diff --git a/doomsday/apps/client/src/ui/clientwindow.cpp b/doomsday/apps/client/src/ui/clientwindow.cpp index c5f2bca181..051c7e1625 100644 --- a/doomsday/apps/client/src/ui/clientwindow.cpp +++ b/doomsday/apps/client/src/ui/clientwindow.cpp @@ -261,7 +261,10 @@ DENG2_PIMPL(ClientWindow) quitButton->setImageColor(style.colors().colorf("accent")); quitButton->setTextAlignment(ui::AlignLeft); quitButton->set(GuiWidget::Background(style.colors().colorf("background"))); - quitButton->setActionFn([] () { DENG2_BASE_GUI_APP->quit(); }); + quitButton->setActionFn([this] () { + setupFade(FadeToBlack, 0.1); + Loop::get().timer(0.1, [] () { DENG2_BASE_GUI_APP->quit(); }); + }); quitButton->rule() .setInput(Rule::Top, root.viewTop() + style.rules().rule("gap")) .setInput(Rule::Left, root.viewRight() + *quitX) @@ -295,15 +298,6 @@ DENG2_PIMPL(ClientWindow) miniGameControls->rule().setInput(Rule::Bottom, taskBar->rule().top()); -#if 0 - // The game selection's height depends on the taskbar. - AutoRef availHeight = taskBar->rule().top() - gameSelMenu->filter().rule().height(); - gameSelMenu->rule() - .setInput(Rule::AnchorY, gameSelMenu->filter().rule().height() + availHeight / 2) - .setInput(Rule::Height, OperatorRule::minimum(availHeight, - gameSelMenu->contentRule().height() + gameSelMenu->margins().height())); -#endif - // Privileged work-in-progress log. privLog = new PrivilegedLogWidget; privLog->rule().setRect(root.viewRule()); @@ -947,24 +941,6 @@ bool ClientWindow::setDefaultGLFormat() // static QSurfaceFormat fmt = QSurfaceFormat::defaultFormat(); - // Configure the GL settings for all subsequently created canvases. - /*QGLFormat fmt; - fmt.setProfile(QGLFormat::CompatibilityProfile); - fmt.setVersion(2, 1); - fmt.setDepth(false); // depth and stencil handled in GLTextureFramebuffer - fmt.setStencil(false); - //fmt.setDepthBufferSize(16); - //fmt.setStencilBufferSize(8); - fmt.setDoubleBuffer(true); - - if (vrCfg().needsStereoGLFormat()) - { - // Only use a stereo format for modes that require it. - LOG_GL_MSG("Using a stereoscopic frame buffer format"); - fmt.setStereo(true); - }*/ - -//#ifdef WIN32 if (CommandLine_Exists("-novsync") || !App::config().getb("window.main.vsync")) { fmt.setSwapInterval(0); @@ -973,28 +949,6 @@ bool ClientWindow::setDefaultGLFormat() // static { fmt.setSwapInterval(1); } -//#endif - - /*if (GLWindow::mainExists()) - { - // Testing: does this actually do anything? - GLWindow::main().canvas().setFormat(fmt); - }*/ - -/* - int sampleCount = 1; - bool configured = App::config().getb("window.main.fsaa"); - if (CommandLine_Exists("-nofsaa") || !configured) - { - LOG_GL_VERBOSE("Multisampling off"); - } - else - { - sampleCount = 4; // four samples is fine? - LOG_GL_VERBOSE("Multisampling on (%i samples)") << sampleCount; - } - fmt.setSamples(sampleCount); - GLTextureFramebuffer::setDefaultMultisampling(sampleCount);*/ /// @todo Multisampling should only be enabled on the game view FBO. The rest of /// the UI is always single-sampled.