User Tools

Site Tools


en:orx:config:settings_main:main

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
en:orx:config:settings_main:main [2023/08/22 23:30 (20 months ago)] sausageen:orx:config:settings_main:main [2023/09/19 23:48 (19 months ago)] (current) sausage
Line 47: Line 47:
 ==== Summary ==== ==== Summary ====
  
-<code ini>[Clock+<code ini> 
-MainClockFrequency = <float></code>+[ClockTemplate
 +Frequency    = <float> 
 +ModifierList = <fixed | multiply | maxed | average> 
 +</code>
  
 ==== Details ==== ==== Details ====
  
 Only one section (''Clock'') is defined for this module. Here's a list of its available properties: Only one section (''Clock'') is defined for this module. Here's a list of its available properties:
-  * ''MainClockFrequency'': This property allows to give a frequency for the main (aka ''Core'') clock update. If no value is provided, the main clock will be updated as often as possible. Best results are achieved by not setting any value for this property and by enabling [[en:orx:config:settings_main:main#Display module|vertical synchronization]]. 
  
 +  * ''Frequency'': Use 'display' to sync the clock with the display refresh rate. Use 0 to run the clock as fast as possible. Defaults to 'display'.
 +  * ''ModifierList'': Core clock property. Each entry is a modifier followed by its value. A value of 0 will disable that modifier. Maxed: value will be used as a max DT, fixed: -1 will match exactly the frequency, average: value is the number of past updates to use for average. Defaults to: fixed -1.
  
 ===== Display module ===== ===== Display module =====
Line 111: Line 115:
 ==== Summary ==== ==== Summary ====
  
-<code ini>[Input] +<code ini> 
-DefaultThreshold  = <float> +[Input] ; Main input section, follows the rules from [InputTemplate]
-DefaultMultiplier = <float> +
-SetList           = InputSet1 # InputSet2+
  
-[InputSet1+[InputTemplate; NB: Up to 16 different bindings can exist in the same set for the same input 
-KEY_SPACE   = Jump#Validate +DefaultThreshold = <float> 
-MOUSE_LEFT  = Select +DefaultMultiplier = <float> 
-KEY_LCTRL   = Select +JoyIDList = <int> 
-JOY_1_1     = Attack +KEY_SPACE = Jump # Validate 
-JOY_LX_2     = Move +MOUSE_LEFT = Select 
-MOUSE_X     = Move +KEY_LCTRL = Select 
- +JOY_A_1 = Attack 
-CombineList = Select # Attack</code>+JOY_LX_2 = Move 
 ++JOY_LX_1 = MoveRight 
 +-JOY_LX_1 = MoveLeft 
 +MOUSE_X = Move 
 +<Name>Threshold = <float> 
 +<Name>Multiplier = <float> 
 +CombineList = Select # Attack 
 +</code>
  
 ==== Details ==== ==== Details ====
  
 One main section (''Input'') and as many subsections as defined sets are used for this module. Here's a list of the available parameters for the main ''Input'' section: One main section (''Input'') and as many subsections as defined sets are used for this module. Here's a list of the available parameters for the main ''Input'' section:
-  * ''DefaultThreshold'': Sets the [[en:tutorials:input:analog_stick_threshold|threshold]] value ((between 0.0 and 1.0)) under which input values will be ignored. Defaults to 0.15. 
-  * ''DefaultMultiplier'': Defines a value in ]0.0, +inf[ by which all input values will be multiplied. Defaults to 1.0; 
-  * ''SetList'': Provides a list of all available input sets. All these sets need to be defined in their own config section so as to be considered valid. The first valid set of this list will be selected by default as the current input set. 
  
-For every input set, here's a list of the available parameters: +  * ''DefaultThreshold'': Sets the [[en:tutorials:input:analog_stick_threshold|threshold]] value ((between 0.0 and 1.0)) under which all input values will be ignored. Defaults to [Input]'one if defined or 0.15 otherwise. 
-  * <button>/<key>/<joystick axis>For every possible physical input ((keyboard keymouse buttonjoystick button or joystick axis)), one or more actions are linkedEvery time this physical input gets activated, the corresponding input actions will be triggered+  * ''DefaultMultiplier'': Defines a value by which all input values will be multiplied. Defaults to [Input]'s one if defined or 1.0 otherwise. 
-  * ''CombineList'': Provides list of all the input actions that needs all of their physical inputs to be active before being triggered. If an action isn't listed here, every time any of its linked physical input is activated, it will be triggered.+  * ''JoyIDList'': List of joystick IDs (1-based) to consider for generic inputs in this set (ie. JOY_A vs JOY_A_<ID>). Defaults to a list of the first four IDs. 
 +  * ''KEY_SPACE''Binds space key to the "Jump" and Validate inputs. 
 +  * ''MOUSE_LEFT'': Binds mouse's left button to the "Select" input. 
 +  * ''KEY_LCTRL'': Binds left control to the "Select" input. 
 +  * ''JOY_A_1'': Binds first joystick's A button to the "Attack" input. 
 +  * ''JOY_LX_2'': Binds second joystick's left X axis to the "Move" input. 
 +  * ''+JOY_LX_1'': Binds first joystick's positive left X half-axis to the "MoveRight" input
 +  * ''-JOY_LX_1'': Binds first joystick's negative left X half-axis to the "MoveLeft" input. 
 +  * ''MOUSE_X'': Binds mouse's X axis to the "Move" input. 
 +  * ''<Name>Threshold'': Defines a value [0.01.0] under which values for the input <Name> will be ignored. Takes precedence over DefaultThreshold, if defined
 +  * ''<Name>Multiplier'': Defines value by which values of for the input <Name> will be multiplied. Takes precedence over DefaultMultiplier, if defined. 
 +  * ''CombineList'': If an input is in this list, it will activate if and only if all its bindings are active. Otherwise, an input will activate if any of its binding is active. If an action isn't listed here, every time any of its linked physical input is activated, it will be triggered.
  
 //NB: Every input action can be linked to up to 4 different physical inputs.// //NB: Every input action can be linked to up to 4 different physical inputs.//
Line 242: Line 259:
 <code ini> <code ini>
 [Physics] [Physics]
-AllowSleep          = <bool> +Gravity           = <vector> 
-DimensionRatio      = <float> +AllowSleep        = <bool
-Gravity             = <vector+IterationsPerStep = <int
-IterationsPerStep   = <int+DimensionRatio    = <float> 
-ShowDebug           = <bool>+StepFrequency     = <float
 +Interpolate       = <bool
 +ShowDebug         = <bool
 +CollisionFlagList = <string>
 </code> </code>
  
Line 252: Line 272:
  
 Only one section (''Physics'') is defined for this module. Here's a list of its available properties: Only one section (''Physics'') is defined for this module. Here's a list of its available properties:
 +
   * ''AllowSleep'': Defines if objects are allowed to go into sleep mode in the physics simulation when not stimulated by anything. This improves performances in the physics simulation and should be set to true unless you have a good reason. Its default value is ''true''.   * ''AllowSleep'': Defines if objects are allowed to go into sleep mode in the physics simulation when not stimulated by anything. This improves performances in the physics simulation and should be set to true unless you have a good reason. Its default value is ''true''.
-  * ''DimensionRatio'': Defines the ratio between orx's world (sizes are expressed in pixels) and the physics simulation world (sizes are expressed in meters). Its default value is 0.01 which means 1 pixel is represented by 0.01 meters. ((in other words, 100 pixels = 1 meters)) 
-  * ''Gravity'': Defines the gravity vector used in the physics simulation. Please remember that orx 2D vertical axis Y is oriented toward the bottom of your screen ((you need a positive Y component for your gravity vector for your objects to fall down)). If not provide, the gravity will be null, ie. body won't "fall" by default. 
   * ''IterationsPerStep'': Defines the number of iterations made by the physics simulation for every step (frame). The higher this number is, the more precise and time consuming the simulation will be. Its default value is 10, don't change it unless you feel you could use a better precision or, on the contrary, a faster physics simulation.   * ''IterationsPerStep'': Defines the number of iterations made by the physics simulation for every step (frame). The higher this number is, the more precise and time consuming the simulation will be. Its default value is 10, don't change it unless you feel you could use a better precision or, on the contrary, a faster physics simulation.
-  * ''ShowDebug'': If set to true, debug shapes will be drawn for all physics bodies in Debug and Profile modes only. Defaults to false.+  * ''DimensionRatio'': Defines the ratio between orx's world (sizes are expressed in pixels) and the physics simulation world (sizes are expressed in meters). Defaults to 0.01, ie. 0.01 m/px, which means 1 pixel is represented by 0.01 meters. ((in other words, 100 pixels = 1 meters)) 
 +  * ''StepFrequency'': Frequency used for fixed-step world physics simulation. Defaults to 0, ie. variable DT (using maximum slices of 1/60s). 
 +  * ''Interpolate'': Use linear interpolation between world physics simulation updates. Only used when StepFrequency is defined. Defaults to true. 
 +  * ''ShowDebug'': Defaults to false. Only used in non-Release builds (ie. Debug and Profiler ones). If set to true, debug shapes will be drawn for all physics bodies in Debug and Profile modes only. Defaults to false
 +  * ''CollisionFlagList'': Optional: defines all the literals that can be used to define the SelfFlags and CheckMask properties of Body. This list will grow with every new flag encountered at runtime. 
 +  * ''Gravity'': Defines the gravity vector used in the physics simulation. Please remember that orx 2D vertical axis Y is oriented toward the bottom of your screen ((you need a positive Y component for your gravity vector for your objects to fall down)). If not provide, the gravity will be null, ie. body won't "fall" by default.
  
 Related config options used on objects with bodies can be found at: [[en:orx:config:settings_structure:orxbody|orxBODY structure]] Related config options used on objects with bodies can be found at: [[en:orx:config:settings_structure:orxbody|orxBODY structure]]
Line 365: Line 389:
   * ''BaseName'': Base name used for your screenshot. Its default value is "screenshot-".   * ''BaseName'': Base name used for your screenshot. Its default value is "screenshot-".
   * ''Digits'': Number of digits used at the end of screenshot files. Its default value is 4.   * ''Digits'': Number of digits used at the end of screenshot files. Its default value is 4.
-  * ''Directory'': Directory where to store screenshots. By default, screenshots will be stored in the current active directory. +  * ''Directory'': If not specified, screenshots will be stored in the Documents directory on iOS or in the current active directory otherwise
-  * ''Extension'': Extension used for screenshot files. This also defines the type of encoding for the file. Available values ((when used with orx's default display plugin based on GLFW)) on Win/Linux/OS X are tga (default), png, bmp & dds. On iOS only png (default) & jpg are supported.+  * ''Extension'': Extension used for screenshot files. This also defines the type of encoding for the file. Defaults to png on iOS/Android and to tga otherwise; Available extensions are: png, qoi, jpg, bmp & tga.
  
 //NB: If using all default settings, screenshots will be stored in the current active directory ((usually the executable's one)) and named ''screenshot-0001.tga'', ''screenshot-0002.tga'' and so on.// //NB: If using all default settings, screenshots will be stored in the current active directory ((usually the executable's one)) and named ''screenshot-0001.tga'', ''screenshot-0002.tga'' and so on.//
Line 375: Line 399:
 ==== Summary ==== ==== Summary ====
  
-<code ini>[SoundSystem] +<code ini> 
-DimensionRatio = <float> +[SoundSystem] 
-StreamBufferNumber = <int> +DimensionRatio   = <float> 
-StreamBufferSize = <int></code>+Listeners        = <int> 
 +MuteInBackground = <bool> 
 +</code>
  
 ==== Details ==== ==== Details ====
  
 Only one section (''SoundSystem'') is defined for this module. Here's a list of its available properties: Only one section (''SoundSystem'') is defined for this module. Here's a list of its available properties:
-  * ''DimensionRatio'': Defines the ratio between orx's world (sizes are expressed in pixels) and the sound simulation world (sizes are expressed in meters). Its default value is 0.01 which means 1 pixel is represented by 0.01 meters. ((in other words, 100 pixels = 1 meters)) + 
-  * ''StreamBufferNumber'': Number of buffers to use for sound streamingNeeds to be at least 2, defaults to 4+  * ''DimensionRatio'': Defines the ratio between orx's world (sizes are expressed in pixels) and the sound simulation world (sizes are expressed in meters). Defaults to 0.01, ie. 0.01 m/px, which means 1 pixel is represented by 0.01 meters. ((in other words, 100 pixels = 1 meters)) 
-  * ''StreamBufferSize'': Size of buffers to use for sound streamingNeeds to be a multiple of 4, defaults to 4096.+  * ''Listeners'': How many listeners will be used (maximum of 4), 0 for no sound spatialization at allDefaults to 0
 +  * ''MuteInBackground'': If true, sound will be muted/un-muted when the game enters/leaves backgroundDefaults to true.
  
  
 ==== Latest config settings for the Development Version ==== ==== Latest config settings for the Development Version ====
 {{section>en:orx:config:developmentversion#&noheader&nofooter&noeditbutton}} {{section>en:orx:config:developmentversion#&noheader&nofooter&noeditbutton}}
en/orx/config/settings_main/main.1692772204.txt.gz · Last modified: 2023/08/22 23:30 (20 months ago) by sausage