void ImpPrefsFonts::refresh() { LLRadioGroup* fonts = getChild<LLRadioGroup>("fonts"); if (fonts) { fonts->setValue( gSavedSettings.getString("FontChoice") ); } }
void LLFloaterPreference::refreshEnabledState() { LLCheckBoxCtrl* ctrl_reflections = getChild<LLCheckBoxCtrl>("Reflections"); LLRadioGroup* radio_reflection_detail = getChild<LLRadioGroup>("ReflectionDetailRadio"); // Reflections BOOL reflections = gSavedSettings.getBOOL("VertexShaderEnable") && gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps; ctrl_reflections->setEnabled(reflections); // Bump & Shiny bool bumpshiny = gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps && LLFeatureManager::getInstance()->isFeatureAvailable("RenderObjectBump"); getChild<LLCheckBoxCtrl>("BumpShiny")->setEnabled(bumpshiny ? TRUE : FALSE); radio_reflection_detail->setEnabled(ctrl_reflections->get() && reflections); // Avatar Mode // Enable Avatar Shaders LLCheckBoxCtrl* ctrl_avatar_vp = getChild<LLCheckBoxCtrl>("AvatarVertexProgram"); // Avatar Render Mode LLCheckBoxCtrl* ctrl_avatar_cloth = getChild<LLCheckBoxCtrl>("AvatarCloth"); S32 max_avatar_shader = LLViewerShaderMgr::instance()->mMaxAvatarShaderLevel; ctrl_avatar_vp->setEnabled((max_avatar_shader > 0) ? TRUE : FALSE); if (gSavedSettings.getBOOL("VertexShaderEnable") == FALSE || gSavedSettings.getBOOL("RenderAvatarVP") == FALSE) { ctrl_avatar_cloth->setEnabled(false); } else { ctrl_avatar_cloth->setEnabled(true); } // Vertex Shaders // Global Shader Enable LLCheckBoxCtrl* ctrl_shader_enable = getChild<LLCheckBoxCtrl>("BasicShaders"); // radio set for terrain detail mode LLRadioGroup* mRadioTerrainDetail = getChild<LLRadioGroup>("TerrainDetailRadio"); // can be linked with control var ctrl_shader_enable->setEnabled(LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")); BOOL shaders = ctrl_shader_enable->get(); if (shaders) { mRadioTerrainDetail->setValue(1); mRadioTerrainDetail->setEnabled(FALSE); } else { mRadioTerrainDetail->setEnabled(TRUE); } // WindLight LLCheckBoxCtrl* ctrl_wind_light = getChild<LLCheckBoxCtrl>("WindLightUseAtmosShaders"); // *HACK just checks to see if we can use shaders... // maybe some cards that use shaders, but don't support windlight ctrl_wind_light->setEnabled(ctrl_shader_enable->getEnabled() && shaders); // now turn off any features that are unavailable disableUnavailableSettings(); }