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forked from 0ad/0ad
0ad/source/ps/GameSetup/Config.cpp
Ykkrosh d3048906cb # Unit animation improvements.
Animate props much more sensibly.
Move ammo code out of CUnit.
Move animation logic out of CModel.
Launch projectiles from the correct location.
Use entity's speeds and sounds in actor viewer.
Add -nosound option to disable audio, and allow audio by default in
Atlas.
Remove some obsolete options.

This was SVN commit r7609.
2010-06-05 00:49:14 +00:00

201 lines
5.7 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ps/ConfigDB.h"
#include "ps/CConsole.h"
#include "ps/GameSetup/CmdLineArgs.h"
#include "lib/timer.h"
#include "lib/utf8.h"
#include "lib/res/sound/snd_mgr.h"
#include "Config.h"
// (these variables are documented in the header.)
CStrW g_CursorName = L"test";
CStr g_ActiveProfile = "default";
bool g_NoGLS3TC = false;
bool g_NoGLAutoMipmap = false;
bool g_NoGLVBO = false;
bool g_NoGLFramebufferObject = false;
bool g_Shadows = false;
bool g_FancyWater = false;
float g_LodBias = 0.0f;
float g_Gamma = 1.0f;
bool g_EntGraph = false;
CStr g_RenderPath = "default";
int g_xres, g_yres;
bool g_VSync = false;
bool g_Quickstart = false;
bool g_DisableAudio = false;
// flag to switch on drawing terrain overlays
bool g_ShowPathfindingOverlay = false;
// flag to switch on triangulation pathfinding
bool g_TriPathfind = false;
// If non-empty, specified map will be automatically loaded
CStr g_AutostartMap = "";
//----------------------------------------------------------------------------
// config and profile
//----------------------------------------------------------------------------
static void LoadProfile( const CStr& profile )
{
VfsPath path = VfsPath(L"config/profiles") / wstring_from_utf8(profile);
VfsPath configFilename = path / L"settings/user.cfg";
g_ConfigDB.SetConfigFile(CFG_USER, true, configFilename.string().c_str());
g_ConfigDB.Reload(CFG_USER);
int max_history_lines = 200;
CFG_GET_USER_VAL("console.history.size", Int, max_history_lines);
g_Console->UseHistoryFile(path / L"settings/history", max_history_lines);
}
// Fill in the globals from the config files.
static void LoadGlobals()
{
CFG_GET_SYS_VAL("profile", String, g_ActiveProfile);
// Now load the profile before trying to retrieve the values of the rest of these.
LoadProfile( g_ActiveProfile );
CFG_GET_USER_VAL("vsync", Bool, g_VSync);
CFG_GET_USER_VAL("nos3tc", Bool, g_NoGLS3TC);
CFG_GET_USER_VAL("noautomipmap", Bool, g_NoGLAutoMipmap);
CFG_GET_USER_VAL("novbo", Bool, g_NoGLVBO);
CFG_GET_USER_VAL("noframebufferobject", Bool, g_NoGLFramebufferObject);
CFG_GET_USER_VAL("shadows", Bool, g_Shadows);
CFG_GET_USER_VAL("fancywater", Bool, g_FancyWater);
CFG_GET_USER_VAL("renderpath", String, g_RenderPath);
CFG_GET_USER_VAL("lodbias", Float, g_LodBias);
float gain = -1.0f;
CFG_GET_USER_VAL("sound.mastergain", Float, gain);
if(gain > 0.0f)
WARN_ERR(snd_set_master_gain(gain));
}
static void ProcessCommandLineArgs(const CmdLineArgs& args)
{
// TODO: all these options (and the ones processed elsewhere) should
// be documented somewhere for users.
if (args.Has("buildarchive"))
{
// note: VFS init is sure to have been completed by now
// (since CONFIG_Init reads from file); therefore,
// it is safe to call this from here directly.
// vfs_opt_rebuild_main_archive("mods/official/official1.zip", "../logs/trace.txt");
}
// Handle "-conf=key:value" (potentially multiple times)
std::vector<CStr> conf = args.GetMultiple("conf");
for (size_t i = 0; i < conf.size(); ++i)
{
CStr name_value = conf[i];
if (name_value.Find(':') != -1)
{
CStr name = name_value.BeforeFirst(":");
CStr value = name_value.AfterFirst(":");
g_ConfigDB.CreateValue(CFG_COMMAND, name)->m_String = value;
}
}
if (args.Has("entgraph"))
g_EntGraph = true;
if (args.Has("g"))
{
g_Gamma = (float)atof(args.Get("g"));
if (g_Gamma == 0.0f)
g_Gamma = 1.0f;
}
// if (args.Has("listfiles"))
// trace_enable(true);
if (args.Has("profile"))
g_ConfigDB.CreateValue(CFG_COMMAND, "profile")->m_String = args.Get("profile");
if (args.Has("quickstart"))
{
g_Quickstart = true;
g_DisableAudio = true; // do this for backward-compatibility with user expectations
}
if (args.Has("nosound"))
g_DisableAudio = true;
if (args.Has("shadows"))
g_ConfigDB.CreateValue(CFG_COMMAND, "shadows")->m_String = "true";
if (args.Has("xres"))
g_ConfigDB.CreateValue(CFG_COMMAND, "xres")->m_String = args.Get("xres");
if (args.Has("yres"))
g_ConfigDB.CreateValue(CFG_COMMAND, "yres")->m_String = args.Get("yres");
if (args.Has("vsync"))
g_ConfigDB.CreateValue(CFG_COMMAND, "vsync")->m_String = "true";
}
void CONFIG_Init(const CmdLineArgs& args)
{
TIMER(L"CONFIG_Init");
MICROLOG(L"init config");
new CConfigDB;
// Load the global, default config file
g_ConfigDB.SetConfigFile(CFG_DEFAULT, false, L"config/default.cfg");
g_ConfigDB.Reload(CFG_DEFAULT); // 216ms
// Try loading the local system config file (which doesn't exist by
// default) - this is designed as a way of letting developers edit the
// system config without accidentally committing their changes back to SVN.
g_ConfigDB.SetConfigFile(CFG_SYSTEM, false, L"config/local.cfg");
g_ConfigDB.Reload(CFG_SYSTEM);
g_ConfigDB.SetConfigFile(CFG_MOD, true, L"config/mod.cfg");
// No point in reloading mod.cfg here - we haven't mounted mods yet
ProcessCommandLineArgs(args);
// Collect information from system.cfg, the profile file,
// and any command-line overrides to fill in the globals.
LoadGlobals(); // 64ms
}