Remove config entries that are no longer used

issue1247
Armin Burgmeier 2014-11-02 16:57:50 -05:00
parent fe7897539a
commit f89058f094
4 changed files with 0 additions and 34 deletions

View File

@ -112,9 +112,7 @@ void C4ConfigGraphics::CompileFunc(StdCompiler *pComp)
pComp->Value(mkNamingAdapt(Monitor, "Monitor", 0 )); // 0 = D3DADAPTER_DEFAULT
pComp->Value(mkNamingAdapt(FireParticles, "FireParticles", 1 ));
pComp->Value(mkNamingAdapt(MaxRefreshDelay, "MaxRefreshDelay", 30 ));
pComp->Value(mkNamingAdapt(EnableShaders, "Shader", 0 ,false, true));
pComp->Value(mkNamingAdapt(NoOffscreenBlits, "NoOffscreenBlits", 1 ));
pComp->Value(mkNamingAdapt(ClipManuallyE, "ClipManuallyE", 1 ));
pComp->Value(mkNamingAdapt(MultiSampling, "MultiSampling", 4 ));
pComp->Value(mkNamingAdapt(AutoFrameSkip, "AutoFrameSkip", 1 ));
}

View File

@ -113,8 +113,6 @@ public:
int32_t Monitor; // monitor index to play on
int32_t FireParticles; // draw extended fire particles if enabled (default on)
int32_t MaxRefreshDelay; // minimum time after which graphics should be refreshed (ms)
int32_t EnableShaders; // enable pixel shaders on engines that support them
int32_t ClipManuallyE; // do manual clipping in the easy cases
int32_t NoOffscreenBlits; // if set, all blits to non-primary-surfaces are emulated
int32_t MultiSampling; // multisampling samples
int32_t AutoFrameSkip; // if true, gfx frames are skipped when they would slow down the game

View File

@ -863,14 +863,6 @@ C4StartupOptionsDlg::C4StartupOptionsDlg() : C4StartupDlg(LoadResStrNoAmp("IDS_D
Application.pWindow->EnumerateMultiSamples(multisamples);
pGfxMSCombo->SetReadOnly(multisamples.empty());
pGroupOptions->AddElement(pGfxMSCombo);
// Shaders
pShaders = new C4GUI::CheckBox(caGroupOptions.GetGridCell(0,2,iOpt++,iNumGfxOptions,-1,iCheckHgt,true), "Shaders", false);
pShaders->SetFont(pUseFont, C4StartupFontClr, C4StartupFontClrDisabled);
pShaders->SetToolTip("Shaders");
C4GUI::BaseCallbackHandler *pGfxGroubleCheckCB = new C4GUI::CallbackHandler<C4StartupOptionsDlg>(this, &C4StartupOptionsDlg::OnGfxShaderCheck);
pShaders->SetOnChecked(pGfxGroubleCheckCB);
pGroupOptions->AddElement(pShaders);
LoadGfxShader();
// fire particles
pCheck = new BoolConfig(caGroupOptions.GetGridCell(0,1,iOpt++,iNumGfxOptions,-1,iCheckHgt,true), LoadResStr("IDS_MSG_FIREPARTICLES"), NULL, &Config.Graphics.FireParticles);
pCheck->SetToolTip(LoadResStr("IDS_MSG_FIREPARTICLES_DESC"));
@ -1238,7 +1230,6 @@ bool C4StartupOptionsDlg::SaveConfig(bool fForce, bool fKeepOpen)
}
}
// store some config values
SaveGfxShader();
pPortCfgTCP->SavePort();
pPortCfgUDP->SavePort();
pPortCfgRef->SavePort();
@ -1407,22 +1398,6 @@ void C4StartupOptionsDlg::RecreateDialog(bool fFade)
pNewDlg->fCanGoBack = false;
}
void C4StartupOptionsDlg::LoadGfxShader()
{
pShaders->SetChecked(!!Config.Graphics.EnableShaders);
}
void C4StartupOptionsDlg::SaveGfxShader()
{
// get it from controls
Config.Graphics.EnableShaders=pShaders->GetChecked();
if (pDraw->IsOpenGL())
{
pDraw->RestoreDeviceObjects();
}
}
void C4StartupOptionsDlg::OnFEMusicCheck(C4GUI::Element *pCheckBox)
{
// option change is reflected immediately

View File

@ -126,8 +126,6 @@ private:
void OnWindowedModeComboFill(C4GUI::ComboBox_FillCB *pFiller);
bool OnWindowedModeComboSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection);
void OnGfxShaderCheck(C4GUI::Element *pCheckBox)
{ SaveGfxShader(); } // immediate save and test
void OnGfxResComboFill(C4GUI::ComboBox_FillCB *pFiller);
bool OnGfxResComboSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection);
void OnGfxClrDepthComboFill(C4GUI::ComboBox_FillCB *pFiller);
@ -138,11 +136,8 @@ private:
StdStrBuf GetGfxResString(int32_t iResX, int32_t iResY); // convert resolution to string to be displayed in resolution choice combobox
const char * GetWindowedName(int32_t mode = -1);
C4GUI::CheckBox *pShaders;
int32_t iGfxTexIndent;
void LoadGfxShader(); void SaveGfxShader();
// sound tab ----------------------------------------------------------
private:
C4KeyBinding *pKeyToggleMusic; // extra key binding for music: Must also update checkbox in real-time