示例#1
0
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();
}