presets.h File Reference

#include <map>
#include <string>
#include <wx/intl.h>
Include dependency graph for presets.h:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

class  presetValues< T, valueCount >
 This file is part of springsettings, Copyright (C) 2007-2011. More...

Variables

const int levels_low_To_High_size = 3
const int levels_vlow_To_vHigh_size = 5
const wxString levels_low_To_High [levels_low_To_High_size] = { _("low"),_("medium"),_("high")}
const wxString levels_vlow_To_vHigh [levels_vlow_To_vHigh_size] = { _("very low"),_("low"),_("medium"),_("high"),_("very high")}
const int vl_ShadowMapSize [3] = { 1024, 4096, 8192 }
 RENDER_DETAIL.
const int vl_TreeRadius [3] = { 600, 1900, 3000 }
const int vl_GroundDetail [3] = { 20, 70, 120 }
const int vl_UnitLodDist [3] = { 100, 350, 1000 }
const int vl_GrassDetail [3] = { 0, 15, 30 }
const int vl_GroundDecals [3] = { 0, 0, 1 }
const int vl_UnitIconDist [3] = { 100, 550, 1000 }
const int vl_MaxParticles [3] = { 100, 4000, 20000 }
const int vl_MaxNanoParticles [3] = { 100, 6000, 20000 }
const presetValues< int, 3 > pr_ShadowMapSize = presetValues<int, 3>(_T("ShadowMapSize"),levels_low_To_High,vl_ShadowMapSize)
const presetValues< int, 3 > pr_TreeRadius = presetValues<int, 3>(_T("TreeRadius"),levels_low_To_High,vl_TreeRadius)
const presetValues< int, 3 > pr_GroundDetail = presetValues<int, 3>(_T("GroundDetail"),levels_low_To_High,vl_GroundDetail)
const presetValues< int, 3 > pr_UnitLodDist = presetValues<int, 3>(_T("UnitLodDist"),levels_low_To_High,vl_UnitLodDist)
const presetValues< int, 3 > pr_GrassDetail = presetValues<int, 3>(_T("GrassDetail"),levels_low_To_High,vl_GrassDetail)
const presetValues< int, 3 > pr_GroundDecals = presetValues<int, 3>(_T("GroundDecals"),levels_low_To_High,vl_GroundDecals)
const presetValues< int, 3 > pr_UnitIconDist = presetValues<int, 3>(_T("UnitIconDist"),levels_low_To_High,vl_UnitIconDist)
const presetValues< int, 3 > pr_MaxParticles = presetValues<int, 3>(_T("MaxParticles"),levels_low_To_High,vl_MaxParticles)
const presetValues< int, 3 > pr_MaxNanoParticles = presetValues<int, 3>(_T("MaxNanoParticles"),levels_low_To_High,vl_MaxNanoParticles)
const int prVal_RenderDetail_size = 9
const presetValues< int, 3 > prVal_RenderDetail [prVal_RenderDetail_size]
const int vl_DepthBufferBits [5] = {16,16,16,24,24}
 RENDER QUALITY.
const int vl_ReflectiveWater [5] = {0,0,1,3,2}
const int vl_Shadows [5] = {0,0,0,0,1}
const int vl_3DTrees [5] = {0,1,1,1,1}
const int vl_AdvSky [5] = {0,0,0,0,1}
const int vl_DynamicSky [5] = {0,0,0,0,1}
const int vl_SmoothPoints [5] = {0,1,1,1,1}
const int vl_SmoothLines [5] = {0,0,1,1,1}
const int vl_FSAA [5] = {0,0,0,0,1}
const int vl_FSAALevel [5] = {0,0,0,0,1}
const int vl_AdvUnitShading [5] = {0,0,0,1,1}
const presetValues< int, 5 > pr_DepthBufferBits = presetValues<int, 5>(wxT("DepthBufferBits"),levels_vlow_To_vHigh,vl_DepthBufferBits)
const presetValues< int, 5 > pr_ReflectiveWater = presetValues<int, 5>(_T("ReflectiveWater"),levels_vlow_To_vHigh,vl_ReflectiveWater)
const presetValues< int, 5 > pr_Shadows = presetValues<int, 5>(_T("Shadows"),levels_vlow_To_vHigh,vl_Shadows)
const presetValues< int, 5 > pr_3DTrees = presetValues<int, 5>(_T("3DTrees"),levels_vlow_To_vHigh,vl_3DTrees)
const presetValues< int, 5 > pr_AdvSky = presetValues<int, 5>(_T("AdvSky"),levels_vlow_To_vHigh,vl_AdvSky)
const presetValues< int, 5 > pr_DynamicSky = presetValues<int, 5>(_T("DynamicSky"),levels_vlow_To_vHigh,vl_DynamicSky)
const presetValues< int, 5 > pr_SmoothPoints = presetValues<int, 5>(_T("SmoothPoints"),levels_vlow_To_vHigh,vl_SmoothPoints)
const presetValues< int, 5 > pr_SmoothLines = presetValues<int, 5>(_T("SmoothLines"),levels_vlow_To_vHigh,vl_SmoothLines)
const presetValues< int, 5 > pr_FSAA = presetValues<int, 5>(_T("FSAA"),levels_vlow_To_vHigh,vl_FSAA)
const presetValues< int, 5 > pr_FSAALevel = presetValues<int, 5>(_T("FSAALevel"),levels_vlow_To_vHigh,vl_FSAALevel)
const presetValues< int, 5 > pr_AdvUnitShading = presetValues<int, 5>(_T("AdvUnitShading"),levels_vlow_To_vHigh,vl_AdvUnitShading)
const int prVal_RenderQuality_size = 11
const presetValues< int, 5 > prVal_RenderQuality [prVal_RenderQuality_size]
const int vl_Resolution_Str_size = 13
 VIDEO MODES.
const int vl_Resolution_X [vl_Resolution_Str_size] = { 800, 1024, 1152, 1280, 1280, 1600, 1280, 1440, 1680, 1920, 2048, 2560, 3200}
const int vl_Resolution_Y [vl_Resolution_Str_size] = { 600, 768, 864, 960, 1024, 1200, 800, 900, 1050, 1200, 768, 1024, 1200}
const int vl_Resolution_startOfDualScreenRes = 9
const wxString vl_Resolution_Str [vl_Resolution_Str_size]
const int vl_w4_BumpWaterReflection [5] = { 0, 0, 1, 1, 1 }
const int vl_w4_BumpWaterRefraction [5] = { 0, 1, 1, 1, 2 }
const int vl_w4_BumpWaterShoreWaves [5] = { 0, 0, 0, 1, 1 }
const float vl_w4_BumpWaterAnisotropy [5] = { 0.f, 0.f, 2.f, 4.f, 6.f }
const int vl_w4_BumpWaterUseDepthTexture [5] = { 0, 1, 1, 1, 1 }
const int vl_w4_BumpWaterTexSizeReflection [5] = { 0, 0,128,256,512 }
const int vl_w4_BumpWaterBlurReflection [5] = { 0, 0, 0, 0, 1 }
const presetValues< int, 5 > pr_w4_BumpWaterReflection = presetValues<int, 5>(_T("BumpWaterReflection"),levels_vlow_To_vHigh,vl_w4_BumpWaterReflection)
const presetValues< int, 5 > pr_w4_BumpWaterRefraction = presetValues<int, 5>(_T("BumpWaterRefraction"),levels_vlow_To_vHigh,vl_w4_BumpWaterRefraction)
const presetValues< int, 5 > pr_w4_BumpWaterShoreWaves = presetValues<int, 5>(_T("BumpWaterShoreWaves"),levels_vlow_To_vHigh,vl_w4_BumpWaterShoreWaves)
const presetValues< float, 5 > pr_w4_BumpWaterAnisotropy = presetValues<float, 5>(_T("BumpWaterAnisotropy"),levels_vlow_To_vHigh,vl_w4_BumpWaterAnisotropy )
const presetValues< int, 5 > pr_w4_BumpWaterUseDepthTexture = presetValues<int, 5>(_T("BumpWaterUseDepthTexture"),levels_vlow_To_vHigh,vl_w4_BumpWaterUseDepthTexture )
const presetValues< int, 5 > pr_w4_BumpWaterTexSizeReflection = presetValues<int, 5>(_T("BumpWaterTexSizeReflection"),levels_vlow_To_vHigh,vl_w4_BumpWaterTexSizeReflection )
const presetValues< int, 5 > pr_w4_BumpWaterBlurReflection = presetValues<int, 5>(_T("BumpWaterBlurReflection"),levels_vlow_To_vHigh,vl_w4_BumpWaterBlurReflection )
const int prVal_W4_size = 6
const presetValues< int, 5 > prVal_W4 [prVal_W4_size]

Variable Documentation

const wxString levels_low_To_High[levels_low_To_High_size] = { _("low"),_("medium"),_("high")}

Definition at line 44 of file presets.h.

const int levels_low_To_High_size = 3

Definition at line 42 of file presets.h.

const wxString levels_vlow_To_vHigh[levels_vlow_To_vHigh_size] = { _("very low"),_("low"),_("medium"),_("high"),_("very high")}

Definition at line 45 of file presets.h.

Definition at line 43 of file presets.h.

const presetValues<int, 5> pr_3DTrees = presetValues<int, 5>(_T("3DTrees"),levels_vlow_To_vHigh,vl_3DTrees)

Definition at line 92 of file presets.h.

const presetValues<int, 5> pr_AdvSky = presetValues<int, 5>(_T("AdvSky"),levels_vlow_To_vHigh,vl_AdvSky)

Definition at line 93 of file presets.h.

const presetValues<int, 5> pr_AdvUnitShading = presetValues<int, 5>(_T("AdvUnitShading"),levels_vlow_To_vHigh,vl_AdvUnitShading)

Definition at line 99 of file presets.h.

const presetValues<int, 5> pr_DepthBufferBits = presetValues<int, 5>(wxT("DepthBufferBits"),levels_vlow_To_vHigh,vl_DepthBufferBits)

Definition at line 89 of file presets.h.

const presetValues<int, 5> pr_DynamicSky = presetValues<int, 5>(_T("DynamicSky"),levels_vlow_To_vHigh,vl_DynamicSky)

Definition at line 94 of file presets.h.

const presetValues<int, 5> pr_FSAA = presetValues<int, 5>(_T("FSAA"),levels_vlow_To_vHigh,vl_FSAA)

Definition at line 97 of file presets.h.

const presetValues<int, 5> pr_FSAALevel = presetValues<int, 5>(_T("FSAALevel"),levels_vlow_To_vHigh,vl_FSAALevel)

Definition at line 98 of file presets.h.

const presetValues<int, 3> pr_GrassDetail = presetValues<int, 3>(_T("GrassDetail"),levels_low_To_High,vl_GrassDetail)

Definition at line 64 of file presets.h.

const presetValues<int, 3> pr_GroundDecals = presetValues<int, 3>(_T("GroundDecals"),levels_low_To_High,vl_GroundDecals)

Definition at line 65 of file presets.h.

const presetValues<int, 3> pr_GroundDetail = presetValues<int, 3>(_T("GroundDetail"),levels_low_To_High,vl_GroundDetail)

Definition at line 62 of file presets.h.

const presetValues<int, 3> pr_MaxNanoParticles = presetValues<int, 3>(_T("MaxNanoParticles"),levels_low_To_High,vl_MaxNanoParticles)

Definition at line 68 of file presets.h.

const presetValues<int, 3> pr_MaxParticles = presetValues<int, 3>(_T("MaxParticles"),levels_low_To_High,vl_MaxParticles)

Definition at line 67 of file presets.h.

const presetValues<int, 5> pr_ReflectiveWater = presetValues<int, 5>(_T("ReflectiveWater"),levels_vlow_To_vHigh,vl_ReflectiveWater)

Definition at line 90 of file presets.h.

const presetValues<int, 3> pr_ShadowMapSize = presetValues<int, 3>(_T("ShadowMapSize"),levels_low_To_High,vl_ShadowMapSize)

Definition at line 60 of file presets.h.

const presetValues<int, 5> pr_Shadows = presetValues<int, 5>(_T("Shadows"),levels_vlow_To_vHigh,vl_Shadows)

Definition at line 91 of file presets.h.

const presetValues<int, 5> pr_SmoothLines = presetValues<int, 5>(_T("SmoothLines"),levels_vlow_To_vHigh,vl_SmoothLines)

Definition at line 96 of file presets.h.

const presetValues<int, 5> pr_SmoothPoints = presetValues<int, 5>(_T("SmoothPoints"),levels_vlow_To_vHigh,vl_SmoothPoints)

Definition at line 95 of file presets.h.

const presetValues<int, 3> pr_TreeRadius = presetValues<int, 3>(_T("TreeRadius"),levels_low_To_High,vl_TreeRadius)

Definition at line 61 of file presets.h.

const presetValues<int, 3> pr_UnitIconDist = presetValues<int, 3>(_T("UnitIconDist"),levels_low_To_High,vl_UnitIconDist)

Definition at line 66 of file presets.h.

const presetValues<int, 3> pr_UnitLodDist = presetValues<int, 3>(_T("UnitLodDist"),levels_low_To_High,vl_UnitLodDist)

Definition at line 63 of file presets.h.

const presetValues<float, 5> pr_w4_BumpWaterAnisotropy = presetValues<float, 5>(_T("BumpWaterAnisotropy"),levels_vlow_To_vHigh,vl_w4_BumpWaterAnisotropy )

Definition at line 130 of file presets.h.

const presetValues<int, 5> pr_w4_BumpWaterBlurReflection = presetValues<int, 5>(_T("BumpWaterBlurReflection"),levels_vlow_To_vHigh,vl_w4_BumpWaterBlurReflection )

Definition at line 133 of file presets.h.

const presetValues<int, 5> pr_w4_BumpWaterReflection = presetValues<int, 5>(_T("BumpWaterReflection"),levels_vlow_To_vHigh,vl_w4_BumpWaterReflection)

Definition at line 127 of file presets.h.

const presetValues<int, 5> pr_w4_BumpWaterRefraction = presetValues<int, 5>(_T("BumpWaterRefraction"),levels_vlow_To_vHigh,vl_w4_BumpWaterRefraction)

Definition at line 128 of file presets.h.

const presetValues<int, 5> pr_w4_BumpWaterShoreWaves = presetValues<int, 5>(_T("BumpWaterShoreWaves"),levels_vlow_To_vHigh,vl_w4_BumpWaterShoreWaves)

Definition at line 129 of file presets.h.

const presetValues<int, 5> pr_w4_BumpWaterTexSizeReflection = presetValues<int, 5>(_T("BumpWaterTexSizeReflection"),levels_vlow_To_vHigh,vl_w4_BumpWaterTexSizeReflection )

Definition at line 132 of file presets.h.

const presetValues<int, 5> pr_w4_BumpWaterUseDepthTexture = presetValues<int, 5>(_T("BumpWaterUseDepthTexture"),levels_vlow_To_vHigh,vl_w4_BumpWaterUseDepthTexture )

Definition at line 131 of file presets.h.

const int prVal_RenderDetail_size = 9

Definition at line 71 of file presets.h.

const int prVal_RenderQuality_size = 11

Definition at line 101 of file presets.h.

const int prVal_W4_size = 6

Definition at line 135 of file presets.h.

const int vl_3DTrees[5] = {0,1,1,1,1}

Definition at line 80 of file presets.h.

const int vl_AdvSky[5] = {0,0,0,0,1}

Definition at line 81 of file presets.h.

const int vl_AdvUnitShading[5] = {0,0,0,1,1}

Definition at line 87 of file presets.h.

const int vl_DepthBufferBits[5] = {16,16,16,24,24}

RENDER QUALITY.

Definition at line 77 of file presets.h.

const int vl_DynamicSky[5] = {0,0,0,0,1}

Definition at line 82 of file presets.h.

const int vl_FSAA[5] = {0,0,0,0,1}

Definition at line 85 of file presets.h.

const int vl_FSAALevel[5] = {0,0,0,0,1}

Definition at line 86 of file presets.h.

const int vl_GrassDetail[3] = { 0, 15, 30 }

Definition at line 53 of file presets.h.

const int vl_GroundDecals[3] = { 0, 0, 1 }

Definition at line 54 of file presets.h.

const int vl_GroundDetail[3] = { 20, 70, 120 }

Definition at line 51 of file presets.h.

const int vl_MaxNanoParticles[3] = { 100, 6000, 20000 }

Definition at line 57 of file presets.h.

const int vl_MaxParticles[3] = { 100, 4000, 20000 }

Definition at line 56 of file presets.h.

const int vl_ReflectiveWater[5] = {0,0,1,3,2}

Definition at line 78 of file presets.h.

Definition at line 110 of file presets.h.

Initial value:
{     _T("800 x 600"), _T("1024 x 768"), _T("1152 x 864"), _T("1280 x 960"), _T("1280 x 1024"),
    _T("1600 x 1200"), _T("1280 x 800 (widescreen)"), _T("1440 x 900 (widescreen)"), _T("1680 x 1050 (widescreen)") ,
              _T("1920 x 1200 (widescreen)"),
    _T("2048 x 768 (dual-screen)"), _T("2560 x 1024 (dual-screen)"), _T("3200 x 1200 (dual-screen)")}

Definition at line 112 of file presets.h.

const int vl_Resolution_Str_size = 13

VIDEO MODES.

Definition at line 107 of file presets.h.

const int vl_Resolution_X[vl_Resolution_Str_size] = { 800, 1024, 1152, 1280, 1280, 1600, 1280, 1440, 1680, 1920, 2048, 2560, 3200}

Definition at line 108 of file presets.h.

const int vl_Resolution_Y[vl_Resolution_Str_size] = { 600, 768, 864, 960, 1024, 1200, 800, 900, 1050, 1200, 768, 1024, 1200}

Definition at line 109 of file presets.h.

const int vl_ShadowMapSize[3] = { 1024, 4096, 8192 }

RENDER_DETAIL.

Definition at line 49 of file presets.h.

const int vl_Shadows[5] = {0,0,0,0,1}

Definition at line 79 of file presets.h.

const int vl_SmoothLines[5] = {0,0,1,1,1}

Definition at line 84 of file presets.h.

const int vl_SmoothPoints[5] = {0,1,1,1,1}

Definition at line 83 of file presets.h.

const int vl_TreeRadius[3] = { 600, 1900, 3000 }

Definition at line 50 of file presets.h.

const int vl_UnitIconDist[3] = { 100, 550, 1000 }

Definition at line 55 of file presets.h.

const int vl_UnitLodDist[3] = { 100, 350, 1000 }

Definition at line 52 of file presets.h.

const float vl_w4_BumpWaterAnisotropy[5] = { 0.f, 0.f, 2.f, 4.f, 6.f }

Definition at line 122 of file presets.h.

const int vl_w4_BumpWaterBlurReflection[5] = { 0, 0, 0, 0, 1 }

Definition at line 125 of file presets.h.

const int vl_w4_BumpWaterReflection[5] = { 0, 0, 1, 1, 1 }

Definition at line 119 of file presets.h.

const int vl_w4_BumpWaterRefraction[5] = { 0, 1, 1, 1, 2 }

Definition at line 120 of file presets.h.

const int vl_w4_BumpWaterShoreWaves[5] = { 0, 0, 0, 1, 1 }

Definition at line 121 of file presets.h.

const int vl_w4_BumpWaterTexSizeReflection[5] = { 0, 0,128,256,512 }

Definition at line 124 of file presets.h.

const int vl_w4_BumpWaterUseDepthTexture[5] = { 0, 1, 1, 1, 1 }

Definition at line 123 of file presets.h.


Generated on Thu Dec 29 00:11:35 2011 for SpringLobby by doxygen 1.6.3