0ad/source/ps/GameSetup/Config.h

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/* Copyright (C) 2011 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/>.
*/
#ifndef INCLUDED_PS_GAMESETUP_CONFIG
#define INCLUDED_PS_GAMESETUP_CONFIG
#include "ps/CStr.h"
//-----------------------------------------------------------------------------
// prevent various OpenGL features from being used. this allows working
// around issues like buggy drivers.
// when loading S3TC-compressed texture files, do not pass them directly to
// OpenGL; instead, decompress them via software to regular textures.
// (necessary on JW's S3 laptop graphics card -- oh, the irony)
extern bool g_NoGLS3TC;
// do not ask OpenGL to create mipmaps; instead, generate them in software
// and upload them all manually. (potentially helpful for PT's system, where
// Mesa falsely reports full S3TC support but isn't able to generate mipmaps
// for them)
extern bool g_NoGLAutoMipmap;
// don't use VBOs. (RC: that was necessary on laptop Radeon cards)
extern bool g_NoGLVBO;
//-----------------------------------------------------------------------------
// flag to pause the game on window focus loss
extern bool g_PauseOnFocusLoss;
// flag to switch on shadows
extern bool g_Shadows;
// flag to switch on reflective/refractive water
extern bool g_FancyWater;
// flag to switch on shadow PCF
extern bool g_ShadowPCF;
extern float g_LodBias;
extern float g_Gamma;
extern bool g_EntGraph;
// name of configured render path (depending on OpenGL extensions, this may not be
// the render path that is actually in use right now)
extern CStr g_RenderPath;
extern int g_xres, g_yres;
extern bool g_VSync;
extern bool g_Quickstart;
extern bool g_DisableAudio;
extern CStrW g_CursorName;
class CmdLineArgs;
extern void CONFIG_Init(const CmdLineArgs& args);
#endif // INCLUDED_PS_GAMESETUP_CONFIG