VideoBackend: Video config filename is now exposed in VideoBackends.

It reduces redundancy. Needed make possible to save current video config.
This commit is contained in:
ghost
2015-09-22 03:25:37 +03:00
parent 79bf93996f
commit 07e4b4f7c4
7 changed files with 25 additions and 6 deletions

View File

@ -97,6 +97,11 @@ std::string VideoBackend::GetDisplayName() const
return "OpenGL";
}
std::string VideoBackend::GetConfigName() const
{
return "gfx_opengl";
}
static std::vector<std::string> GetShaders(const std::string &sub_dir = "")
{
std::vector<std::string> paths = DoFileSearch({"*.glsl"}, {
@ -134,7 +139,7 @@ void VideoBackend::ShowConfig(void *_hParent)
{
if (!s_BackendInitialized)
InitBackendInfo();
Host_ShowVideoConfig(_hParent, GetDisplayName(), "gfx_opengl");
Host_ShowVideoConfig(_hParent, GetDisplayName(), GetConfigName());
}
bool VideoBackend::Initialize(void *window_handle)
@ -144,7 +149,7 @@ bool VideoBackend::Initialize(void *window_handle)
frameCount = 0;
g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "gfx_opengl.ini");
g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + GetConfigName() + ".ini");
g_Config.GameIniLoad();
g_Config.UpdateProjectionHack();
g_Config.VerifyValidity();