/* Copyright (C) 2015 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 "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.) CStrW g_CursorName = L"test"; 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_WaterUgly = false; 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_Silhouettes = false; bool g_ShowSky = 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; bool g_JSDebuggerEnabled = false; bool g_ScriptProfilingEnabled = 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("waterugly", g_WaterUgly); 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("shadowsonwater", g_WaterShadows); CFG_GET_VAL("renderpath", g_RenderPath); CFG_GET_VAL("particles", g_Particles); CFG_GET_VAL("silhouettes", g_Silhouettes); CFG_GET_VAL("showsky", g_ShowSky); CFG_GET_VAL("gui.scale", g_GuiScale); CFG_GET_VAL("jsdebugger.enable", g_JSDebuggerEnabled); CFG_GET_VAL("profiler2.script.enable", g_ScriptProfilingEnabled); if (g_JSDebuggerEnabled) LOGERROR("JS debugger temporarily disabled during the SpiderMonkey upgrade (check trac ticket #2348 for details)"); // Script Debugging and profiling does not make sense together because of the hooks // that reduce performance a lot - and it wasn't tested if it even works together. if (g_JSDebuggerEnabled && g_ScriptProfilingEnabled) LOGERROR("Enabling both script profiling and script debugging is not supported!"); } 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 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"); } 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 }