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Public Member Functions | Public Attributes | Static Private Member Functions | List of all members
GameConfig::Graphics Class Reference

#include <GameConfig.h>

Inheritance diagram for GameConfig::Graphics:
ConfigSection

Public Member Functions

 Graphics (GameConfig *config)
 
- Public Member Functions inherited from ConfigSection
 ConfigSection (Config *config, std::string_view name)
 
 ConfigSection (const ConfigSection &other)=delete
 
 ConfigSection (ConfigSection &&other)=delete
 
Configconfig () const
 
const std::string & name () const
 
void registerEntry (AnyConfigEntry *entry)
 
AnyConfigEntryentry (std::string_view name) const
 
std::vector< AnyConfigEntry * > entries () const
 

Public Attributes

ConfigEntry< RendererTypeRenderer = {this, "renderer", ConfigRenderer, "Renderer to use, 'OpenGL' or 'OpenGLES'."}
 
Bool BloodSplats = {this, "bloodsplats", true, "Enable bloodsplats under corpses."}
 
Float BloodSplatsMultiplier = {this, "bloodsplats_multiplier", 1.0f, "Bloodsplats radius multiplier."}
 
Bool BloodSplatsFade = {this, "bloodsplats_fade", true, "Enable bloodsplats fading."}
 
Float ClipFarDistance = {this, "clip_far_distance", 16192.0f, "Far clip distance."}
 
Float ClipNearDistance = {this, "clip_near_distance", 32.0f, "Near clip distance."}
 
Bool ColoredLights = {this, "colored_lights", true, "Enable colored lights."}
 
Bool Fog = {this, "fog", true, "Enable fog effect. Used at far clip and in foggy weather."}
 
Int FogHorizon = {this, "fog_horizon", 39, "Fog height for bottom sky horizon."}
 
Float FogDepthRatio = {this, "fog_ratio", 0.75f, "Starting depth ratio of distance fog."}
 
Int FPSLimit = {this, "fps_limit", 60, "FPS limit. Use 0 for unlimited."}
 
Int Gamma = {this, "gamma", 4, &ValidateGamma, "Gamma level, can be used to adjust brightness."}
 
Int HouseMovieX1 = {this, "house_movie_x1", 8, "Viewport top-left offset for in-house movies."}
 
Int HouseMovieY1 = {this, "house_movie_y1", 8, "Viewport top-left offset for in-house movies."}
 
Int HouseMovieX2 = {this, "house_movie_x2", 172, "Viewport bottom-right offset for in-house movies."}
 
Int HouseMovieY2 = {this, "house_movie_y2", 128, "Viewport bottom-right offset for in-house movies."}
 
Int MaxVisibleSectors = {this, "maxvisiblesectors", 10, &ValidateMaxSectors, "Max number of BSP sectors to display."}
 
Bool SeasonsChange
 
Bool Snow
 
Bool Tinting
 
Int TorchlightDistance
 
Int TorchlightFlicker
 
Bool VSync = {this, "vsync", false, "Enable synchronization of framerate with monitor vertical refresh rate."}
 
Int ViewPortX1 = {this, "viewport_x1", 8, "Viewport top-left offset."}
 
Int ViewPortY1 = {this, "viewport_y1", 8, "Viewport top-left offset."}
 
Int ViewPortX2 = {this, "viewport_x2", 172, "Viewport bottom-right offset."}
 
Int ViewPortY2 = {this, "viewport_y2", 128, "Viewport bottom-right offset."}
 
Int RenderWidth = {this, "render_width", 640, &ValidateRenderWidth, "Internal rendered resolution width"}
 
Int RenderHeight = {this, "render_height", 480, &ValidateRenderHeight, "Internal rendered resolution height"}
 
Int RenderFilter
 
Float Saturation = {this, "saturation", 0.65f, "Colour saturation multiplier for textures and palettes"}
 
Float Lightness = {this, "lightness", 1.1f, "Colour lightness multiplier for textures and palettes"}
 

Static Private Member Functions

static int ValidateGamma (int level)
 
static int ValidateMaxSectors (int sectors)
 
static int ValidateTorchlight (int distance)
 
static int ValidateRenderWidth (int dimension)
 
static int ValidateRenderHeight (int dimension)
 
static int ValidateRenderFilter (int filter)
 

Constructor & Destructor Documentation

◆ Graphics()

GameConfig::Graphics::Graphics ( GameConfig config)
inlineexplicit

Member Function Documentation

◆ ValidateGamma()

static int GameConfig::Graphics::ValidateGamma ( int  level)
inlinestaticprivate

◆ ValidateMaxSectors()

static int GameConfig::Graphics::ValidateMaxSectors ( int  sectors)
inlinestaticprivate

◆ ValidateRenderFilter()

static int GameConfig::Graphics::ValidateRenderFilter ( int  filter)
inlinestaticprivate

◆ ValidateRenderHeight()

static int GameConfig::Graphics::ValidateRenderHeight ( int  dimension)
inlinestaticprivate

◆ ValidateRenderWidth()

static int GameConfig::Graphics::ValidateRenderWidth ( int  dimension)
inlinestaticprivate

◆ ValidateTorchlight()

static int GameConfig::Graphics::ValidateTorchlight ( int  distance)
inlinestaticprivate

Member Data Documentation

◆ BloodSplats

Bool GameConfig::Graphics::BloodSplats = {this, "bloodsplats", true, "Enable bloodsplats under corpses."}

◆ BloodSplatsFade

Bool GameConfig::Graphics::BloodSplatsFade = {this, "bloodsplats_fade", true, "Enable bloodsplats fading."}

◆ BloodSplatsMultiplier

Float GameConfig::Graphics::BloodSplatsMultiplier = {this, "bloodsplats_multiplier", 1.0f, "Bloodsplats radius multiplier."}

◆ ClipFarDistance

Float GameConfig::Graphics::ClipFarDistance = {this, "clip_far_distance", 16192.0f, "Far clip distance."}

◆ ClipNearDistance

Float GameConfig::Graphics::ClipNearDistance = {this, "clip_near_distance", 32.0f, "Near clip distance."}

◆ ColoredLights

Bool GameConfig::Graphics::ColoredLights = {this, "colored_lights", true, "Enable colored lights."}

◆ Fog

Bool GameConfig::Graphics::Fog = {this, "fog", true, "Enable fog effect. Used at far clip and in foggy weather."}

◆ FogDepthRatio

Float GameConfig::Graphics::FogDepthRatio = {this, "fog_ratio", 0.75f, "Starting depth ratio of distance fog."}

◆ FogHorizon

Int GameConfig::Graphics::FogHorizon = {this, "fog_horizon", 39, "Fog height for bottom sky horizon."}

◆ FPSLimit

Int GameConfig::Graphics::FPSLimit = {this, "fps_limit", 60, "FPS limit. Use 0 for unlimited."}

◆ Gamma

Int GameConfig::Graphics::Gamma = {this, "gamma", 4, &ValidateGamma, "Gamma level, can be used to adjust brightness."}

◆ HouseMovieX1

Int GameConfig::Graphics::HouseMovieX1 = {this, "house_movie_x1", 8, "Viewport top-left offset for in-house movies."}

◆ HouseMovieX2

Int GameConfig::Graphics::HouseMovieX2 = {this, "house_movie_x2", 172, "Viewport bottom-right offset for in-house movies."}

◆ HouseMovieY1

Int GameConfig::Graphics::HouseMovieY1 = {this, "house_movie_y1", 8, "Viewport top-left offset for in-house movies."}

◆ HouseMovieY2

Int GameConfig::Graphics::HouseMovieY2 = {this, "house_movie_y2", 128, "Viewport bottom-right offset for in-house movies."}

◆ Lightness

Float GameConfig::Graphics::Lightness = {this, "lightness", 1.1f, "Colour lightness multiplier for textures and palettes"}

◆ MaxVisibleSectors

Int GameConfig::Graphics::MaxVisibleSectors = {this, "maxvisiblesectors", 10, &ValidateMaxSectors, "Max number of BSP sectors to display."}

◆ Renderer

ConfigEntry<RendererType> GameConfig::Graphics::Renderer = {this, "renderer", ConfigRenderer, "Renderer to use, 'OpenGL' or 'OpenGLES'."}

◆ RenderFilter

Int GameConfig::Graphics::RenderFilter
Initial value:
= {this, "render_filter", 2, &ValidateRenderFilter,
"Filtering method when scaling rendered framebuffer to window dimensions if they differ."
" 0 - disabled (render dimensions will always match window dimensions), 1 - linear filter, 2 - nearest filter"}
static int ValidateRenderFilter(int filter)
Definition: GameConfig.h:489

◆ RenderHeight

Int GameConfig::Graphics::RenderHeight = {this, "render_height", 480, &ValidateRenderHeight, "Internal rendered resolution height"}

◆ RenderWidth

Int GameConfig::Graphics::RenderWidth = {this, "render_width", 640, &ValidateRenderWidth, "Internal rendered resolution width"}

◆ Saturation

Float GameConfig::Graphics::Saturation = {this, "saturation", 0.65f, "Colour saturation multiplier for textures and palettes"}

◆ SeasonsChange

Bool GameConfig::Graphics::SeasonsChange
Initial value:
= {this, "seasons_change", true,
"Allow changing trees/ground depending on current season (originally was only used in MM6)."}

◆ Snow

Bool GameConfig::Graphics::Snow
Initial value:
= {this, "snow", false,
"Snow effect from MM6 (where it was activated by events). Currently it shows every third day in winter."}

◆ Tinting

Bool GameConfig::Graphics::Tinting
Initial value:
= {this, "tinting", false,
"Enable vanilla's monster coloring method from hardware mode. "
"Where monsters look as if a bucket of paint was thrown at them."}

◆ TorchlightDistance

Int GameConfig::Graphics::TorchlightDistance
Initial value:
= {this, "torchlight_distance", 800, &ValidateTorchlight,
"Torchlight distance per power level. Use 0 to disable torchlight."}
static int ValidateTorchlight(int distance)
Definition: GameConfig.h:471

◆ TorchlightFlicker

Int GameConfig::Graphics::TorchlightFlicker
Initial value:
= {this, "torchlight_flicker", 0, &ValidateTorchlight,
"Torchlight lighting flicker effect distance. Use 0 to disable flicker."}

◆ ViewPortX1

Int GameConfig::Graphics::ViewPortX1 = {this, "viewport_x1", 8, "Viewport top-left offset."}

◆ ViewPortX2

Int GameConfig::Graphics::ViewPortX2 = {this, "viewport_x2", 172, "Viewport bottom-right offset."}

◆ ViewPortY1

Int GameConfig::Graphics::ViewPortY1 = {this, "viewport_y1", 8, "Viewport top-left offset."}

◆ ViewPortY2

Int GameConfig::Graphics::ViewPortY2 = {this, "viewport_y2", 128, "Viewport bottom-right offset."}

◆ VSync

Bool GameConfig::Graphics::VSync = {this, "vsync", false, "Enable synchronization of framerate with monitor vertical refresh rate."}

The documentation for this class was generated from the following file: