diff options
Diffstat (limited to 'source/blender/src/buttons_scene.c')
-rw-r--r-- | source/blender/src/buttons_scene.c | 44 |
1 files changed, 35 insertions, 9 deletions
diff --git a/source/blender/src/buttons_scene.c b/source/blender/src/buttons_scene.c index b970f6d0b7e..dc98b2cfb39 100644 --- a/source/blender/src/buttons_scene.c +++ b/source/blender/src/buttons_scene.c @@ -841,32 +841,58 @@ static uiBlock *post_render_menu(void *arg_unused) static uiBlock *framing_render_menu(void *arg_unused) { uiBlock *block; - short yco = 65, xco = 0; + short yco = 170, xco = 0; int randomcolorindex = 1234; block= uiNewBlock(&curarea->uiblocks, "framing_options", UI_EMBOSS, UI_HELV, curarea->win); /* use this for a fake extra empy space around the buttons */ - uiDefBut(block, LABEL, 0, "", -10, -10, 300, 105, NULL, 0, 0, 0, 0, ""); + uiDefBut(block, LABEL, 0, "", -10, -10, 300, 209, NULL, 0, 0, 0, 0, ""); uiDefBut(block, LABEL, B_NOP, "Framing:", xco, yco, 68,19, 0, 0, 0, 0, 0, ""); uiBlockBeginAlign(block); - uiDefButC(block, ROW, 0, "Stretch", xco += 70, yco, 68, 19, &G.scene->framing.type, 1.0, SCE_GAMEFRAMING_SCALE , 0, 0, "Stretch or squeeze the viewport to fill the display window"); - uiDefButC(block, ROW, 0, "Expose", xco += 70, yco, 68, 19, &G.scene->framing.type, 1.0, SCE_GAMEFRAMING_EXTEND, 0, 0, "Show the entire viewport in the display window, viewing more horizontally or vertically"); - uiDefButC(block, ROW, 0, "Bars", xco += 70, yco, 68, 19, &G.scene->framing.type, 1.0, SCE_GAMEFRAMING_BARS , 0, 0, "Show the entire viewport in the display window, using bar horizontally or vertically"); + uiDefButC(block, ROW, 0, "Stretch", xco += 70, yco, 68, 19, &G.scene->framing.type, 1.0, SCE_GAMEFRAMING_SCALE , 0, 0, "Stretch or squeeze the viewport to fill the display window"); + uiDefButC(block, ROW, 0, "Expose", xco += 70, yco, 68, 19, &G.scene->framing.type, 1.0, SCE_GAMEFRAMING_EXTEND, 0, 0, "Show the entire viewport in the display window, viewing more horizontally or vertically"); + uiDefButC(block, ROW, 0, "Letterbox", xco += 70, yco, 68, 19, &G.scene->framing.type, 1.0, SCE_GAMEFRAMING_BARS , 0, 0, "Show the entire viewport in the display window, using bar horizontally or vertically"); uiBlockEndAlign(block); - + yco -= 25; xco = 40; uiDefButF(block, COL, 0, "", 0, yco - 58 + 18, 33, 58, &G.scene->framing.col[0], 0, 0, 0, randomcolorindex, ""); uiBlockBeginAlign(block); - uiDefButF(block, NUMSLI, 0, "R ", xco,yco,238,19, &G.scene->framing.col[0], 0.0, 1.0, randomcolorindex, 0, "Set the red component of the bars"); + uiDefButF(block, NUMSLI, 0, "R ", xco,yco,243,18, &G.scene->framing.col[0], 0.0, 1.0, randomcolorindex, 0, "Set the red component of the bars"); yco -= 20; - uiDefButF(block, NUMSLI, 0, "G ", xco,yco,238,19, &G.scene->framing.col[1], 0.0, 1.0, randomcolorindex, 0, "Set the green component of the bars"); + uiDefButF(block, NUMSLI, 0, "G ", xco,yco,243,18, &G.scene->framing.col[1], 0.0, 1.0, randomcolorindex, 0, "Set the green component of the bars"); yco -= 20; - uiDefButF(block, NUMSLI, 0, "B ", xco,yco,238,19, &G.scene->framing.col[2], 0.0, 1.0, randomcolorindex, 0, "Set the blue component of the bars"); + uiDefButF(block, NUMSLI, 0, "B ", xco,yco,243,18, &G.scene->framing.col[2], 0.0, 1.0, randomcolorindex, 0, "Set the blue component of the bars"); + uiBlockEndAlign(block); + + xco = 0; + uiDefBut(block, LABEL, 0, "Fullscreen:", xco, yco-=30, 100, 19, 0, 0.0, 0.0, 0, 0, ""); + uiDefButS(block, TOG, 0, "Fullscreen", xco+70, yco, 68, 19, &G.scene->r.fullscreen, 0.0, 0.0, 0, 0, "Starts player in a new fullscreen display"); + uiBlockBeginAlign(block); + uiDefButS(block, NUM, 0, "X:", xco+40, yco-=27, 100, 19, &G.scene->r.xplay, 10.0, 2000.0, 0, 0, "Displays current X screen/window resolution. Click to change."); + uiDefButS(block, NUM, 0, "Freq:", xco+140, yco, 100, 19, &G.scene->r.freqplay, 10.0, 120.0, 0, 0, "Displays clock frequency of fullscreen display. Click to change."); + uiDefButS(block, NUM, 0, "Y:", xco+40, yco-=21, 100, 19, &G.scene->r.yplay, 10.0, 2000.0, 0, 0, "Displays current Y screen/window resolution. Click to change."); + uiDefButS(block, NUM, 0, "Bits:", xco+140, yco, 100, 19, &G.scene->r.depth, 8.0, 32.0, 800.0, 0, "Displays bit depth of full screen display. Click to change."); + uiBlockEndAlign(block); + + /* stereo settings */ + /* can't use any definition from the game engine here so hardcode it. Change it here when it changes there! + * RAS_IRasterizer has definitions: + * RAS_STEREO_NOSTEREO 1 + * RAS_STEREO_QUADBUFFERED 2 + * RAS_STEREO_ABOVEBELOW 3 + * RAS_STEREO_INTERLACED 4 future + */ + uiDefBut(block, LABEL, 0, "Stereo:", xco, yco-=30, 68, 19, 0, 0.0, 0.0, 0, 0, ""); + uiBlockBeginAlign(block); + uiDefButS(block, ROW, 0, "None", xco+=70, yco, 68, 19, &(G.scene->r.stereomode), 6.0, 1.0, 0, 0, "Disables stereo"); + uiDefButS(block, ROW, 0, "Pageflip", xco+=70, yco, 68, 19, &(G.scene->r.stereomode), 6.0, 2.0, 0, 0, "Enables hardware pageflip stereo method"); + uiDefButS(block, ROW, 0, "Syncdouble", xco+=70, yco, 68, 19, &(G.scene->r.stereomode), 6.0, 3.0, 0, 0, "Enables syncdoubling stereo method"); + uiBlockEndAlign(block); uiBlockSetDirection(block, UI_TOP); |