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/* Copyright (C) 2017 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 "Config.h"
#include "lib/timer.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/GameSetup/CmdLineArgs.h"
// (these variables are documented in the header.)
const wchar_t g_DefaultCursor[] = L"default-arrow";
CStrW g_CursorName = g_DefaultCursor;
bool g_NoGLS3TC = false;
bool g_NoGLAutoMipmap = false;
bool g_NoGLVBO = false;
bool g_PauseOnFocusLoss = false;
bool g_RenderActors = true;
bool g_Shadows = false;
bool g_ShadowPCF = false;
bool g_WaterEffects = true;
bool g_WaterFancyEffects = false;
bool g_WaterRealDepth = false;
bool g_WaterRefraction = false;
bool g_WaterReflection = false;
bool g_WaterShadows = false;
bool g_Particles = false;
bool g_Fog = true;
bool g_Silhouettes = false;
bool g_ShowSky = false;
bool g_PreferGLSL = false;
bool g_PostProc = false;
bool g_SmoothLOS = false;
float g_Gamma = 1.0f;
CStr g_RenderPath = "default";
int g_xres, g_yres;
float g_GuiScale = 1.0f;
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_VAL("vsync", g_VSync);
CFG_GET_VAL("nos3tc", g_NoGLS3TC);
CFG_GET_VAL("noautomipmap", g_NoGLAutoMipmap);
CFG_GET_VAL("novbo", g_NoGLVBO);
CFG_GET_VAL("pauseonfocusloss", g_PauseOnFocusLoss);
CFG_GET_VAL("renderactors", g_RenderActors);
CFG_GET_VAL("shadows", g_Shadows);
CFG_GET_VAL("shadowpcf", g_ShadowPCF);
CFG_GET_VAL("watereffects", g_WaterEffects);
CFG_GET_VAL("waterfancyeffects", g_WaterFancyEffects);
CFG_GET_VAL("waterrealdepth", g_WaterRealDepth);
CFG_GET_VAL("waterrefraction", g_WaterRefraction);
CFG_GET_VAL("waterreflection", g_WaterReflection);
CFG_GET_VAL("watershadows", g_WaterShadows);
CFG_GET_VAL("renderpath", g_RenderPath);
CFG_GET_VAL("particles", g_Particles);
CFG_GET_VAL("fog", g_Fog);
CFG_GET_VAL("silhouettes", g_Silhouettes);
CFG_GET_VAL("showsky", g_ShowSky);
CFG_GET_VAL("preferglsl", g_PreferGLSL);
CFG_GET_VAL("postproc", g_PostProc);
CFG_GET_VAL("smoothlos", g_SmoothLOS);
CFG_GET_VAL("gui.scale", g_GuiScale);
}
static void ProcessCommandLineArgs(const CmdLineArgs& args)
{
// TODO: all these options (and the ones processed elsewhere) should
// be documented somewhere for users.
// 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.SetValueString(CFG_COMMAND, name, 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.SetValueString(CFG_COMMAND, "profile", 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.SetValueString(CFG_COMMAND, "shadows", "true");
if (args.Has("xres"))
g_ConfigDB.SetValueString(CFG_COMMAND, "xres", args.Get("xres"));
if (args.Has("yres"))
g_ConfigDB.SetValueString(CFG_COMMAND, "yres", args.Get("yres"));
if (args.Has("vsync"))
g_ConfigDB.SetValueString(CFG_COMMAND, "vsync", "true");
if (args.Has("ooslog"))
g_ConfigDB.SetValueString(CFG_COMMAND, "ooslog", "true");
if (args.Has("serializationtest"))
g_ConfigDB.SetValueString(CFG_COMMAND, "serializationtest", "true");
if (args.Has("rejointest"))
g_ConfigDB.SetValueString(CFG_COMMAND, "rejointest", args.Get("rejointest"));
}
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_VAL("console.history.size", 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
}
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