Backlight setting

This commit is contained in:
MihailRis
2023-11-23 14:10:08 +03:00
parent f45fcffaf8
commit 568c612970
9 changed files with 44 additions and 9 deletions
+20 -1
View File
@@ -246,7 +246,7 @@ Panel* create_settings_panel(Engine* engine, PagesControl* menu) {
panel->add(trackbar);
}
{
/* V-Sync checkbox */{
Panel* checkpanel = new Panel(vec2(400, 32), vec4(5.0f), 1.0f);
checkpanel->color(vec4(0.0f));
checkpanel->orientation(Orientation::horizontal);
@@ -265,6 +265,25 @@ Panel* create_settings_panel(Engine* engine, PagesControl* menu) {
panel->add(checkpanel);
}
/* Backlight checkbox */{
Panel* checkpanel = new Panel(vec2(400, 32), vec4(5.0f), 1.0f);
checkpanel->color(vec4(0.0f));
checkpanel->orientation(Orientation::horizontal);
CheckBox* checkbox = new CheckBox();
checkbox->margin(vec4(0.0f, 0.0f, 5.0f, 0.0f));
checkbox->supplier([=]() {
return engine->getSettings().graphics.backlight != 0;
});
checkbox->consumer([=](bool checked) {
engine->getSettings().graphics.backlight = checked;
});
checkpanel->add(checkbox);
checkpanel->add(new Label(L"Backlight"));
panel->add(checkpanel);
}
panel->add(gotoButton(L"Controls", "controls", menu));
panel->add(backButton(menu));
panel->refresh();
+6
View File
@@ -87,12 +87,14 @@ void MenuScreen::draw(float delta) {
batch->render();
}
static bool backlight;
LevelScreen::LevelScreen(Engine* engine, Level* level)
: Screen(engine),
level(level) {
cache = new ContentGfxCache(level->content, engine->getAssets());
worldRenderer = new WorldRenderer(engine, level, cache);
hud = new HudRenderer(engine, level, cache);
backlight = engine->getSettings().graphics.backlight;
}
LevelScreen::~LevelScreen() {
@@ -130,6 +132,10 @@ void LevelScreen::update(float delta) {
if (!gui->isFocusCaught()) {
updateHotkeys();
}
if (settings.graphics.backlight != backlight) {
level->chunks->clear();
backlight = settings.graphics.backlight;
}
level->updatePlayer(delta, !inputLocked, hud->isPause(), !inputLocked);
level->update();
+1 -1
View File
@@ -35,7 +35,7 @@ using std::shared_ptr;
WorldRenderer::WorldRenderer(Engine* engine, Level* level, const ContentGfxCache* cache)
: engine(engine), level(level) {
lineBatch = new LineBatch(4096);
renderer = new ChunksRenderer(level, cache);
renderer = new ChunksRenderer(level, cache, engine->getSettings());
frustumCulling = new Frustum();
level->events->listen(EVT_CHUNK_HIDDEN, [this](lvl_event_type type, Chunk* chunk) {
renderer->unload(chunk);