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source/ps/GameSetup/Config.cpp
/* Copyright (C) 2017 Wildfire Games. | /* Copyright (C) 2019 Wildfire Games. | ||||
historic_bruno: 2019 | |||||
* This file is part of 0 A.D. | * This file is part of 0 A.D. | ||||
* | * | ||||
* 0 A.D. is free software: you can redistribute it and/or modify | * 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 | * it under the terms of the GNU General Public License as published by | ||||
* the Free Software Foundation, either version 2 of the License, or | * the Free Software Foundation, either version 2 of the License, or | ||||
* (at your option) any later version. | * (at your option) any later version. | ||||
* | * | ||||
* 0 A.D. is distributed in the hope that it will be useful, | * 0 A.D. is distributed in the hope that it will be useful, | ||||
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CStrW g_CursorName = g_DefaultCursor; | CStrW g_CursorName = g_DefaultCursor; | ||||
bool g_NoGLS3TC = false; | bool g_NoGLS3TC = false; | ||||
bool g_NoGLAutoMipmap = false; | bool g_NoGLAutoMipmap = false; | ||||
bool g_NoGLVBO = false; | bool g_NoGLVBO = false; | ||||
bool g_PauseOnFocusLoss = false; | bool g_PauseOnFocusLoss = false; | ||||
bool g_RenderActors = true; | |||||
bool g_Shadows = false; | bool g_Shadows = false; | ||||
bool g_ShadowPCF = false; | bool g_ShadowPCF = false; | ||||
bool g_WaterEffects = true; | bool g_WaterEffects = true; | ||||
bool g_WaterFancyEffects = false; | bool g_WaterFancyEffects = false; | ||||
bool g_WaterRealDepth = false; | bool g_WaterRealDepth = false; | ||||
bool g_WaterRefraction = false; | bool g_WaterRefraction = false; | ||||
bool g_WaterReflection = false; | bool g_WaterReflection = false; | ||||
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static void LoadGlobals() | static void LoadGlobals() | ||||
{ | { | ||||
CFG_GET_VAL("vsync", g_VSync); | CFG_GET_VAL("vsync", g_VSync); | ||||
CFG_GET_VAL("nos3tc", g_NoGLS3TC); | CFG_GET_VAL("nos3tc", g_NoGLS3TC); | ||||
CFG_GET_VAL("noautomipmap", g_NoGLAutoMipmap); | CFG_GET_VAL("noautomipmap", g_NoGLAutoMipmap); | ||||
CFG_GET_VAL("novbo", g_NoGLVBO); | CFG_GET_VAL("novbo", g_NoGLVBO); | ||||
CFG_GET_VAL("pauseonfocusloss", g_PauseOnFocusLoss); | CFG_GET_VAL("pauseonfocusloss", g_PauseOnFocusLoss); | ||||
CFG_GET_VAL("renderactors", g_RenderActors); | |||||
CFG_GET_VAL("shadows", g_Shadows); | CFG_GET_VAL("shadows", g_Shadows); | ||||
CFG_GET_VAL("shadowpcf", g_ShadowPCF); | CFG_GET_VAL("shadowpcf", g_ShadowPCF); | ||||
CFG_GET_VAL("watereffects", g_WaterEffects); | CFG_GET_VAL("watereffects", g_WaterEffects); | ||||
CFG_GET_VAL("waterfancyeffects", g_WaterFancyEffects); | CFG_GET_VAL("waterfancyeffects", g_WaterFancyEffects); | ||||
CFG_GET_VAL("waterrealdepth", g_WaterRealDepth); | CFG_GET_VAL("waterrealdepth", g_WaterRealDepth); | ||||
CFG_GET_VAL("waterrefraction", g_WaterRefraction); | CFG_GET_VAL("waterrefraction", g_WaterRefraction); | ||||
CFG_GET_VAL("waterreflection", g_WaterReflection); | CFG_GET_VAL("waterreflection", g_WaterReflection); | ||||
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Wildfire Games · Phabricator
2019