#include <map>#include <string>#include <wx/intl.h>

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] |
| const wxString levels_low_To_High[levels_low_To_High_size] = { _("low"),_("medium"),_("high")} |
| const int levels_low_To_High_size = 3 |
| const wxString levels_vlow_To_vHigh[levels_vlow_To_vHigh_size] = { _("very low"),_("low"),_("medium"),_("high"),_("very high")} |
| const int levels_vlow_To_vHigh_size = 5 |
| 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_AdvUnitShading = presetValues<int, 5>(_T("AdvUnitShading"),levels_vlow_To_vHigh,vl_AdvUnitShading) |
| const presetValues<int, 5> pr_DepthBufferBits = presetValues<int, 5>(wxT("DepthBufferBits"),levels_vlow_To_vHigh,vl_DepthBufferBits) |
| const presetValues<int, 5> pr_DynamicSky = presetValues<int, 5>(_T("DynamicSky"),levels_vlow_To_vHigh,vl_DynamicSky) |
| 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, 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_GroundDetail = presetValues<int, 3>(_T("GroundDetail"),levels_low_To_High,vl_GroundDetail) |
| const presetValues<int, 3> pr_MaxNanoParticles = presetValues<int, 3>(_T("MaxNanoParticles"),levels_low_To_High,vl_MaxNanoParticles) |
| const presetValues<int, 3> pr_MaxParticles = presetValues<int, 3>(_T("MaxParticles"),levels_low_To_High,vl_MaxParticles) |
| const presetValues<int, 5> pr_ReflectiveWater = presetValues<int, 5>(_T("ReflectiveWater"),levels_vlow_To_vHigh,vl_ReflectiveWater) |
| const presetValues<int, 3> pr_ShadowMapSize = presetValues<int, 3>(_T("ShadowMapSize"),levels_low_To_High,vl_ShadowMapSize) |
| const presetValues<int, 5> pr_Shadows = presetValues<int, 5>(_T("Shadows"),levels_vlow_To_vHigh,vl_Shadows) |
| const presetValues<int, 5> pr_SmoothLines = presetValues<int, 5>(_T("SmoothLines"),levels_vlow_To_vHigh,vl_SmoothLines) |
| const presetValues<int, 5> pr_SmoothPoints = presetValues<int, 5>(_T("SmoothPoints"),levels_vlow_To_vHigh,vl_SmoothPoints) |
| const presetValues<int, 3> pr_TreeRadius = presetValues<int, 3>(_T("TreeRadius"),levels_low_To_High,vl_TreeRadius) |
| const presetValues<int, 3> pr_UnitIconDist = presetValues<int, 3>(_T("UnitIconDist"),levels_low_To_High,vl_UnitIconDist) |
| const presetValues<int, 3> pr_UnitLodDist = presetValues<int, 3>(_T("UnitLodDist"),levels_low_To_High,vl_UnitLodDist) |
| 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_BumpWaterBlurReflection = presetValues<int, 5>(_T("BumpWaterBlurReflection"),levels_vlow_To_vHigh,vl_w4_BumpWaterBlurReflection ) |
| 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<int, 5> pr_w4_BumpWaterTexSizeReflection = presetValues<int, 5>(_T("BumpWaterTexSizeReflection"),levels_vlow_To_vHigh,vl_w4_BumpWaterTexSizeReflection ) |
| const presetValues<int, 5> pr_w4_BumpWaterUseDepthTexture = presetValues<int, 5>(_T("BumpWaterUseDepthTexture"),levels_vlow_To_vHigh,vl_w4_BumpWaterUseDepthTexture ) |
| const presetValues<int, 3> prVal_RenderDetail[prVal_RenderDetail_size] |
| const int prVal_RenderDetail_size = 9 |
| const presetValues<int, 5> prVal_RenderQuality[prVal_RenderQuality_size] |
| const int prVal_RenderQuality_size = 11 |
| const presetValues<int, 5> prVal_W4[prVal_W4_size] |
| const int prVal_W4_size = 6 |
| const int vl_3DTrees[5] = {0,1,1,1,1} |
| const int vl_AdvUnitShading[5] = {0,0,0,1,1} |
| const int vl_DepthBufferBits[5] = {16,16,16,24,24} |
| const int vl_DynamicSky[5] = {0,0,0,0,1} |
| const int vl_FSAALevel[5] = {0,0,0,0,1} |
| const int vl_GrassDetail[3] = { 0, 15, 30 } |
| const int vl_GroundDecals[3] = { 0, 0, 1 } |
| const int vl_GroundDetail[3] = { 20, 70, 120 } |
| const int vl_MaxNanoParticles[3] = { 100, 6000, 20000 } |
| const int vl_MaxParticles[3] = { 100, 4000, 20000 } |
| const int vl_ReflectiveWater[5] = {0,0,1,3,2} |
| const int vl_Resolution_startOfDualScreenRes = 9 |
{ _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)")}
| const int vl_Resolution_Str_size = 13 |
| 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_ShadowMapSize[3] = { 1024, 4096, 8192 } |
| const int vl_Shadows[5] = {0,0,0,0,1} |
| const int vl_SmoothLines[5] = {0,0,1,1,1} |
| const int vl_SmoothPoints[5] = {0,1,1,1,1} |
| const int vl_TreeRadius[3] = { 600, 1900, 3000 } |
| const int vl_UnitIconDist[3] = { 100, 550, 1000 } |
| const int vl_UnitLodDist[3] = { 100, 350, 1000 } |
| const float vl_w4_BumpWaterAnisotropy[5] = { 0.f, 0.f, 2.f, 4.f, 6.f } |
| const int vl_w4_BumpWaterBlurReflection[5] = { 0, 0, 0, 0, 1 } |
| 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 int vl_w4_BumpWaterTexSizeReflection[5] = { 0, 0,128,256,512 } |
| const int vl_w4_BumpWaterUseDepthTexture[5] = { 0, 1, 1, 1, 1 } |
1.6.3