On first run, run a gameplay benchmark and adjusts graphic options automatically for 60 fps.
This commit is contained in:
+29
-16
@@ -104,7 +104,16 @@ void ApplyGraphicOptions()
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PREFSMAN->m_iMaxTextureResolution );
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if( bNeedReload )
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TEXTUREMAN->ReloadAll();
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TEXTUREMAN->ReloadAll();
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SCREENMAN->SystemMessage( ssprintf("%s %dx%d %d color %d texture %dHz %s",
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PREFSMAN->m_bWindowed ? "Windowed" : "Fullscreen",
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PREFSMAN->m_iDisplayWidth,
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PREFSMAN->m_iDisplayHeight,
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PREFSMAN->m_iDisplayColorDepth,
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PREFSMAN->m_iTextureColorDepth,
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PREFSMAN->m_iRefreshRate,
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PREFSMAN->m_bVsync ? "Vsync" : "NoSync" ) );
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}
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void ExitGame()
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@@ -142,7 +151,11 @@ void ResetGame()
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}
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PREFSMAN->SaveGamePrefsToDisk();
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SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
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if( PREFSMAN->m_bFirstRun )
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SCREENMAN->SetNewScreen( "ScreenAutoGraphicDetail" );
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else
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SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
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PREFSMAN->m_bFirstRun = false;
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}
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static void GameLoop();
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@@ -492,22 +505,22 @@ static void HandleSDLEvents()
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break;
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case SDL_ACTIVEEVENT:
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{
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/* We don't care about mouse focus. */
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if(event.active.state == SDL_APPMOUSEFOCUS)
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break;
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{
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/* We don't care about mouse focus. */
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if(event.active.state == SDL_APPMOUSEFOCUS)
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break;
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Uint8 i = SDL_GetAppState();
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g_bHasFocus = i&SDL_APPINPUTFOCUS && i&SDL_APPACTIVE;
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LOG->Trace("App %s focus (%i%i)", g_bHasFocus? "has":"doesn't have",
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i&SDL_APPINPUTFOCUS, i&SDL_APPACTIVE);
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Uint8 i = SDL_GetAppState();
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g_bHasFocus = i&SDL_APPINPUTFOCUS && i&SDL_APPACTIVE;
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LOG->Trace("App %s focus (%i%i)", g_bHasFocus? "has":"doesn't have",
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i&SDL_APPINPUTFOCUS, i&SDL_APPACTIVE);
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if(g_bHasFocus)
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BoostAppPri();
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else
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RestoreAppPri();
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}
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if(g_bHasFocus)
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BoostAppPri();
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else
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RestoreAppPri();
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}
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}
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}
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}
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