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Port "Advanced Resolution" editor window from Shipwright #595
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Copy files from Shipwright. Bare minimum UIWidgets fixes to successfully build. Add window and button. Update CVar names to match current project.
And some fixes.
Typo fixes. Mirror MSAA slider with other PR. Formatting.
TODOs squashed. Other TODOs added for the remaining region-based disable logic.
if (CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IgnoreAspectCorrection", 0)) { | ||
// This setting is intentionally not exposed on PC platforms, | ||
// but may be accidentally activated for varying reasons. | ||
// Having this button should hopefully prevent support headaches. | ||
ImGui::TextColored(messageColor[MESSAGE_QUESTION], ICON_FA_QUESTION_CIRCLE | ||
" If the image is stretched and you don't know why, click this."); | ||
if (UIWidgets::Button("Click to reenable aspect correction.")) { | ||
CVarSetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IgnoreAspectCorrection", 0); | ||
CVarSave(); | ||
} |
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can we just force set the variable rather that giving them the button?
To give an update regarding this PR: outside of prepping this window for the new Modern Menu and tweaking some of the UI widgets, this PR will be blocked until a fix with LUS is made to improve framebuffer clear handling. Currently, the "black bars" regions will retain any previous frame buffer data in those areas, causing a strobing effect between the swap buffers. The LUS issue is not caused by this PR, just calling out that this PR will expose this bad behavior as it is currently. |
Adds an editor window for advanced resolution controls. Based on HarbourMasters/Shipwright#3130
I will need some assistance in making this match 2ship UI style.
Build Artifacts