Added hotkeys for toggling different stereoscopy modes
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@ -63,6 +63,11 @@ const std::string hotkey_labels[] =
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_trans("Freelook Zoom Out"),
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_trans("Freelook Reset"),
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_trans("Toggle 3D Side-by-side"),
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_trans("Toggle 3D Top-bottom"),
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_trans("Toggle 3D Anaglyph"),
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_trans("Toggle 3D Vision"),
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_trans("Decrease Depth"),
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_trans("Increase Depth"),
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_trans("Decrease Convergence"),
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@ -62,6 +62,11 @@ enum Hotkey
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HK_FREELOOK_ZOOM_OUT,
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HK_FREELOOK_RESET,
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HK_TOGGLE_STEREO_SBS,
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HK_TOGGLE_STEREO_TAB,
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HK_TOGGLE_STEREO_ANAGLYPH,
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HK_TOGGLE_STEREO_3DVISION,
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HK_DECREASE_DEPTH,
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HK_INCREASE_DEPTH,
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HK_DECREASE_CONVERGENCE,
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@ -1418,6 +1418,70 @@ void CFrame::ParseHotkeys()
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State::Load(g_saveSlot);
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}
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if (IsHotkey(HK_TOGGLE_STEREO_SBS))
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{
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if (g_Config.iStereoMode != STEREO_SBS)
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{
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// Current implementation of anaglyph stereoscopy uses a
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// post-processing shader. Thus the shader needs to be to be
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// turned off when selecting other stereoscopy modes.
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if (g_Config.sPostProcessingShader == "dubois")
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{
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g_Config.sPostProcessingShader = "";
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}
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g_Config.iStereoMode = STEREO_SBS;
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}
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else
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{
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g_Config.iStereoMode = STEREO_OFF;
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}
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}
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if (IsHotkey(HK_TOGGLE_STEREO_TAB))
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{
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if (g_Config.iStereoMode != STEREO_TAB)
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{
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if (g_Config.sPostProcessingShader == "dubois")
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{
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g_Config.sPostProcessingShader = "";
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}
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g_Config.iStereoMode = STEREO_TAB;
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}
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else
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{
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g_Config.iStereoMode = STEREO_OFF;
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}
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}
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if (IsHotkey(HK_TOGGLE_STEREO_ANAGLYPH))
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{
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if (g_Config.iStereoMode != STEREO_ANAGLYPH)
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{
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// Setting the anaglyph mode also requires a specific
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// post-processing shader to be activated.
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g_Config.iStereoMode = STEREO_ANAGLYPH;
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g_Config.sPostProcessingShader = "dubois";
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}
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else
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{
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g_Config.iStereoMode = STEREO_OFF;
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g_Config.sPostProcessingShader = "";
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}
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}
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if (IsHotkey(HK_TOGGLE_STEREO_3DVISION))
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{
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if (g_Config.iStereoMode != STEREO_3DVISION)
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{
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if (g_Config.sPostProcessingShader == "dubois")
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{
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g_Config.sPostProcessingShader = "";
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}
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g_Config.iStereoMode = STEREO_3DVISION;
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}
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else
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{
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g_Config.iStereoMode = STEREO_OFF;
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}
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}
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auto savePreset = [](const std::string& param, int value)
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{
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IniFile localIni = SConfig::GetInstance().LoadLocalGameIni();
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