Constants.h 4.1 KB

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  1. /******************************************************************************/
  2. extern const Str ClientServerString ;
  3. extern const cchar8 *WorldVerSuffix ,
  4. *ProjectsBuildPath , // !! this will get deleted in 'CleanAll' !!
  5. *ProjectsPublishPath, // !! this will get deleted in 'CleanAll' !!
  6. *ProjectsCodePath , // !! this will NOT get deleted in 'CleanAll' !!
  7. *EsenthelProjectExt ,
  8. *CodeExt , // cpp was selected, because unlike other ideas: "code", "txt" only "cpp" gets correct coloring when opened in Visual Studio
  9. *CodeSyncExt ;
  10. extern const Str NullName ,
  11. UnknownName ,
  12. MultipleName ,
  13. EsenthelStoreURL;
  14. extern const flt StateFadeTime,
  15. SkelSlotSize,
  16. HeightmapTexScale,
  17. WaypointRadius,
  18. FlushWaypointsDelay,
  19. FlushWaterDelay,
  20. BuyFullVersionTime, // 10 min
  21. AutoSaveTime, // 5 min
  22. MaxGameViewRange ,
  23. MaxGameViewRangeDemo,
  24. PropElmNameWidth, // value width of property having element name
  25. SendAreasDelay,
  26. VtxDupPosEps,
  27. DefaultFOV,
  28. PreviewFOV;
  29. extern const bool MiscOnTop,
  30. CodeMenuOnTop,
  31. ModeTabsAlwaysVisible,
  32. RequireAllCodeMatchForSync,
  33. TolerantSecondaryServer, // will ignore DeviceID when getting confirmation from secondary authentication server
  34. SupportBC7 , // if support BC7 compression
  35. WebBC7 , // if support BC7 compression for Web TODO: enable this once browsers start supporting BC7
  36. AndroidETC2 , // if use ETC2 instead of ETC1 for Android TODO: enable this once OpenGL ES 3.0 is supported on majority of Android devices - https://developer.android.com/about/dashboards/index.html
  37. ForceHQMtrlBase0 , // if always use high quality compression for Material Base0 Texture (RGBA/RGB Bump)
  38. ForceHQMtrlBase1 , // if always use high quality compression for Material Base1 Texture (NxNySpecAlpha), set to true because normals need this (without this, they get very blocky due to low quality)
  39. ForceHQMtrlDetail , // if always use high quality compression for Material Detail Texture (NxNyColBump ), set to true because normals need this (without this, they get very blocky due to low quality)
  40. RemoveMtrlDetailBump, // if always delete Bump channel from Material Detail Texture (bump channel is not actually used in shaders, so removing it from the texture will give following benefits: ForceHQMtrlDetail ? will give better quality for Nrm and Col : will allow BC1 texture and 2x smaller size)
  41. ImportRemovedElms,
  42. RenameAnimBonesOnSkelChange;
  43. extern const COMPRESS_TYPE ServerNetworkCompression , ClientNetworkCompression , EsenthelProjectCompression ;
  44. extern const cchar8 * AppName,
  45. *ServerAppName,
  46. *InstallerName;
  47. extern const cchar8 *ObjAccessNames[]
  48. ;
  49. extern int ObjAccessNamesElms;
  50. extern const cchar8 *ElmNameMesh,
  51. *ElmNameSkel,
  52. *ElmNamePhys;
  53. extern const ImagePtr ImageNull;
  54. extern const MaterialPtr MaterialNull;
  55. extern bool IsServer;
  56. extern ReadWriteSync WorldAreaSync;
  57. /******************************************************************************/
  58. Str SDKPath();
  59. Str BinPath();
  60. bool LoadOK(LOAD_RESULT result);
  61. bool CanRead (USER_ACCESS access);
  62. bool CanWrite (USER_ACCESS access);
  63. bool CanWriteCode(USER_ACCESS access);
  64. TimeStamp Min(C TimeStamp &a, C TimeStamp &b);
  65. TimeStamp Max(C TimeStamp &a, C TimeStamp &b);
  66. /******************************************************************************/