From 86eb05a6d0c7ac4a4938212d1b090a8d3328a4bc Mon Sep 17 00:00:00 2001 From: kaetemi Date: Thu, 27 Jun 2013 03:49:30 +0200 Subject: [PATCH] Move some config stuff out of main_loop.cpp, see #43 --HG-- branch : multipass-stereo --- code/ryzom/client/src/main_loop.cpp | 320 +--------------- code/ryzom/client/src/main_loop_utilities.cpp | 359 ++++++++++++++++++ code/ryzom/client/src/main_loop_utilities.h | 35 ++ 3 files changed, 395 insertions(+), 319 deletions(-) create mode 100644 code/ryzom/client/src/main_loop_utilities.cpp create mode 100644 code/ryzom/client/src/main_loop_utilities.h diff --git a/code/ryzom/client/src/main_loop.cpp b/code/ryzom/client/src/main_loop.cpp index 36be09144..64379b7c2 100644 --- a/code/ryzom/client/src/main_loop.cpp +++ b/code/ryzom/client/src/main_loop.cpp @@ -144,6 +144,7 @@ #include "profiling.h" #include "main_loop_debug.h" #include "main_loop_temp.h" +#include "main_loop_utilities.h" /////////// @@ -388,325 +389,6 @@ void buildCameraClippingPyramid (vector &planes) } } -//--------------------------------------------------- -// update the camera perspective setup -//--------------------------------------------------- -void updateCameraPerspective() -{ - float fov, aspectRatio; - computeCurrentFovAspectRatio(fov, aspectRatio); - - // change the perspective of the scene - if(!MainCam.empty()) - MainCam.setPerspective(fov, aspectRatio, CameraSetupZNear, ClientCfg.Vision); - // change the perspective of the root scene - if(SceneRoot) - { - UCamera cam= SceneRoot->getCam(); - cam.setPerspective(fov, aspectRatio, SceneRootCameraZNear, SceneRootCameraZFar); - } -} - -//--------------------------------------------------- -// Compare ClientCfg and LastClientCfg to know what we must update -//--------------------------------------------------- -void updateFromClientCfg() -{ - CClientConfig::setValues(); - ClientCfg.IsInvalidated = false; - - // GRAPHICS - GENERAL - //--------------------------------------------------- - if ((ClientCfg.Windowed != LastClientCfg.Windowed) || - (ClientCfg.Width != LastClientCfg.Width) || - (ClientCfg.Height != LastClientCfg.Height) || - (ClientCfg.Depth != LastClientCfg.Depth) || - (ClientCfg.Frequency != LastClientCfg.Frequency)) - { - setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth, - ClientCfg.Windowed, ClientCfg.Frequency)); - } - - if (ClientCfg.DivideTextureSizeBy2 != LastClientCfg.DivideTextureSizeBy2) - { - if (ClientCfg.DivideTextureSizeBy2) - Driver->forceTextureResize(2); - else - Driver->forceTextureResize(1); - } - - //--------------------------------------------------- - if (ClientCfg.WaitVBL != LastClientCfg.WaitVBL) - { - if(ClientCfg.WaitVBL) - Driver->setSwapVBLInterval(1); - else - Driver->setSwapVBLInterval(0); - } - - // GRAPHICS - LANDSCAPE - //--------------------------------------------------- - if (ClientCfg.LandscapeThreshold != LastClientCfg.LandscapeThreshold) - { - if (Landscape) Landscape->setThreshold(ClientCfg.getActualLandscapeThreshold()); - } - - //--------------------------------------------------- - if (ClientCfg.LandscapeTileNear != LastClientCfg.LandscapeTileNear) - { - if (Landscape) Landscape->setTileNear(ClientCfg.LandscapeTileNear); - } - - //--------------------------------------------------- - if (Landscape) - { - if (ClientCfg.Vision != LastClientCfg.Vision) - { - if (!ClientCfg.Light) - { - // Not in an indoor ? - if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor) - { - // Refresh All Zone in streaming according to the refine position - vector zonesAdded; - vector zonesRemoved; - const R2::CScenarioEntryPoints::CCompleteIsland *ci = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y)); - Landscape->refreshAllZonesAround(View.refinePos(), ClientCfg.Vision + ExtraZoneLoadingVision, zonesAdded, zonesRemoved, ProgressBar, ci ? &(ci->ZoneIDs) : NULL); - LandscapeIGManager.unloadArrayZoneIG(zonesRemoved); - LandscapeIGManager.loadArrayZoneIG(zonesAdded); - } - } - } - } - - //--------------------------------------------------- - if (ClientCfg.Vision != LastClientCfg.Vision || ClientCfg.FoV!=LastClientCfg.FoV || - ClientCfg.Windowed != LastClientCfg.Windowed || ClientCfg.ScreenAspectRatio != LastClientCfg.ScreenAspectRatio ) - { - updateCameraPerspective(); - } - - //--------------------------------------------------- - if (Landscape) - { - if (ClientCfg.MicroVeget != LastClientCfg.MicroVeget) - { - if(ClientCfg.MicroVeget) - { - // if configured, enable the vegetable and load the texture. - Landscape->enableVegetable(true); - // Default setup. TODO later by gameDev. - Landscape->setVegetableWind(CVector(0.5, 0.5, 0).normed(), 0.5, 1, 0); - // Default setup. should work well for night/day transition in 30 minutes. - // Because all vegetables will be updated every 20 seconds => 90 steps. - Landscape->setVegetableUpdateLightingFrequency(1/20.f); - // Density (percentage to ratio) - Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f); - } - else - { - Landscape->enableVegetable(false); - } - } - } - - //--------------------------------------------------- - if (ClientCfg.MicroVegetDensity != LastClientCfg.MicroVegetDensity) - { - // Density (percentage to ratio) - if (Landscape) Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f); - } - - // GRAPHICS - SPECIAL EFFECTS - //--------------------------------------------------- - if (ClientCfg.FxNbMaxPoly != LastClientCfg.FxNbMaxPoly) - { - if (Scene->getGroupLoadMaxPolygon("Fx") != ClientCfg.FxNbMaxPoly) - Scene->setGroupLoadMaxPolygon("Fx", ClientCfg.FxNbMaxPoly); - } - - //--------------------------------------------------- - if (ClientCfg.Cloud != LastClientCfg.Cloud) - { - if (ClientCfg.Cloud) - { - InitCloudScape = true; - CloudScape = Scene->createCloudScape(); - } - else - { - if (CloudScape != NULL) - Scene->deleteCloudScape(CloudScape); - CloudScape = NULL; - } - } - - //--------------------------------------------------- - if (ClientCfg.CloudQuality != LastClientCfg.CloudQuality) - { - if (CloudScape != NULL) - CloudScape->setQuality(ClientCfg.CloudQuality); - } - - //--------------------------------------------------- - if (ClientCfg.CloudUpdate != LastClientCfg.CloudUpdate) - { - if (CloudScape != NULL) - CloudScape->setNbCloudToUpdateIn80ms(ClientCfg.CloudUpdate); - } - - //--------------------------------------------------- - if (ClientCfg.Shadows != LastClientCfg.Shadows) - { - // Enable/Disable Receive on Landscape - if(Landscape) - { - Landscape->enableReceiveShadowMap(ClientCfg.Shadows); - } - // Enable/Disable Cast for all entities - for(uint i=0;iupdateCastShadowMap(); - } - } - - // GRAPHICS - CHARACTERS - //--------------------------------------------------- - if (ClientCfg.SkinNbMaxPoly != LastClientCfg.SkinNbMaxPoly) - { - if (Scene->getGroupLoadMaxPolygon("Skin") != ClientCfg.SkinNbMaxPoly) - Scene->setGroupLoadMaxPolygon("Skin", ClientCfg.SkinNbMaxPoly); - } - - //--------------------------------------------------- - if (ClientCfg.NbMaxSkeletonNotCLod != LastClientCfg.NbMaxSkeletonNotCLod ) - { - Scene->setMaxSkeletonsInNotCLodForm(ClientCfg.NbMaxSkeletonNotCLod); - } - - //--------------------------------------------------- - if (ClientCfg.CharacterFarClip != LastClientCfg.CharacterFarClip) - { - // Nothing to do - } - - //--------------------------------------------------- - if (ClientCfg.HDEntityTexture != LastClientCfg.HDEntityTexture) - { - // Don't reload Texture, will be done at next Game Start - } - - // INTERFACE works - - - // INPUTS - //--------------------------------------------------- - if (ClientCfg.CursorSpeed != LastClientCfg.CursorSpeed) - SetMouseSpeed (ClientCfg.CursorSpeed); - - if (ClientCfg.CursorAcceleration != LastClientCfg.CursorAcceleration) - SetMouseAcceleration (ClientCfg.CursorAcceleration); - - if (ClientCfg.HardwareCursor != LastClientCfg.HardwareCursor) - { - if (ClientCfg.HardwareCursor != IsMouseCursorHardware()) - { - InitMouseWithCursor (ClientCfg.HardwareCursor); - } - } - - - // SOUND - //--------------------------------------------------- - bool mustReloadSoundMngrContinent= false; - - // disable/enable sound? - if (ClientCfg.SoundOn != LastClientCfg.SoundOn) - { - if (SoundMngr && !ClientCfg.SoundOn) - { - nlwarning("Deleting sound manager..."); - delete SoundMngr; - SoundMngr = NULL; - } - else if (SoundMngr == NULL && ClientCfg.SoundOn) - { - nlwarning("Creating sound manager..."); - SoundMngr = new CSoundManager(); - try - { - SoundMngr->init(NULL); - } - catch(const Exception &e) - { - nlwarning("init : Error when creating 'SoundMngr' : %s", e.what()); - SoundMngr = 0; - } - - // re-init with good SFX/Music Volume - if(SoundMngr) - { - SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume); - SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume); - } - } - else - { - nlwarning("Sound config error !"); - } - - mustReloadSoundMngrContinent= true; - } - - // change EAX? - if ( SoundMngr && LastClientCfg.SoundOn && - (ClientCfg.UseEax != LastClientCfg.UseEax) ) - { - SoundMngr->reset(); - - mustReloadSoundMngrContinent= true; - } - - // change SoundForceSoftwareBuffer? - if ( SoundMngr && LastClientCfg.SoundOn && - (ClientCfg.SoundForceSoftwareBuffer != LastClientCfg.SoundForceSoftwareBuffer) ) - { - SoundMngr->reset(); - - mustReloadSoundMngrContinent= true; - } - - // change MaxTrack? don't reset - if ( SoundMngr && LastClientCfg.SoundOn && - (ClientCfg.MaxTrack != LastClientCfg.MaxTrack)) - { - SoundMngr->getMixer()->changeMaxTrack(ClientCfg.MaxTrack); - } - - // change SoundFX Volume? don't reset - if (SoundMngr && ClientCfg.SoundSFXVolume != LastClientCfg.SoundSFXVolume) - { - SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume); - } - - // change Game Music Volume? don't reset - if (SoundMngr && ClientCfg.SoundGameMusicVolume != LastClientCfg.SoundGameMusicVolume) - { - SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume); - } - - // reload only if active and reseted - if (mustReloadSoundMngrContinent && SoundMngr && ContinentMngr.cur() && !ContinentMngr.cur()->Indoor && UserEntity) - { - SoundMngr->loadContinent(ContinentMngr.getCurrentContinentSelectName(), UserEntity->pos()); - } - - // Ok backup the new clientcfg - LastClientCfg = ClientCfg; -} - void preRenderNewSky () { CSky &sky = ContinentMngr.cur()->CurrentSky; diff --git a/code/ryzom/client/src/main_loop_utilities.cpp b/code/ryzom/client/src/main_loop_utilities.cpp new file mode 100644 index 000000000..26be0ab0d --- /dev/null +++ b/code/ryzom/client/src/main_loop_utilities.cpp @@ -0,0 +1,359 @@ +// Ryzom - MMORPG Framework +// Copyright (C) 2010 Winch Gate Property Limited +// +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU Affero General Public License as +// published by the Free Software Foundation, either version 3 of the +// License, or (at your option) any later version. +// +// This program 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 Affero General Public License for more details. +// +// You should have received a copy of the GNU Affero General Public License +// along with this program. If not, see . + +#include +#include "main_loop_utilities.h" + +#include +#include + +#include "game_share/scenario_entry_points.h" + +#include "client_cfg.h" +#include "misc.h" +#include "global.h" +#include "world_database_manager.h" +#include "continent_manager.h" +#include "user_entity.h" +#include "view.h" +#include "ig_client.h" +#include "entities.h" +#include "input.h" +#include "sound_manager.h" + +using namespace NLMISC; +using namespace NL3D; + +//--------------------------------------------------- +// update the camera perspective setup +//--------------------------------------------------- +void updateCameraPerspective() +{ + float fov, aspectRatio; + computeCurrentFovAspectRatio(fov, aspectRatio); + + // change the perspective of the scene + if(!MainCam.empty()) + MainCam.setPerspective(fov, aspectRatio, CameraSetupZNear, ClientCfg.Vision); + // change the perspective of the root scene + if(SceneRoot) + { + UCamera cam= SceneRoot->getCam(); + cam.setPerspective(fov, aspectRatio, SceneRootCameraZNear, SceneRootCameraZFar); + } +} + +//--------------------------------------------------- +// Compare ClientCfg and LastClientCfg to know what we must update +//--------------------------------------------------- +void updateFromClientCfg() +{ + CClientConfig::setValues(); + ClientCfg.IsInvalidated = false; + + // GRAPHICS - GENERAL + //--------------------------------------------------- + if ((ClientCfg.Windowed != LastClientCfg.Windowed) || + (ClientCfg.Width != LastClientCfg.Width) || + (ClientCfg.Height != LastClientCfg.Height) || + (ClientCfg.Depth != LastClientCfg.Depth) || + (ClientCfg.Frequency != LastClientCfg.Frequency)) + { + setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth, + ClientCfg.Windowed, ClientCfg.Frequency)); + } + + if (ClientCfg.DivideTextureSizeBy2 != LastClientCfg.DivideTextureSizeBy2) + { + if (ClientCfg.DivideTextureSizeBy2) + Driver->forceTextureResize(2); + else + Driver->forceTextureResize(1); + } + + //--------------------------------------------------- + if (ClientCfg.WaitVBL != LastClientCfg.WaitVBL) + { + if(ClientCfg.WaitVBL) + Driver->setSwapVBLInterval(1); + else + Driver->setSwapVBLInterval(0); + } + + // GRAPHICS - LANDSCAPE + //--------------------------------------------------- + if (ClientCfg.LandscapeThreshold != LastClientCfg.LandscapeThreshold) + { + if (Landscape) Landscape->setThreshold(ClientCfg.getActualLandscapeThreshold()); + } + + //--------------------------------------------------- + if (ClientCfg.LandscapeTileNear != LastClientCfg.LandscapeTileNear) + { + if (Landscape) Landscape->setTileNear(ClientCfg.LandscapeTileNear); + } + + //--------------------------------------------------- + if (Landscape) + { + if (ClientCfg.Vision != LastClientCfg.Vision) + { + if (!ClientCfg.Light) + { + // Not in an indoor ? + if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor) + { + // Refresh All Zone in streaming according to the refine position + std::vector zonesAdded; + std::vector zonesRemoved; + const R2::CScenarioEntryPoints::CCompleteIsland *ci = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y)); + Landscape->refreshAllZonesAround(View.refinePos(), ClientCfg.Vision + ExtraZoneLoadingVision, zonesAdded, zonesRemoved, ProgressBar, ci ? &(ci->ZoneIDs) : NULL); + LandscapeIGManager.unloadArrayZoneIG(zonesRemoved); + LandscapeIGManager.loadArrayZoneIG(zonesAdded); + } + } + } + } + + //--------------------------------------------------- + if (ClientCfg.Vision != LastClientCfg.Vision || ClientCfg.FoV!=LastClientCfg.FoV || + ClientCfg.Windowed != LastClientCfg.Windowed || ClientCfg.ScreenAspectRatio != LastClientCfg.ScreenAspectRatio ) + { + updateCameraPerspective(); + } + + //--------------------------------------------------- + if (Landscape) + { + if (ClientCfg.MicroVeget != LastClientCfg.MicroVeget) + { + if(ClientCfg.MicroVeget) + { + // if configured, enable the vegetable and load the texture. + Landscape->enableVegetable(true); + // Default setup. TODO later by gameDev. + Landscape->setVegetableWind(CVector(0.5, 0.5, 0).normed(), 0.5, 1, 0); + // Default setup. should work well for night/day transition in 30 minutes. + // Because all vegetables will be updated every 20 seconds => 90 steps. + Landscape->setVegetableUpdateLightingFrequency(1/20.f); + // Density (percentage to ratio) + Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f); + } + else + { + Landscape->enableVegetable(false); + } + } + } + + //--------------------------------------------------- + if (ClientCfg.MicroVegetDensity != LastClientCfg.MicroVegetDensity) + { + // Density (percentage to ratio) + if (Landscape) Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f); + } + + // GRAPHICS - SPECIAL EFFECTS + //--------------------------------------------------- + if (ClientCfg.FxNbMaxPoly != LastClientCfg.FxNbMaxPoly) + { + if (Scene->getGroupLoadMaxPolygon("Fx") != ClientCfg.FxNbMaxPoly) + Scene->setGroupLoadMaxPolygon("Fx", ClientCfg.FxNbMaxPoly); + } + + //--------------------------------------------------- + if (ClientCfg.Cloud != LastClientCfg.Cloud) + { + if (ClientCfg.Cloud) + { + InitCloudScape = true; + CloudScape = Scene->createCloudScape(); + } + else + { + if (CloudScape != NULL) + Scene->deleteCloudScape(CloudScape); + CloudScape = NULL; + } + } + + //--------------------------------------------------- + if (ClientCfg.CloudQuality != LastClientCfg.CloudQuality) + { + if (CloudScape != NULL) + CloudScape->setQuality(ClientCfg.CloudQuality); + } + + //--------------------------------------------------- + if (ClientCfg.CloudUpdate != LastClientCfg.CloudUpdate) + { + if (CloudScape != NULL) + CloudScape->setNbCloudToUpdateIn80ms(ClientCfg.CloudUpdate); + } + + //--------------------------------------------------- + if (ClientCfg.Shadows != LastClientCfg.Shadows) + { + // Enable/Disable Receive on Landscape + if(Landscape) + { + Landscape->enableReceiveShadowMap(ClientCfg.Shadows); + } + // Enable/Disable Cast for all entities + for(uint i=0;iupdateCastShadowMap(); + } + } + + // GRAPHICS - CHARACTERS + //--------------------------------------------------- + if (ClientCfg.SkinNbMaxPoly != LastClientCfg.SkinNbMaxPoly) + { + if (Scene->getGroupLoadMaxPolygon("Skin") != ClientCfg.SkinNbMaxPoly) + Scene->setGroupLoadMaxPolygon("Skin", ClientCfg.SkinNbMaxPoly); + } + + //--------------------------------------------------- + if (ClientCfg.NbMaxSkeletonNotCLod != LastClientCfg.NbMaxSkeletonNotCLod ) + { + Scene->setMaxSkeletonsInNotCLodForm(ClientCfg.NbMaxSkeletonNotCLod); + } + + //--------------------------------------------------- + if (ClientCfg.CharacterFarClip != LastClientCfg.CharacterFarClip) + { + // Nothing to do + } + + //--------------------------------------------------- + if (ClientCfg.HDEntityTexture != LastClientCfg.HDEntityTexture) + { + // Don't reload Texture, will be done at next Game Start + } + + // INTERFACE works + + + // INPUTS + //--------------------------------------------------- + if (ClientCfg.CursorSpeed != LastClientCfg.CursorSpeed) + SetMouseSpeed (ClientCfg.CursorSpeed); + + if (ClientCfg.CursorAcceleration != LastClientCfg.CursorAcceleration) + SetMouseAcceleration (ClientCfg.CursorAcceleration); + + if (ClientCfg.HardwareCursor != LastClientCfg.HardwareCursor) + { + if (ClientCfg.HardwareCursor != IsMouseCursorHardware()) + { + InitMouseWithCursor (ClientCfg.HardwareCursor); + } + } + + + // SOUND + //--------------------------------------------------- + bool mustReloadSoundMngrContinent= false; + + // disable/enable sound? + if (ClientCfg.SoundOn != LastClientCfg.SoundOn) + { + if (SoundMngr && !ClientCfg.SoundOn) + { + nlwarning("Deleting sound manager..."); + delete SoundMngr; + SoundMngr = NULL; + } + else if (SoundMngr == NULL && ClientCfg.SoundOn) + { + nlwarning("Creating sound manager..."); + SoundMngr = new CSoundManager(); + try + { + SoundMngr->init(NULL); + } + catch(const Exception &e) + { + nlwarning("init : Error when creating 'SoundMngr' : %s", e.what()); + SoundMngr = 0; + } + + // re-init with good SFX/Music Volume + if(SoundMngr) + { + SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume); + SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume); + } + } + else + { + nlwarning("Sound config error !"); + } + + mustReloadSoundMngrContinent= true; + } + + // change EAX? + if ( SoundMngr && LastClientCfg.SoundOn && + (ClientCfg.UseEax != LastClientCfg.UseEax) ) + { + SoundMngr->reset(); + + mustReloadSoundMngrContinent= true; + } + + // change SoundForceSoftwareBuffer? + if ( SoundMngr && LastClientCfg.SoundOn && + (ClientCfg.SoundForceSoftwareBuffer != LastClientCfg.SoundForceSoftwareBuffer) ) + { + SoundMngr->reset(); + + mustReloadSoundMngrContinent= true; + } + + // change MaxTrack? don't reset + if ( SoundMngr && LastClientCfg.SoundOn && + (ClientCfg.MaxTrack != LastClientCfg.MaxTrack)) + { + SoundMngr->getMixer()->changeMaxTrack(ClientCfg.MaxTrack); + } + + // change SoundFX Volume? don't reset + if (SoundMngr && ClientCfg.SoundSFXVolume != LastClientCfg.SoundSFXVolume) + { + SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume); + } + + // change Game Music Volume? don't reset + if (SoundMngr && ClientCfg.SoundGameMusicVolume != LastClientCfg.SoundGameMusicVolume) + { + SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume); + } + + // reload only if active and reseted + if (mustReloadSoundMngrContinent && SoundMngr && ContinentMngr.cur() && !ContinentMngr.cur()->Indoor && UserEntity) + { + SoundMngr->loadContinent(ContinentMngr.getCurrentContinentSelectName(), UserEntity->pos()); + } + + // Ok backup the new clientcfg + LastClientCfg = ClientCfg; +} + +/* end of file */ \ No newline at end of file diff --git a/code/ryzom/client/src/main_loop_utilities.h b/code/ryzom/client/src/main_loop_utilities.h new file mode 100644 index 000000000..48d6a3880 --- /dev/null +++ b/code/ryzom/client/src/main_loop_utilities.h @@ -0,0 +1,35 @@ +// Ryzom - MMORPG Framework +// Copyright (C) 2010 Winch Gate Property Limited +// +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU Affero General Public License as +// published by the Free Software Foundation, either version 3 of the +// License, or (at your option) any later version. +// +// This program 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 Affero General Public License for more details. +// +// You should have received a copy of the GNU Affero General Public License +// along with this program. If not, see . + +#ifndef CL_MAIN_LOOP_UTILITIES_H +#define CL_MAIN_LOOP_UTILITIES_H + +#include + +// Update Utilities (configuration etc) +// Only put utility update functions here that are used in the main loop. +// This is mainly for system configuration related functions +// such as config file changes. + +/// does not belong here +void updateCameraPerspective(); + +/// Compare ClientCfg and LastClientCfg to know what we must update +void updateFromClientCfg(); + +#endif // CL_MAIN_LOOP_UTILITIES_H + +/* end of file */