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https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-26 16:56:19 +00:00
Changed: Add Anisotropic Filtering in game config options
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commit
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2 changed files with 130 additions and 1 deletions
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@ -429,6 +429,9 @@
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<variable entry="UI:TEMP:PRESET_FX"
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<variable entry="UI:TEMP:PRESET_FX"
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type="sint32"
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type="sint32"
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value="0" />
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value="0" />
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<variable entry="UI:TEMP:ANISOTROPIC"
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type="sint32"
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value="0" />
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<variable entry="UI:TEMP:VR_DEVICE"
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<variable entry="UI:TEMP:VR_DEVICE"
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type="sint32"
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type="sint32"
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value="0" />
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value="0" />
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@ -1237,10 +1240,41 @@
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posref="BL TL"
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posref="BL TL"
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x="0"
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x="0"
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y="-12" />
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y="-12" />
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<group id="bloom_gr"
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<group id="anisotropic_gr"
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posparent="fxaa"
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posparent="fxaa"
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sizeparent="parent"
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sizeparent="parent"
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sizeref="w"
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sizeref="w"
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h="20"
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posref="BL TL"
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x="0"
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y="-12">
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<view type="text"
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id="text"
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posref="TL TL"
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x="0"
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y="-4"
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color="255 255 255 192"
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fontsize="12"
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shadow="true"
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hardtext="uigcFxAnisotropicFilter" />
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<group type="combo_box"
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id="anisotropic"
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w="70"
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h="20"
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value="UI:TEMP:ANISOTROPIC"
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posref="MR ML"
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posparent="text"
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x="4"
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y="0">
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<instance template="combo_box_def1" />
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</group>
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<link expr="@UI:TEMP:ANISOTROPIC"
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action="game_config_change_anisotropic" />
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</group>
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<group id="bloom_gr"
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posparent="anisotropic_gr"
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sizeparent="parent"
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sizeref="w"
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h="100"
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h="100"
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posref="BL TL"
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posref="BL TL"
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x="0"
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x="0"
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@ -3146,6 +3180,11 @@
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realtime="true"
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realtime="true"
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link="FXAA"
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link="FXAA"
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preset="UI:TEMP:PRESET_FX" />
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preset="UI:TEMP:PRESET_FX" />
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<param ui="fx:anisotropic_gr:anisotropic:c"
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type="db"
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widget="boolbut"
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realtime="true"
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link="UI:TEMP:ANISOTROPIC" />
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<param ui="fx:bloom_gr:bloom:c"
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<param ui="fx:bloom_gr:bloom:c"
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type="cfg"
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type="cfg"
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widget="boolbut"
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widget="boolbut"
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@ -2933,6 +2933,10 @@ static vector<UDriver::CMode> VideoModes;
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#define GAME_CONFIG_TEXTURE_MODE_COMBO "ui:interface:game_config:content:general:texture_mode:combo"
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#define GAME_CONFIG_TEXTURE_MODE_COMBO "ui:interface:game_config:content:general:texture_mode:combo"
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#define GAME_CONFIG_TEXTURE_MODE_DB "UI:TEMP:TEXTURE_MODE"
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#define GAME_CONFIG_TEXTURE_MODE_DB "UI:TEMP:TEXTURE_MODE"
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// Anisotropic Filtering controls
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#define GAME_CONFIG_ANISOTROPIC_COMBO "ui:interface:game_config:content:fx:anisotropic_gr:anisotropic"
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#define GAME_CONFIG_ANISOTROPIC_DB "UI:TEMP:ANISOTROPIC"
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// The 3 possible modes editable (NB: do not allow client.cfg HDEntityTexture==1 and DivideTextureSizeBy2=2
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// The 3 possible modes editable (NB: do not allow client.cfg HDEntityTexture==1 and DivideTextureSizeBy2=2
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enum TTextureMode {LowTextureMode= 0, NormalTextureMode= 1, HighTextureMode= 2};
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enum TTextureMode {LowTextureMode= 0, NormalTextureMode= 1, HighTextureMode= 2};
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@ -3044,6 +3048,37 @@ public:
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pCB->addText(CI18N::get("uigcHighTextureMode"));
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pCB->addText(CI18N::get("uigcHighTextureMode"));
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}
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}
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// Anisotropic Filtering
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pCB = dynamic_cast<CDBGroupComboBox*>(CWidgetManager::getInstance()->getElementFromId(GAME_CONFIG_ANISOTROPIC_COMBO));
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sint nAnisotropic = 0;
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if (pCB)
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{
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uint maxAnisotropic = Driver->getAnisotropicFilterMaximum();
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pCB->resetTexts();
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pCB->addText(CI18N::get("uigcFxAnisotropicFilterNone"));
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uint anisotropic = 2;
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uint i = 1;
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while (anisotropic <= maxAnisotropic)
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{
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pCB->addText(ucstring(NLMISC::toString("%ux", anisotropic)));
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if (ClientCfg.AnisotropicFilter == anisotropic)
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nAnisotropic = i;
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anisotropic <<= 1;
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++i;
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}
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}
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// -1 is important to indicate we set this value in edit mode
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NLGUI::CDBManager::getInstance()->getDbProp( GAME_CONFIG_ANISOTROPIC_DB )->setValue32(-1);
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NLGUI::CDBManager::getInstance()->getDbProp( GAME_CONFIG_ANISOTROPIC_DB )->setValue32(nAnisotropic);
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// VR_CONFIG
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// VR_CONFIG
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pBut = dynamic_cast<CCtrlBaseButton*>(CWidgetManager::getInstance()->getElementFromId(GAME_CONFIG_VR_ENABLE_BUTTON));
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pBut = dynamic_cast<CCtrlBaseButton*>(CWidgetManager::getInstance()->getElementFromId(GAME_CONFIG_VR_ENABLE_BUTTON));
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if (pBut)
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if (pBut)
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@ -3481,6 +3516,34 @@ class CHandlerGameConfigApply : public IActionHandler
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}
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}
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}
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}
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// **** Apply Anisotropic Filtering
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sint nAnisotropic = NLGUI::CDBManager::getInstance()->getDbProp( GAME_CONFIG_ANISOTROPIC_DB )->getValue32();
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if (nAnisotropic >= 0)
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{
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uint anisotropic = 0;
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// compute the real anisotropic value
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if (nAnisotropic > 0)
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{
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anisotropic = 1;
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for(size_t i = 0; i < nAnisotropic; ++i)
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{
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anisotropic <<= 1;
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}
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}
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if (ClientCfg.AnisotropicFilter != anisotropic)
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{
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ClientCfg.AnisotropicFilter = anisotropic;
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ClientCfg.writeInt("AnisotropicFilter", anisotropic);
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requestReboot = true;
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}
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}
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// *** Apply the Screen AR
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// *** Apply the Screen AR
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// since already set in the config file, need only to bkup the current version
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// since already set in the config file, need only to bkup the current version
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CHandlerGameConfigInit::BkupScreenAspectRatio= ClientCfg.ScreenAspectRatio;
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CHandlerGameConfigInit::BkupScreenAspectRatio= ClientCfg.ScreenAspectRatio;
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@ -3597,6 +3660,33 @@ class CHandlerGameConfigChangeScreenRatioMode : public IActionHandler
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REGISTER_ACTION_HANDLER (CHandlerGameConfigChangeScreenRatioMode, "game_config_change_screen_ratio_mode");
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REGISTER_ACTION_HANDLER (CHandlerGameConfigChangeScreenRatioMode, "game_config_change_screen_ratio_mode");
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// ***************************************************************************
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class CHandlerGameConfigChangeAnisotropic : public IActionHandler
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{
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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if (CInterfaceLink::isUpdatingAllLinks()) return; // don't want to trash the value in client.cfg at init, due to 'updateAllLinks' being called
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CInterfaceManager *pIM = CInterfaceManager::getInstance();
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// get values of anisotropic filtering
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sint oldAnisotropic = NLGUI::CDBManager::getInstance()->getDbProp(GAME_CONFIG_ANISOTROPIC_DB)->getOldValue32();
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sint anisotropic = NLGUI::CDBManager::getInstance()->getDbProp(GAME_CONFIG_ANISOTROPIC_DB)->getValue32();
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// dirt the apply button of the DDX.
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// don't do it at init!
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if(oldAnisotropic != anisotropic && oldAnisotropic != -1 && anisotropic != -1)
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{
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CDDXManager *pDM = CDDXManager::getInstance();
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CInterfaceDDX *pDDX = pDM->get(GAME_CONFIG_DDX);
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if(pDDX)
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pDDX->validateApplyButton();
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}
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}
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};
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REGISTER_ACTION_HANDLER (CHandlerGameConfigChangeAnisotropic, "game_config_change_anisotropic");
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// ***************************************************************************
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// ***************************************************************************
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class CHandlerGameConfigChangeScreenRatioCustom : public IActionHandler
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class CHandlerGameConfigChangeScreenRatioCustom : public IActionHandler
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{
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{
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