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Sort post-shaders alphabetically in the list.
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parent
f651f365b0
commit
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3 changed files with 23 additions and 12 deletions
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@ -50,18 +50,6 @@ void LoadPostShaderInfo(Draw::DrawContext *draw, const std::vector<Path> &direct
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}
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shaderInfo.clear();
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ShaderInfo off{};
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off.visible = true;
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off.name = "Off";
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off.section = "Off";
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for (size_t i = 0; i < ARRAY_SIZE(off.settings); ++i) {
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off.settings[i].name.clear();
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off.settings[i].value = 0.0f;
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off.settings[i].minValue = -1.0f;
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off.settings[i].maxValue = 1.0f;
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off.settings[i].step = 0.01f;
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}
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shaderInfo.push_back(off);
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textureShaderInfo.clear();
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TextureShaderInfo textureOff{};
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@ -231,6 +219,22 @@ void LoadPostShaderInfo(Draw::DrawContext *draw, const std::vector<Path> &direct
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}
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}
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// Sort shaders alphabetically.
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std::sort(shaderInfo.begin(), shaderInfo.end());
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ShaderInfo off{};
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off.visible = true;
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off.name = "Off";
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off.section = "Off";
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for (size_t i = 0; i < ARRAY_SIZE(off.settings); ++i) {
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off.settings[i].name.clear();
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off.settings[i].value = 0.0f;
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off.settings[i].minValue = -1.0f;
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off.settings[i].maxValue = 1.0f;
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off.settings[i].step = 0.01f;
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}
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shaderInfo.insert(shaderInfo.begin(), off);
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// We always want the not visible ones at the end. Makes menus easier.
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for (const auto &info : notVisible) {
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appendShader(info);
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@ -66,6 +66,12 @@ struct ShaderInfo {
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bool operator == (const ShaderInfo &other) {
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return name == other.name;
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}
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bool operator < (const ShaderInfo &other) {
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if (name < other.name) return true;
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if (name > other.name) return false;
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return false;
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}
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};
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struct TextureShaderInfo {
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@ -267,6 +267,7 @@ void DisplayLayoutScreen::CreateViews() {
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postProcChoice_->OnClick.Add([=](EventParams &e) {
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auto gr = GetI18NCategory("Graphics");
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auto procScreen = new PostProcScreen(gr->T("Postprocessing Shader"), i, false);
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procScreen->SetHasDropShadow(false);
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procScreen->OnChoice.Handle(this, &DisplayLayoutScreen::OnPostProcShaderChange);
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if (e.v)
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procScreen->SetPopupOrigin(e.v);
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