Move some config stuff out of main_loop.cpp, see #43
This commit is contained in:
parent
1928c9c679
commit
f84f5807c1
3 changed files with 395 additions and 319 deletions
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@ -144,6 +144,7 @@
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#include "profiling.h"
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#include "main_loop_debug.h"
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#include "main_loop_temp.h"
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#include "main_loop_utilities.h"
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///////////
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@ -388,325 +389,6 @@ void buildCameraClippingPyramid (vector<CPlane> &planes)
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}
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}
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//---------------------------------------------------
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// update the camera perspective setup
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//---------------------------------------------------
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void updateCameraPerspective()
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{
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float fov, aspectRatio;
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computeCurrentFovAspectRatio(fov, aspectRatio);
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// change the perspective of the scene
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if(!MainCam.empty())
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MainCam.setPerspective(fov, aspectRatio, CameraSetupZNear, ClientCfg.Vision);
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// change the perspective of the root scene
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if(SceneRoot)
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{
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UCamera cam= SceneRoot->getCam();
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cam.setPerspective(fov, aspectRatio, SceneRootCameraZNear, SceneRootCameraZFar);
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}
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}
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//---------------------------------------------------
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// Compare ClientCfg and LastClientCfg to know what we must update
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//---------------------------------------------------
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void updateFromClientCfg()
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{
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CClientConfig::setValues();
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ClientCfg.IsInvalidated = false;
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// GRAPHICS - GENERAL
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//---------------------------------------------------
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if ((ClientCfg.Windowed != LastClientCfg.Windowed) ||
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(ClientCfg.Width != LastClientCfg.Width) ||
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(ClientCfg.Height != LastClientCfg.Height) ||
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(ClientCfg.Depth != LastClientCfg.Depth) ||
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(ClientCfg.Frequency != LastClientCfg.Frequency))
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{
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setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
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ClientCfg.Windowed, ClientCfg.Frequency));
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}
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if (ClientCfg.DivideTextureSizeBy2 != LastClientCfg.DivideTextureSizeBy2)
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{
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if (ClientCfg.DivideTextureSizeBy2)
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Driver->forceTextureResize(2);
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else
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Driver->forceTextureResize(1);
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}
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//---------------------------------------------------
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if (ClientCfg.WaitVBL != LastClientCfg.WaitVBL)
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{
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if(ClientCfg.WaitVBL)
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Driver->setSwapVBLInterval(1);
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else
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Driver->setSwapVBLInterval(0);
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}
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// GRAPHICS - LANDSCAPE
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//---------------------------------------------------
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if (ClientCfg.LandscapeThreshold != LastClientCfg.LandscapeThreshold)
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{
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if (Landscape) Landscape->setThreshold(ClientCfg.getActualLandscapeThreshold());
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}
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//---------------------------------------------------
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if (ClientCfg.LandscapeTileNear != LastClientCfg.LandscapeTileNear)
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{
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if (Landscape) Landscape->setTileNear(ClientCfg.LandscapeTileNear);
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}
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//---------------------------------------------------
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if (Landscape)
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{
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if (ClientCfg.Vision != LastClientCfg.Vision)
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{
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if (!ClientCfg.Light)
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{
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// Not in an indoor ?
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if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor)
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{
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// Refresh All Zone in streaming according to the refine position
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vector<string> zonesAdded;
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vector<string> zonesRemoved;
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const R2::CScenarioEntryPoints::CCompleteIsland *ci = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y));
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Landscape->refreshAllZonesAround(View.refinePos(), ClientCfg.Vision + ExtraZoneLoadingVision, zonesAdded, zonesRemoved, ProgressBar, ci ? &(ci->ZoneIDs) : NULL);
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LandscapeIGManager.unloadArrayZoneIG(zonesRemoved);
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LandscapeIGManager.loadArrayZoneIG(zonesAdded);
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}
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}
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}
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}
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//---------------------------------------------------
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if (ClientCfg.Vision != LastClientCfg.Vision || ClientCfg.FoV!=LastClientCfg.FoV ||
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ClientCfg.Windowed != LastClientCfg.Windowed || ClientCfg.ScreenAspectRatio != LastClientCfg.ScreenAspectRatio )
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{
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updateCameraPerspective();
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}
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//---------------------------------------------------
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if (Landscape)
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{
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if (ClientCfg.MicroVeget != LastClientCfg.MicroVeget)
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{
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if(ClientCfg.MicroVeget)
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{
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// if configured, enable the vegetable and load the texture.
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Landscape->enableVegetable(true);
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// Default setup. TODO later by gameDev.
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Landscape->setVegetableWind(CVector(0.5, 0.5, 0).normed(), 0.5, 1, 0);
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// Default setup. should work well for night/day transition in 30 minutes.
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// Because all vegetables will be updated every 20 seconds => 90 steps.
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Landscape->setVegetableUpdateLightingFrequency(1/20.f);
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// Density (percentage to ratio)
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Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f);
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}
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else
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{
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Landscape->enableVegetable(false);
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}
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}
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}
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//---------------------------------------------------
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if (ClientCfg.MicroVegetDensity != LastClientCfg.MicroVegetDensity)
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{
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// Density (percentage to ratio)
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if (Landscape) Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f);
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}
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// GRAPHICS - SPECIAL EFFECTS
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//---------------------------------------------------
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if (ClientCfg.FxNbMaxPoly != LastClientCfg.FxNbMaxPoly)
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{
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if (Scene->getGroupLoadMaxPolygon("Fx") != ClientCfg.FxNbMaxPoly)
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Scene->setGroupLoadMaxPolygon("Fx", ClientCfg.FxNbMaxPoly);
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}
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//---------------------------------------------------
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if (ClientCfg.Cloud != LastClientCfg.Cloud)
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{
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if (ClientCfg.Cloud)
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{
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InitCloudScape = true;
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CloudScape = Scene->createCloudScape();
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}
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else
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{
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if (CloudScape != NULL)
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Scene->deleteCloudScape(CloudScape);
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CloudScape = NULL;
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}
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}
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//---------------------------------------------------
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if (ClientCfg.CloudQuality != LastClientCfg.CloudQuality)
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{
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if (CloudScape != NULL)
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CloudScape->setQuality(ClientCfg.CloudQuality);
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}
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//---------------------------------------------------
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if (ClientCfg.CloudUpdate != LastClientCfg.CloudUpdate)
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{
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if (CloudScape != NULL)
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CloudScape->setNbCloudToUpdateIn80ms(ClientCfg.CloudUpdate);
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}
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//---------------------------------------------------
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if (ClientCfg.Shadows != LastClientCfg.Shadows)
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{
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// Enable/Disable Receive on Landscape
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if(Landscape)
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{
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Landscape->enableReceiveShadowMap(ClientCfg.Shadows);
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}
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// Enable/Disable Cast for all entities
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for(uint i=0;i<EntitiesMngr.entities().size();i++)
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{
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CEntityCL *ent= EntitiesMngr.entities()[i];
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if(ent)
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ent->updateCastShadowMap();
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}
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}
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// GRAPHICS - CHARACTERS
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//---------------------------------------------------
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if (ClientCfg.SkinNbMaxPoly != LastClientCfg.SkinNbMaxPoly)
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{
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if (Scene->getGroupLoadMaxPolygon("Skin") != ClientCfg.SkinNbMaxPoly)
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Scene->setGroupLoadMaxPolygon("Skin", ClientCfg.SkinNbMaxPoly);
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}
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//---------------------------------------------------
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if (ClientCfg.NbMaxSkeletonNotCLod != LastClientCfg.NbMaxSkeletonNotCLod )
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{
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Scene->setMaxSkeletonsInNotCLodForm(ClientCfg.NbMaxSkeletonNotCLod);
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}
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//---------------------------------------------------
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if (ClientCfg.CharacterFarClip != LastClientCfg.CharacterFarClip)
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{
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// Nothing to do
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}
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//---------------------------------------------------
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if (ClientCfg.HDEntityTexture != LastClientCfg.HDEntityTexture)
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{
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// Don't reload Texture, will be done at next Game Start
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}
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// INTERFACE works
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// INPUTS
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//---------------------------------------------------
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if (ClientCfg.CursorSpeed != LastClientCfg.CursorSpeed)
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SetMouseSpeed (ClientCfg.CursorSpeed);
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if (ClientCfg.CursorAcceleration != LastClientCfg.CursorAcceleration)
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SetMouseAcceleration (ClientCfg.CursorAcceleration);
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if (ClientCfg.HardwareCursor != LastClientCfg.HardwareCursor)
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{
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if (ClientCfg.HardwareCursor != IsMouseCursorHardware())
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{
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InitMouseWithCursor (ClientCfg.HardwareCursor);
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}
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}
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// SOUND
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//---------------------------------------------------
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bool mustReloadSoundMngrContinent= false;
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// disable/enable sound?
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if (ClientCfg.SoundOn != LastClientCfg.SoundOn)
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{
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if (SoundMngr && !ClientCfg.SoundOn)
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{
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nlwarning("Deleting sound manager...");
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delete SoundMngr;
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SoundMngr = NULL;
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}
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else if (SoundMngr == NULL && ClientCfg.SoundOn)
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{
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nlwarning("Creating sound manager...");
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SoundMngr = new CSoundManager();
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try
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{
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SoundMngr->init(NULL);
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}
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catch(const Exception &e)
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{
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nlwarning("init : Error when creating 'SoundMngr' : %s", e.what());
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SoundMngr = 0;
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}
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// re-init with good SFX/Music Volume
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if(SoundMngr)
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{
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SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume);
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SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume);
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}
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}
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else
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{
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nlwarning("Sound config error !");
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}
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mustReloadSoundMngrContinent= true;
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}
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// change EAX?
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if ( SoundMngr && LastClientCfg.SoundOn &&
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(ClientCfg.UseEax != LastClientCfg.UseEax) )
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{
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SoundMngr->reset();
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mustReloadSoundMngrContinent= true;
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}
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// change SoundForceSoftwareBuffer?
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if ( SoundMngr && LastClientCfg.SoundOn &&
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(ClientCfg.SoundForceSoftwareBuffer != LastClientCfg.SoundForceSoftwareBuffer) )
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{
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SoundMngr->reset();
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mustReloadSoundMngrContinent= true;
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}
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// change MaxTrack? don't reset
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if ( SoundMngr && LastClientCfg.SoundOn &&
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(ClientCfg.MaxTrack != LastClientCfg.MaxTrack))
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{
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SoundMngr->getMixer()->changeMaxTrack(ClientCfg.MaxTrack);
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}
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// change SoundFX Volume? don't reset
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if (SoundMngr && ClientCfg.SoundSFXVolume != LastClientCfg.SoundSFXVolume)
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{
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SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume);
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}
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// change Game Music Volume? don't reset
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if (SoundMngr && ClientCfg.SoundGameMusicVolume != LastClientCfg.SoundGameMusicVolume)
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{
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SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume);
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}
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// reload only if active and reseted
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if (mustReloadSoundMngrContinent && SoundMngr && ContinentMngr.cur() && !ContinentMngr.cur()->Indoor && UserEntity)
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{
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SoundMngr->loadContinent(ContinentMngr.getCurrentContinentSelectName(), UserEntity->pos());
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}
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// Ok backup the new clientcfg
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LastClientCfg = ClientCfg;
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}
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void preRenderNewSky ()
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{
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CSky &sky = ContinentMngr.cur()->CurrentSky;
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359
code/ryzom/client/src/main_loop_utilities.cpp
Normal file
359
code/ryzom/client/src/main_loop_utilities.cpp
Normal file
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@ -0,0 +1,359 @@
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "main_loop_utilities.h"
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#include <nel/3d/u_driver.h>
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#include <nel/3d/u_cloud_scape.h>
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#include "game_share/scenario_entry_points.h"
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#include "client_cfg.h"
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#include "misc.h"
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#include "global.h"
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#include "world_database_manager.h"
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#include "continent_manager.h"
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#include "user_entity.h"
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#include "view.h"
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#include "ig_client.h"
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#include "entities.h"
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#include "input.h"
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#include "sound_manager.h"
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using namespace NLMISC;
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using namespace NL3D;
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//---------------------------------------------------
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// update the camera perspective setup
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//---------------------------------------------------
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void updateCameraPerspective()
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{
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float fov, aspectRatio;
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computeCurrentFovAspectRatio(fov, aspectRatio);
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// change the perspective of the scene
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if(!MainCam.empty())
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MainCam.setPerspective(fov, aspectRatio, CameraSetupZNear, ClientCfg.Vision);
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// change the perspective of the root scene
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if(SceneRoot)
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{
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UCamera cam= SceneRoot->getCam();
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cam.setPerspective(fov, aspectRatio, SceneRootCameraZNear, SceneRootCameraZFar);
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}
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}
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//---------------------------------------------------
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// Compare ClientCfg and LastClientCfg to know what we must update
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//---------------------------------------------------
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void updateFromClientCfg()
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{
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CClientConfig::setValues();
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ClientCfg.IsInvalidated = false;
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// GRAPHICS - GENERAL
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//---------------------------------------------------
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if ((ClientCfg.Windowed != LastClientCfg.Windowed) ||
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(ClientCfg.Width != LastClientCfg.Width) ||
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(ClientCfg.Height != LastClientCfg.Height) ||
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(ClientCfg.Depth != LastClientCfg.Depth) ||
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(ClientCfg.Frequency != LastClientCfg.Frequency))
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{
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setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
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ClientCfg.Windowed, ClientCfg.Frequency));
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}
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if (ClientCfg.DivideTextureSizeBy2 != LastClientCfg.DivideTextureSizeBy2)
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{
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if (ClientCfg.DivideTextureSizeBy2)
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Driver->forceTextureResize(2);
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else
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Driver->forceTextureResize(1);
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}
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//---------------------------------------------------
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if (ClientCfg.WaitVBL != LastClientCfg.WaitVBL)
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{
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if(ClientCfg.WaitVBL)
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Driver->setSwapVBLInterval(1);
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else
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Driver->setSwapVBLInterval(0);
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}
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// GRAPHICS - LANDSCAPE
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//---------------------------------------------------
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if (ClientCfg.LandscapeThreshold != LastClientCfg.LandscapeThreshold)
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{
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if (Landscape) Landscape->setThreshold(ClientCfg.getActualLandscapeThreshold());
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}
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//---------------------------------------------------
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if (ClientCfg.LandscapeTileNear != LastClientCfg.LandscapeTileNear)
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{
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if (Landscape) Landscape->setTileNear(ClientCfg.LandscapeTileNear);
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}
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//---------------------------------------------------
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if (Landscape)
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{
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if (ClientCfg.Vision != LastClientCfg.Vision)
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{
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if (!ClientCfg.Light)
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{
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// Not in an indoor ?
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if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor)
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{
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// Refresh All Zone in streaming according to the refine position
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std::vector<string> zonesAdded;
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std::vector<string> zonesRemoved;
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const R2::CScenarioEntryPoints::CCompleteIsland *ci = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y));
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Landscape->refreshAllZonesAround(View.refinePos(), ClientCfg.Vision + ExtraZoneLoadingVision, zonesAdded, zonesRemoved, ProgressBar, ci ? &(ci->ZoneIDs) : NULL);
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LandscapeIGManager.unloadArrayZoneIG(zonesRemoved);
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LandscapeIGManager.loadArrayZoneIG(zonesAdded);
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}
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}
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}
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}
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//---------------------------------------------------
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if (ClientCfg.Vision != LastClientCfg.Vision || ClientCfg.FoV!=LastClientCfg.FoV ||
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ClientCfg.Windowed != LastClientCfg.Windowed || ClientCfg.ScreenAspectRatio != LastClientCfg.ScreenAspectRatio )
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{
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updateCameraPerspective();
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}
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//---------------------------------------------------
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if (Landscape)
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{
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if (ClientCfg.MicroVeget != LastClientCfg.MicroVeget)
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{
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if(ClientCfg.MicroVeget)
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{
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// if configured, enable the vegetable and load the texture.
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Landscape->enableVegetable(true);
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// Default setup. TODO later by gameDev.
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Landscape->setVegetableWind(CVector(0.5, 0.5, 0).normed(), 0.5, 1, 0);
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// Default setup. should work well for night/day transition in 30 minutes.
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// Because all vegetables will be updated every 20 seconds => 90 steps.
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Landscape->setVegetableUpdateLightingFrequency(1/20.f);
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// Density (percentage to ratio)
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Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f);
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}
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else
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{
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Landscape->enableVegetable(false);
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||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------
|
||||
if (ClientCfg.MicroVegetDensity != LastClientCfg.MicroVegetDensity)
|
||||
{
|
||||
// Density (percentage to ratio)
|
||||
if (Landscape) Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f);
|
||||
}
|
||||
|
||||
// GRAPHICS - SPECIAL EFFECTS
|
||||
//---------------------------------------------------
|
||||
if (ClientCfg.FxNbMaxPoly != LastClientCfg.FxNbMaxPoly)
|
||||
{
|
||||
if (Scene->getGroupLoadMaxPolygon("Fx") != ClientCfg.FxNbMaxPoly)
|
||||
Scene->setGroupLoadMaxPolygon("Fx", ClientCfg.FxNbMaxPoly);
|
||||
}
|
||||
|
||||
//---------------------------------------------------
|
||||
if (ClientCfg.Cloud != LastClientCfg.Cloud)
|
||||
{
|
||||
if (ClientCfg.Cloud)
|
||||
{
|
||||
InitCloudScape = true;
|
||||
CloudScape = Scene->createCloudScape();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (CloudScape != NULL)
|
||||
Scene->deleteCloudScape(CloudScape);
|
||||
CloudScape = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------
|
||||
if (ClientCfg.CloudQuality != LastClientCfg.CloudQuality)
|
||||
{
|
||||
if (CloudScape != NULL)
|
||||
CloudScape->setQuality(ClientCfg.CloudQuality);
|
||||
}
|
||||
|
||||
//---------------------------------------------------
|
||||
if (ClientCfg.CloudUpdate != LastClientCfg.CloudUpdate)
|
||||
{
|
||||
if (CloudScape != NULL)
|
||||
CloudScape->setNbCloudToUpdateIn80ms(ClientCfg.CloudUpdate);
|
||||
}
|
||||
|
||||
//---------------------------------------------------
|
||||
if (ClientCfg.Shadows != LastClientCfg.Shadows)
|
||||
{
|
||||
// Enable/Disable Receive on Landscape
|
||||
if(Landscape)
|
||||
{
|
||||
Landscape->enableReceiveShadowMap(ClientCfg.Shadows);
|
||||
}
|
||||
// Enable/Disable Cast for all entities
|
||||
for(uint i=0;i<EntitiesMngr.entities().size();i++)
|
||||
{
|
||||
CEntityCL *ent= EntitiesMngr.entities()[i];
|
||||
if(ent)
|
||||
ent->updateCastShadowMap();
|
||||
}
|
||||
}
|
||||
|
||||
// GRAPHICS - CHARACTERS
|
||||
//---------------------------------------------------
|
||||
if (ClientCfg.SkinNbMaxPoly != LastClientCfg.SkinNbMaxPoly)
|
||||
{
|
||||
if (Scene->getGroupLoadMaxPolygon("Skin") != ClientCfg.SkinNbMaxPoly)
|
||||
Scene->setGroupLoadMaxPolygon("Skin", ClientCfg.SkinNbMaxPoly);
|
||||
}
|
||||
|
||||
//---------------------------------------------------
|
||||
if (ClientCfg.NbMaxSkeletonNotCLod != LastClientCfg.NbMaxSkeletonNotCLod )
|
||||
{
|
||||
Scene->setMaxSkeletonsInNotCLodForm(ClientCfg.NbMaxSkeletonNotCLod);
|
||||
}
|
||||
|
||||
//---------------------------------------------------
|
||||
if (ClientCfg.CharacterFarClip != LastClientCfg.CharacterFarClip)
|
||||
{
|
||||
// Nothing to do
|
||||
}
|
||||
|
||||
//---------------------------------------------------
|
||||
if (ClientCfg.HDEntityTexture != LastClientCfg.HDEntityTexture)
|
||||
{
|
||||
// Don't reload Texture, will be done at next Game Start
|
||||
}
|
||||
|
||||
// INTERFACE works
|
||||
|
||||
|
||||
// INPUTS
|
||||
//---------------------------------------------------
|
||||
if (ClientCfg.CursorSpeed != LastClientCfg.CursorSpeed)
|
||||
SetMouseSpeed (ClientCfg.CursorSpeed);
|
||||
|
||||
if (ClientCfg.CursorAcceleration != LastClientCfg.CursorAcceleration)
|
||||
SetMouseAcceleration (ClientCfg.CursorAcceleration);
|
||||
|
||||
if (ClientCfg.HardwareCursor != LastClientCfg.HardwareCursor)
|
||||
{
|
||||
if (ClientCfg.HardwareCursor != IsMouseCursorHardware())
|
||||
{
|
||||
InitMouseWithCursor (ClientCfg.HardwareCursor);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// SOUND
|
||||
//---------------------------------------------------
|
||||
bool mustReloadSoundMngrContinent= false;
|
||||
|
||||
// disable/enable sound?
|
||||
if (ClientCfg.SoundOn != LastClientCfg.SoundOn)
|
||||
{
|
||||
if (SoundMngr && !ClientCfg.SoundOn)
|
||||
{
|
||||
nlwarning("Deleting sound manager...");
|
||||
delete SoundMngr;
|
||||
SoundMngr = NULL;
|
||||
}
|
||||
else if (SoundMngr == NULL && ClientCfg.SoundOn)
|
||||
{
|
||||
nlwarning("Creating sound manager...");
|
||||
SoundMngr = new CSoundManager();
|
||||
try
|
||||
{
|
||||
SoundMngr->init(NULL);
|
||||
}
|
||||
catch(const Exception &e)
|
||||
{
|
||||
nlwarning("init : Error when creating 'SoundMngr' : %s", e.what());
|
||||
SoundMngr = 0;
|
||||
}
|
||||
|
||||
// re-init with good SFX/Music Volume
|
||||
if(SoundMngr)
|
||||
{
|
||||
SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume);
|
||||
SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
nlwarning("Sound config error !");
|
||||
}
|
||||
|
||||
mustReloadSoundMngrContinent= true;
|
||||
}
|
||||
|
||||
// change EAX?
|
||||
if ( SoundMngr && LastClientCfg.SoundOn &&
|
||||
(ClientCfg.UseEax != LastClientCfg.UseEax) )
|
||||
{
|
||||
SoundMngr->reset();
|
||||
|
||||
mustReloadSoundMngrContinent= true;
|
||||
}
|
||||
|
||||
// change SoundForceSoftwareBuffer?
|
||||
if ( SoundMngr && LastClientCfg.SoundOn &&
|
||||
(ClientCfg.SoundForceSoftwareBuffer != LastClientCfg.SoundForceSoftwareBuffer) )
|
||||
{
|
||||
SoundMngr->reset();
|
||||
|
||||
mustReloadSoundMngrContinent= true;
|
||||
}
|
||||
|
||||
// change MaxTrack? don't reset
|
||||
if ( SoundMngr && LastClientCfg.SoundOn &&
|
||||
(ClientCfg.MaxTrack != LastClientCfg.MaxTrack))
|
||||
{
|
||||
SoundMngr->getMixer()->changeMaxTrack(ClientCfg.MaxTrack);
|
||||
}
|
||||
|
||||
// change SoundFX Volume? don't reset
|
||||
if (SoundMngr && ClientCfg.SoundSFXVolume != LastClientCfg.SoundSFXVolume)
|
||||
{
|
||||
SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume);
|
||||
}
|
||||
|
||||
// change Game Music Volume? don't reset
|
||||
if (SoundMngr && ClientCfg.SoundGameMusicVolume != LastClientCfg.SoundGameMusicVolume)
|
||||
{
|
||||
SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume);
|
||||
}
|
||||
|
||||
// reload only if active and reseted
|
||||
if (mustReloadSoundMngrContinent && SoundMngr && ContinentMngr.cur() && !ContinentMngr.cur()->Indoor && UserEntity)
|
||||
{
|
||||
SoundMngr->loadContinent(ContinentMngr.getCurrentContinentSelectName(), UserEntity->pos());
|
||||
}
|
||||
|
||||
// Ok backup the new clientcfg
|
||||
LastClientCfg = ClientCfg;
|
||||
}
|
||||
|
||||
/* end of file */
|
35
code/ryzom/client/src/main_loop_utilities.h
Normal file
35
code/ryzom/client/src/main_loop_utilities.h
Normal file
|
@ -0,0 +1,35 @@
|
|||
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
|
||||
// Copyright (C) 2010 Winch Gate Property Limited
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Affero General Public License as
|
||||
// published by the Free Software Foundation, either version 3 of the
|
||||
// License, or (at your option) any later version.
|
||||
//
|
||||
// This program 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 Affero General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Affero General Public License
|
||||
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
#ifndef CL_MAIN_LOOP_UTILITIES_H
|
||||
#define CL_MAIN_LOOP_UTILITIES_H
|
||||
|
||||
#include <nel/misc/types_nl.h>
|
||||
|
||||
// Update Utilities (configuration etc)
|
||||
// Only put utility update functions here that are used in the main loop.
|
||||
// This is mainly for system configuration related functions
|
||||
// such as config file changes.
|
||||
|
||||
/// does not belong here
|
||||
void updateCameraPerspective();
|
||||
|
||||
/// Compare ClientCfg and LastClientCfg to know what we must update
|
||||
void updateFromClientCfg();
|
||||
|
||||
#endif // CL_MAIN_LOOP_UTILITIES_H
|
||||
|
||||
/* end of file */
|
Loading…
Reference in a new issue