SaveOptions() статический приватный Метод

static private SaveOptions ( ) : void
Результат void
Пример #1
0
 /// <summary>Determines the maximum Anisotropic filtering level the system supports</summary>
 internal static void DetermineMaxAFLevel()
 {
     string[] Extensions = GL.GetString(StringName.Extensions).Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries);
     Interface.CurrentOptions.AnisotropicFilteringMaximum = 0;
     for (int i = 0; i < Extensions.Length; i++)
     {
         if (string.Compare(Extensions[i], "GL_EXT_texture_filter_anisotropic", StringComparison.OrdinalIgnoreCase) == 0)
         {
             float n; GL.GetFloat((GetPName)ExtTextureFilterAnisotropic.MaxTextureMaxAnisotropyExt, out n);
             int   MaxAF = (int)Math.Round(n);
             if (MaxAF != Interface.CurrentOptions.AnisotropicFilteringMaximum)
             {
                 Interface.CurrentOptions.AnisotropicFilteringMaximum = (int)Math.Round((double)n);
                 Interface.SaveOptions();
             }
             break;
         }
     }
     if (Interface.CurrentOptions.AnisotropicFilteringMaximum <= 0)
     {
         Interface.CurrentOptions.AnisotropicFilteringMaximum = 0;
         Interface.CurrentOptions.AnisotropicFilteringLevel   = 0;
     }
     else if (Interface.CurrentOptions.AnisotropicFilteringLevel == 0 & Interface.CurrentOptions.AnisotropicFilteringMaximum > 0)
     {
         Interface.CurrentOptions.AnisotropicFilteringLevel = Interface.CurrentOptions.AnisotropicFilteringMaximum;
     }
     else if (Interface.CurrentOptions.AnisotropicFilteringLevel > Interface.CurrentOptions.AnisotropicFilteringMaximum)
     {
         Interface.CurrentOptions.AnisotropicFilteringLevel = Interface.CurrentOptions.AnisotropicFilteringMaximum;
     }
 }
Пример #2
0
        //This renders the frame
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            if (!firstFrame)
            {
                //If the load is not complete, then we shouldn't be running the mainloop
                return;
            }
            double TimeElapsed     = RenderTimeElapsed;
            double RealTimeElapsed = RenderRealTimeElapsed;

            //Next, check if we're in paused/ in a menu
            if (Game.CurrentInterface != Game.InterfaceType.Normal)
            {
                MainLoop.UpdateControlRepeats(0.0);
                MainLoop.ProcessKeyboard();
                MainLoop.ProcessControls(0.0);

                if (Game.CurrentInterface == Game.InterfaceType.Pause)
                {
                    System.Threading.Thread.Sleep(10);
                }
                Renderer.RenderScene(TimeElapsed);
                Program.currentGameWindow.SwapBuffers();
                if (MainLoop.Quit)
                {
                    Close();
                }
                //If the menu state has not changed, don't update the rendered simulation
                return;
            }

            //Use the OpenTK framerate as this is much more accurate
            //Also avoids running a calculation
            if (TotalTimeElapsedForInfo >= 0.2)
            {
                Game.InfoFrameRate      = RenderFrequency;
                TotalTimeElapsedForInfo = 0.0;
            }

            //We need to update the camera position in the render sequence
            //Not doing this means that the camera doesn't move
            // update in one piece
            ObjectManager.UpdateAnimatedWorldObjects(TimeElapsed, false);
            if (World.CameraMode == World.CameraViewMode.Interior | World.CameraMode == World.CameraViewMode.InteriorLookAhead)
            {
                //Update the in-car camera based upon the current driver car (Cabview or passenger view)
                //TODO: Additional available in-car views will be implemented with the new train format
                TrainManager.UpdateCamera(TrainManager.PlayerTrain, TrainManager.PlayerTrain.DriverCar);
            }
            else if (World.CameraMode == World.CameraViewMode.Exterior)
            {
                //Update the camera position based upon the relative car position
                TrainManager.UpdateCamera(TrainManager.PlayerTrain, World.CameraCar);
            }
            if (World.CameraRestriction == World.CameraRestrictionMode.NotAvailable)
            {
                World.UpdateDriverBody(TimeElapsed);
            }
            //Check if we are running at an accelerated time factor-
            //Camera motion speed should be the same whatever the game speed is
            if (TimeFactor != 1)
            {
                World.UpdateAbsoluteCamera(TimeElapsed / TimeFactor);
            }
            else
            {
                World.UpdateAbsoluteCamera(TimeElapsed);
            }
            TrainManager.UpdateTrainObjects(TimeElapsed, false);
            if (World.CameraMode == World.CameraViewMode.Interior | World.CameraMode == World.CameraViewMode.InteriorLookAhead | World.CameraMode == World.CameraViewMode.Exterior)
            {
                ObjectManager.UpdateVisibility(World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z);
                int d = TrainManager.PlayerTrain.DriverCar;
                World.CameraSpeed = TrainManager.PlayerTrain.Cars[d].Specs.CurrentSpeed;
            }
            else
            {
                World.CameraSpeed = 0.0;
            }

            World.CameraAlignmentDirection = new World.CameraAlignment();
            if (MainLoop.Quit)
            {
                Program.currentGameWindow.Exit();
            }

            Renderer.RenderScene(TimeElapsed);
            Sounds.Update(TimeElapsed, Interface.CurrentOptions.SoundModel);
            Program.currentGameWindow.SwapBuffers();

            Game.UpdateBlackBox();

            // pause/menu

            // limit framerate
            if (MainLoop.LimitFramerate)
            {
                System.Threading.Thread.Sleep(10);
            }
            MainLoop.UpdateControlRepeats(RealTimeElapsed);
            MainLoop.ProcessKeyboard();
            World.UpdateMouseGrab(TimeElapsed);
            MainLoop.ProcessControls(TimeElapsed);
            RenderRealTimeElapsed = 0.0;
            RenderTimeElapsed     = 0.0;



#if DEBUG
            MainLoop.CheckForOpenGlError("MainLoop");
#endif
            if (Interface.CurrentOptions.UnloadUnusedTextures)
            {
                Renderer.UnloadUnusedTextures(TimeElapsed);
                Renderer.LastBoundTexture = null;
            }
            // finish
            try
            {
                Interface.SaveLogs();
            }
            catch { }
            try
            {
                Interface.SaveOptions();
            }
            catch { }
        }