Fix css style order when using external css files
[ryzomcore.git] / ryzom / client / src / main_loop_utilities.cpp
blob4a4b2bc38728373277c370a5f92d21dd7944e53e
1 // Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
2 // Copyright (C) 2010 Winch Gate Property Limited
3 //
4 // This source file has been modified by the following contributors:
5 // Copyright (C) 2013-2014 Jan BOON (Kaetemi) <jan.boon@kaetemi.be>
6 //
7 // This program is free software: you can redistribute it and/or modify
8 // it under the terms of the GNU Affero General Public License as
9 // published by the Free Software Foundation, either version 3 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful,
13 // but WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 // GNU Affero General Public License for more details.
17 // You should have received a copy of the GNU Affero General Public License
18 // along with this program. If not, see <http://www.gnu.org/licenses/>.
20 #include "stdpch.h"
21 #include "main_loop_utilities.h"
23 #include <nel/3d/u_driver.h>
24 #include <nel/3d/u_cloud_scape.h>
25 #include <nel/3d/fxaa.h>
26 #include <nel/3d/stereo_display.h>
28 #include "game_share/scenario_entry_points.h"
30 #include "client_cfg.h"
31 #include "misc.h"
32 #include "global.h"
33 #include "world_database_manager.h"
34 #include "continent_manager.h"
35 #include "user_entity.h"
36 #include "view.h"
37 #include "ig_client.h"
38 #include "entities.h"
39 #include "input.h"
40 #include "sound_manager.h"
41 #include "camera.h"
42 #include "interface_v3/interface_manager.h"
44 using namespace NLMISC;
45 using namespace NL3D;
47 void updateVRDevicesComboUI(); // from action_handler_game.cpp
48 void initStereoDisplayDevice(); // from init.cpp
49 void releaseStereoDisplayDevice(); // from release.cpp
51 //---------------------------------------------------
52 // Compare ClientCfg and LastClientCfg to know what we must update
53 //---------------------------------------------------
54 void updateFromClientCfg()
56 CClientConfig::setValues();
57 ClientCfg.IsInvalidated = false;
59 if ((ClientCfg.VREnable != LastClientCfg.VREnable)
60 || (ClientCfg.VREnable && (
61 ClientCfg.VRDisplayDevice != LastClientCfg.VRDisplayDevice
62 || ClientCfg.VRDisplayDeviceId != LastClientCfg.VRDisplayDeviceId
63 )))
65 nldebug("Apply VR device change");
66 // detach display mode
67 if (StereoDisplay && StereoDisplayAttached)
68 StereoDisplay->detachFromDisplay();
69 StereoDisplayAttached = false;
70 // re-init
71 releaseStereoDisplayDevice();
72 initStereoDisplayDevice();
73 // try attach display mode
74 if (StereoDisplay)
75 StereoDisplayAttached = StereoDisplay->attachToDisplay();
76 // set latest config display mode if not attached
77 if (!StereoDisplayAttached)
78 setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
79 ClientCfg.Windowed, ClientCfg.Frequency));
80 // force software cursor when attached
81 InitMouseWithCursor(ClientCfg.HardwareCursor && !StereoDisplayAttached);
84 // GRAPHICS - GENERAL
85 //---------------------------------------------------
86 if ((ClientCfg.Windowed != LastClientCfg.Windowed) ||
87 (ClientCfg.Width != LastClientCfg.Width) ||
88 (ClientCfg.Height != LastClientCfg.Height) ||
89 (ClientCfg.Depth != LastClientCfg.Depth) ||
90 (ClientCfg.Frequency != LastClientCfg.Frequency))
92 if (!StereoDisplayAttached)
94 setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
95 ClientCfg.Windowed, ClientCfg.Frequency));
99 if (ClientCfg.DivideTextureSizeBy2 != LastClientCfg.DivideTextureSizeBy2)
101 if (ClientCfg.DivideTextureSizeBy2)
102 Driver->forceTextureResize(2);
103 else
104 Driver->forceTextureResize(1);
107 if (ClientCfg.InterfaceScale != LastClientCfg.InterfaceScale)
108 CInterfaceManager::getInstance()->setInterfaceScale(ClientCfg.InterfaceScale);
110 if (ClientCfg.BilinearUI != LastClientCfg.BilinearUI)
111 CViewRenderer::getInstance()->setBilinearFiltering(ClientCfg.BilinearUI);
113 CWidgetManager::getInstance()->setWindowSnapInvert(ClientCfg.WindowSnapInvert);
114 CWidgetManager::getInstance()->setWindowSnapDistance(ClientCfg.WindowSnapDistance);
116 //---------------------------------------------------
117 if (ClientCfg.WaitVBL != LastClientCfg.WaitVBL)
119 if(ClientCfg.WaitVBL)
120 Driver->setSwapVBLInterval(1);
121 else
122 Driver->setSwapVBLInterval(0);
125 // GRAPHICS - LANDSCAPE
126 //---------------------------------------------------
127 if (ClientCfg.LandscapeThreshold != LastClientCfg.LandscapeThreshold)
129 if (Landscape) Landscape->setThreshold(ClientCfg.getActualLandscapeThreshold());
132 //---------------------------------------------------
133 if (ClientCfg.LandscapeTileNear != LastClientCfg.LandscapeTileNear)
135 if (Landscape) Landscape->setTileNear(ClientCfg.LandscapeTileNear);
138 //---------------------------------------------------
139 if (Landscape)
141 if (ClientCfg.Vision != LastClientCfg.Vision)
143 if (!ClientCfg.Light)
145 // Not in an indoor ?
146 if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor)
148 // Refresh All Zone in streaming according to the refine position
149 std::vector<string> zonesAdded;
150 std::vector<string> zonesRemoved;
151 const R2::CScenarioEntryPoints::CCompleteIsland *ci = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y));
152 Landscape->refreshAllZonesAround(View.refinePos(), ClientCfg.Vision + ExtraZoneLoadingVision, zonesAdded, zonesRemoved, ProgressBar, ci ? &(ci->ZoneIDs) : NULL);
153 LandscapeIGManager.unloadArrayZoneIG(zonesRemoved);
154 LandscapeIGManager.loadArrayZoneIG(zonesAdded);
160 //---------------------------------------------------
161 if (ClientCfg.Vision != LastClientCfg.Vision || ClientCfg.FoV!=LastClientCfg.FoV ||
162 ClientCfg.Windowed != LastClientCfg.Windowed || ClientCfg.ScreenAspectRatio != LastClientCfg.ScreenAspectRatio )
164 updateCameraPerspective();
167 //---------------------------------------------------
168 if (Landscape)
170 if (ClientCfg.MicroVeget != LastClientCfg.MicroVeget)
172 if(ClientCfg.MicroVeget)
174 // if configured, enable the vegetable and load the texture.
175 Landscape->enableVegetable(true);
176 // Default setup. TODO later by gameDev.
177 Landscape->setVegetableWind(CVector(0.5, 0.5, 0).normed(), 0.5, 1, 0);
178 // Default setup. should work well for night/day transition in 30 minutes.
179 // Because all vegetables will be updated every 20 seconds => 90 steps.
180 Landscape->setVegetableUpdateLightingFrequency(1/20.f);
181 // Density (percentage to ratio)
182 Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f);
184 else
186 Landscape->enableVegetable(false);
191 //---------------------------------------------------
192 if (ClientCfg.MicroVegetDensity != LastClientCfg.MicroVegetDensity)
194 // Density (percentage to ratio)
195 if (Landscape) Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f);
198 // GRAPHICS - SPECIAL EFFECTS
199 //---------------------------------------------------
200 if (ClientCfg.FxNbMaxPoly != LastClientCfg.FxNbMaxPoly)
202 if (Scene->getGroupLoadMaxPolygon("Fx") != ClientCfg.FxNbMaxPoly)
203 Scene->setGroupLoadMaxPolygon("Fx", ClientCfg.FxNbMaxPoly);
206 //---------------------------------------------------
207 if (ClientCfg.Cloud != LastClientCfg.Cloud)
209 if (ClientCfg.Cloud)
211 InitCloudScape = true;
212 CloudScape = Scene->createCloudScape();
214 else
216 if (CloudScape != NULL)
217 Scene->deleteCloudScape(CloudScape);
218 CloudScape = NULL;
222 //---------------------------------------------------
223 if (ClientCfg.CloudQuality != LastClientCfg.CloudQuality)
225 if (CloudScape != NULL)
226 CloudScape->setQuality(ClientCfg.CloudQuality);
229 //---------------------------------------------------
230 if (ClientCfg.CloudUpdate != LastClientCfg.CloudUpdate)
232 if (CloudScape != NULL)
233 CloudScape->setNbCloudToUpdateIn80ms(ClientCfg.CloudUpdate);
236 //---------------------------------------------------
237 if (ClientCfg.Shadows != LastClientCfg.Shadows)
239 // Enable/Disable Receive on Landscape
240 if(Landscape)
242 Landscape->enableReceiveShadowMap(ClientCfg.Shadows);
244 // Enable/Disable Cast for all entities
245 for(uint i=0;i<EntitiesMngr.entities().size();i++)
247 CEntityCL *ent= EntitiesMngr.entities()[i];
248 if(ent)
249 ent->updateCastShadowMap();
253 //---------------------------------------------------
254 if (ClientCfg.AnisotropicFilter != LastClientCfg.AnisotropicFilter)
256 Driver->setAnisotropicFilter(ClientCfg.AnisotropicFilter);
259 //---------------------------------------------------
260 if (ClientCfg.FXAA != LastClientCfg.FXAA)
262 if (ClientCfg.FXAA)
264 nlassert(!FXAA);
265 FXAA = new NL3D::CFXAA(Driver);
267 else
269 nlassert(FXAA);
270 delete FXAA;
271 FXAA = NULL;
275 // GRAPHICS - CHARACTERS
276 //---------------------------------------------------
277 if (ClientCfg.SkinNbMaxPoly != LastClientCfg.SkinNbMaxPoly)
279 if (Scene->getGroupLoadMaxPolygon("Skin") != ClientCfg.SkinNbMaxPoly)
280 Scene->setGroupLoadMaxPolygon("Skin", ClientCfg.SkinNbMaxPoly);
283 //---------------------------------------------------
284 if (ClientCfg.NbMaxSkeletonNotCLod != LastClientCfg.NbMaxSkeletonNotCLod )
286 Scene->setMaxSkeletonsInNotCLodForm(ClientCfg.NbMaxSkeletonNotCLod);
289 //---------------------------------------------------
290 if (ClientCfg.CharacterFarClip != LastClientCfg.CharacterFarClip)
292 // Nothing to do
295 //---------------------------------------------------
296 if (ClientCfg.HDEntityTexture != LastClientCfg.HDEntityTexture)
298 // Don't reload Texture, will be done at next Game Start
301 // INTERFACE works
304 // INPUTS
305 //---------------------------------------------------
306 if (ClientCfg.CursorSpeed != LastClientCfg.CursorSpeed)
307 SetMouseSpeed (ClientCfg.CursorSpeed);
309 if (ClientCfg.CursorAcceleration != LastClientCfg.CursorAcceleration)
310 SetMouseAcceleration (ClientCfg.CursorAcceleration);
312 if (ClientCfg.HardwareCursor != LastClientCfg.HardwareCursor)
314 if (ClientCfg.HardwareCursor != IsMouseCursorHardware())
316 InitMouseWithCursor (ClientCfg.HardwareCursor && !StereoDisplayAttached);
321 // SOUND
322 //---------------------------------------------------
323 bool mustReloadSoundMngrContinent= false;
325 // disable/enable sound?
326 if (ClientCfg.SoundOn != LastClientCfg.SoundOn)
328 if (SoundMngr && !ClientCfg.SoundOn)
330 nlwarning("Deleting sound manager...");
331 delete SoundMngr;
332 SoundMngr = NULL;
334 else if (SoundMngr == NULL && ClientCfg.SoundOn)
336 nlwarning("Creating sound manager...");
337 SoundMngr = new CSoundManager();
340 SoundMngr->init(NULL);
342 catch(const Exception &e)
344 nlwarning("init : Error when creating 'SoundMngr' : %s", e.what());
345 delete SoundMngr;
346 SoundMngr = NULL;
349 // re-init with good SFX/Music Volume
350 if(SoundMngr)
352 SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume);
353 SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume);
356 else
358 nlwarning("Sound config error !");
361 mustReloadSoundMngrContinent= true;
364 // change EAX?
365 if ( SoundMngr && LastClientCfg.SoundOn &&
366 (ClientCfg.UseEax != LastClientCfg.UseEax) )
368 SoundMngr->reset();
370 mustReloadSoundMngrContinent= true;
373 // change SoundForceSoftwareBuffer?
374 if ( SoundMngr && LastClientCfg.SoundOn &&
375 (ClientCfg.SoundForceSoftwareBuffer != LastClientCfg.SoundForceSoftwareBuffer) )
377 SoundMngr->reset();
379 mustReloadSoundMngrContinent= true;
382 // change MaxTrack? don't reset
383 if ( SoundMngr && LastClientCfg.SoundOn &&
384 (ClientCfg.MaxTrack != LastClientCfg.MaxTrack))
386 SoundMngr->getMixer()->changeMaxTrack(ClientCfg.MaxTrack);
389 // change SoundFX Volume? don't reset
390 if (SoundMngr && ClientCfg.SoundSFXVolume != LastClientCfg.SoundSFXVolume)
392 SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume);
395 // change Game Music Volume? don't reset
396 if (SoundMngr && ClientCfg.SoundGameMusicVolume != LastClientCfg.SoundGameMusicVolume)
398 SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume);
401 // reload only if active and reseted
402 if (mustReloadSoundMngrContinent && SoundMngr && ContinentMngr.cur() && !ContinentMngr.cur()->Indoor && UserEntity)
404 SoundMngr->loadContinent(ContinentMngr.getCurrentContinentSelectName(), UserEntity->pos());
407 // Ok backup the new clientcfg
408 LastClientCfg = ClientCfg;
411 /* end of file */