forked from 0ad/0ad
Ykkrosh
b08e142193
Add shadow filtering (PCF) option. Fix ugly shadow saturation in old lighting mode. Fix fancy water shader. Fix camera matrix computation. Support scissoring of camera frustum. Optimise vertex skinning. Inline various matrix functions. Support filtering of the list of submitted models before a rendering pass, for more precise culling. Optimise water renderer (fixes #721, based on patch by ortalo). Use scissoring when generating reflection/refraction textures. Skip reflection/refraction texture generation when no water is visible. Render alpha-blended objects differently (fixes #434). Reduce shadow swimming effects. This was SVN commit r9814.
82 lines
2.0 KiB
JavaScript
82 lines
2.0 KiB
JavaScript
function toggleDeveloperOverlay()
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{
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var devCommands = getGUIObjectByName("devCommands");
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var text = devCommands.hidden? "opened." : "closed.";
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submitChatDirectly("The Developer Overlay was " + text);
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devCommands.hidden = !devCommands.hidden;
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}
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function openMenuDialog()
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{
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var menu = getGUIObjectByName("menuDialogPanel");
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g_SessionDialog.open("Menu", null, menu, 156, 224, null);
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}
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function openSettingsDialog()
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{
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var settings = getGUIObjectByName("settingsDialogPanel");
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g_SessionDialog.open("Settings", null, settings, 340, 252, null);
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}
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function openChat()
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{
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getGUIObjectByName("chatInput").focus(); // Grant focus to the input area
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getGUIObjectByName("chatDialogPanel").hidden = false;
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g_SessionDialog.close();
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}
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function closeChat()
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{
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getGUIObjectByName("chatInput").caption = ""; // Clear chat input
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getGUIObjectByName("chatDialogPanel").hidden = true;
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g_SessionDialog.close();
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}
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function toggleChatWindow()
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{
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var chatWindow = getGUIObjectByName("chatDialogPanel");
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var chatInput = getGUIObjectByName("chatInput");
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if (chatWindow.hidden)
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chatInput.focus(); // Grant focus to the input area
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else
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chatInput.caption = ""; // Clear chat input
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chatWindow.hidden = !chatWindow.hidden;
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g_SessionDialog.close();
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}
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function togglePause()
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{
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var pauseOverlay = getGUIObjectByName("pauseOverlay");
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if (pauseOverlay.hidden)
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{
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setPaused(true);
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getGUIObjectByName("pauseButtonText").caption = "Unpause";
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}
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else
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{
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setPaused(false);
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getGUIObjectByName("pauseButtonText").caption = "Pause";
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}
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pauseOverlay.hidden = !pauseOverlay.hidden;
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g_SessionDialog.close();
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}
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function openExitGameDialog()
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{
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g_SessionDialog.open("Exit Game", "Do you really want to quit?", null, 320, 140, leaveGame);
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}
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function escapeKeyAction()
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{
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var sessionDialog = getGUIObjectByName("sessionDialog");
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if (!sessionDialog.hidden)
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g_SessionDialog.close();
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else
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getGUIObjectByName("chatDialogPanel").hidden = true;
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}
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