[] = {
"Off",
"Auto",
NULL
};
static const char *litvals[] = {
"1",
"3",
NULL
};
menubulk_t bulk[] =
{
MB_REDTEXT("Please Choose Preset", true),
@ -1401,7 +1415,8 @@ void M_Menu_Preset_f (void)
#endif
MB_CONSOLECMDRETURN("^7normal (faithful)", "fps_preset normal\n", "An updated but still faithful appearance, using content replacements where applicable", presetoption[4]),
MB_CONSOLECMDRETURN("^7nice (dynamic)", "fps_preset nice\n", "For people who like nice things, but still want to actually play", presetoption[5]),
MB_COMBOCVAR("gen deluxemaps", r_deluxemapping_cvar, deluxeopts, NULL, NULL),
MB_COMBOCVAR("rgb lighting", r_loadlits, litopts, litvals, NULL),
MB_COMBOCVAR("deluxemaps", r_deluxemapping_cvar, deluxeopts, NULL, NULL),
#if defined(RTLIGHTS) && (defined(GLQUAKE) || defined(VKQUAKE))
MB_CONSOLECMDRETURN("^7realtime (all on)", "fps_preset realtime\n", "For people who value pretty over fast/smooth. Not viable for deathmatch.", presetoption[6]),
MB_CHECKBOXCVAR("bloom", r_bloom, 1),
@ -1928,18 +1943,20 @@ void M_Menu_Lighting_f (void)
NULL
};
static const char *loadlitopts[] =
static const char *loaddeluxeopts[] =
{
"Disabled",
"Enabled",
"Generate",
NULL
};
static const char *loadlitvalues[] =
static const char *loadlitopts[] =
{
"0",
"1",
"2",
"Disabled",
"Enabled",
"Generate LDR",
"Generate HDR",
NULL
};
@ -2074,8 +2091,8 @@ void M_Menu_Lighting_f (void)
MB_SPACING(4),
#endif
MB_COMBOCVAR("Lightmap Format", r_lightmap_format, lightmapformatopts, lightmapformatvalues, "Selects which format to use for lightmaps."),
MB_COMBOCVAR("LIT Loading", r_loadlits, loadlitopts, loadlitvalues, "Determines if the engine should use external colored lighting for maps. The generated setting will cause the engine to generate colored lighting for maps that don't have the associated data."),
MB_COMBOCVAR("Deluxemapping", r_deluxemapping_cvar, loadlitopts, loadlitvalues, "Controls whether static lighting should respond to lighting directions."),
MB_COMBOCVAR("LIT Loading", r_loadlits, loadlitopts, NULL, "Determines if the engine should use external colored lighting for maps. The generated setting will cause the engine to generate colored lighting for maps that don't have the associated data."),
MB_COMBOCVAR("Deluxemapping", r_deluxemapping_cvar, loaddeluxeopts, NULL, "Controls whether static lighting should respond to lighting directions."),
MB_CHECKBOXCVAR("Lightstyle Lerp", r_lightstylesmooth, 0),
MB_SPACING(4),
MB_COMBOCVAR("Flash Blend", r_flashblend, fbopts, fbvalues, "Disables or enables the spherical light effect for dynamic lights. Traced means the sphere effect will be line of sight checked before displaying the effect."),