/* Copyright (C) 2012 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 . */ #include "precompiled.h" #include "Config.h" #include "ps/ConfigDB.h" #include "ps/CConsole.h" #include "ps/GameSetup/CmdLineArgs.h" #include "lib/timer.h" #include "soundmanager/SoundManager.h" // (these variables are documented in the header.) CStrW g_CursorName = L"test"; bool g_NoGLS3TC = false; bool g_NoGLAutoMipmap = false; bool g_NoGLVBO = false; bool g_PauseOnFocusLoss = false; CStr g_PlayerName = ""; bool g_Shadows = false; bool g_ShadowPCF = false; bool g_WaterNormal = false; bool g_WaterRealDepth = false; bool g_WaterFoam = false; bool g_WaterCoastalWaves = false; bool g_WaterRefraction = false; bool g_WaterReflection = false; bool g_WaterShadows = false; bool g_Particles = false; bool g_Silhouettes = false; bool g_ShowSky = false; float g_Gamma = 1.0f; 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 //---------------------------------------------------------------------------- // Fill in the globals from the config files. static void LoadGlobals() { 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("pauseonfocusloss", Bool, g_PauseOnFocusLoss); CFG_GET_USER_VAL("playername", String, g_PlayerName); CFG_GET_USER_VAL("shadows", Bool, g_Shadows); CFG_GET_USER_VAL("shadowpcf", Bool, g_ShadowPCF); CFG_GET_USER_VAL("waternormals",Bool, g_WaterNormal); CFG_GET_USER_VAL("waterrealdepth",Bool, g_WaterRealDepth); CFG_GET_USER_VAL("waterfoam",Bool, g_WaterFoam); CFG_GET_USER_VAL("watercoastalwaves",Bool, g_WaterCoastalWaves); if (g_WaterCoastalWaves && !g_WaterNormal) g_WaterCoastalWaves = false; CFG_GET_USER_VAL("waterrefraction",Bool, g_WaterRefraction); CFG_GET_USER_VAL("waterreflection",Bool, g_WaterReflection); CFG_GET_USER_VAL("watershadows",Bool, g_WaterShadows); CFG_GET_USER_VAL("renderpath", String, g_RenderPath); CFG_GET_USER_VAL("particles", Bool, g_Particles); CFG_GET_USER_VAL("silhouettes", Bool, g_Silhouettes); CFG_GET_USER_VAL("showsky", Bool, g_ShowSky); #if CONFIG2_AUDIO float gain = 0.5f; float musicGain = 0.5f; float ambientGain = 0.5f; float actionGain = 0.5f; int bufferCount = 50; unsigned long bufferSize = 65536; CFG_GET_USER_VAL("sound.mastergain", Float, gain); CFG_GET_USER_VAL("sound.musicgain", Float, musicGain); CFG_GET_USER_VAL("sound.ambientgain", Float, ambientGain); CFG_GET_USER_VAL("sound.actiongain", Float, actionGain); CFG_GET_USER_VAL("sound.bufferCount", Int, bufferCount); CFG_GET_USER_VAL("sound.bufferSize", UnsignedLong, bufferSize); if ( g_SoundManager ) { g_SoundManager->SetMasterGain(gain); g_SoundManager->SetMusicGain(musicGain); g_SoundManager->SetAmbientGain(ambientGain); g_SoundManager->SetActionGain(actionGain); g_SoundManager->SetMemoryUsage(bufferSize, bufferCount); } #endif // CONFIG2_AUDIO } 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 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("g")) { g_Gamma = args.Get("g").ToFloat(); 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"); new CConfigDB; // Load the global, default config file g_ConfigDB.SetConfigFile(CFG_DEFAULT, 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, L"config/local.cfg"); g_ConfigDB.Reload(CFG_SYSTEM); g_ConfigDB.SetConfigFile(CFG_USER, L"config/user.cfg"); g_ConfigDB.Reload(CFG_USER); g_ConfigDB.SetConfigFile(CFG_MOD, L"config/mod.cfg"); // No point in reloading mod.cfg here - we haven't mounted mods yet ProcessCommandLineArgs(args); // Initialise console history file int max_history_lines = 200; CFG_GET_USER_VAL("console.history.size", Int, max_history_lines); g_Console->UseHistoryFile(L"config/console.txt", max_history_lines); // Collect information from system.cfg, the profile file, // and any command-line overrides to fill in the globals. LoadGlobals(); // 64ms }