void EnvironmentSidebar::OnMapReload() { AtlasMessage::qGetEnvironmentSettings qry_env; qry_env.Post(); g_EnvironmentSettings = qry_env.settings; g_EnvironmentSettings.NotifyObservers(); }
void EnvironmentSidebar::OnFirstDisplay() { // Load the list of skies. (Can only be done now rather than in the constructor, // after the game has been initialised.) AtlasMessage::qGetSkySets qry_skysets; qry_skysets.Post(); m_SkyList->SetChoices(*qry_skysets.skysets); AtlasMessage::qGetPostEffects qry_effects; qry_effects.Post(); m_PostEffectList->SetChoices(*qry_effects.posteffects); AtlasMessage::qGetEnvironmentSettings qry_env; qry_env.Post(); g_EnvironmentSettings = qry_env.settings; g_EnvironmentSettings.NotifyObservers(); }
void EnvironmentSidebar::OnFirstDisplay() { // Load the list of skies. (Can only be done now rather than in the constructor, // after the game has been initialised.) AtlasMessage::qGetSkySets qry_skysets; qry_skysets.Post(); m_SkyList->SetChoices(*qry_skysets.skysets); AtlasMessage::qGetEnvironmentSettings qry_env; qry_env.Post(); g_EnvironmentSettings = qry_env.settings; std::vector<std::wstring> lightingModels; lightingModels.push_back(L"standard"); m_LightingModelList->SetChoices(lightingModels); g_EnvironmentSettings.NotifyObservers(); }