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- Edit by 0xseantasker, Version 2
- Aug 10 2015 7:41 AM
- Edit by 0xseantasker, Version 1
- Aug 10 2015 7:40 AM
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The `Application` class takes care of a lot of the common work an application might do for initialisation. For initialisation it can be given the name of a configuration file which will be loaded to get the settings for the application. If you prefer you can initialise using a `Configuration` object directly rather than loading the configuration from a file.
The following is a list of configuration options that you can use and what each does.
Depending on the complexity of your application you may end up with a configuration file for each platform you target. This is because the configuration file might contain platform specific options or need to have different values for each platforms.
|Option|Type|Valid values|Description|
|network|bool|1, 0|Defines whether to initialise the network manager|
|network.update-mode|string|kernel, network.events, none|The network manager update mode|
|network.redirect-cout|string|connection information string. For example direct:127.0.0.1:20154|The server to redirect cout to|
|network.redirect-cout.reconnect-time|float|any|The number of seconds to wait before attempting a reconnect if the connection is dropped.|
|network.redirect-cout.dual-local|bool|1, 0|if true and redirection is set up output will go to the local stream before redirection as well.|
|resolution.x|u32|any|The x resolution of the default render target.|
|resolution.y|u32|any|The y resolution of the default render target.|
|fullscreen|bool|1, 0|Flag to indicate that the default render target should be made full screen. This feature depends on support on the target platform.|
|audio|string|Default or platform specific value|The audio system to use. If not specified the default will be used.|
|render.target|string|Platform specific value|When specified the application will attempt to create a render target using a bound factory method. Typically platforms support "Window(x,y,bitdepth,fullscreenflag)" but this isn't guaranteed. This option can be specified multiple times to create multiple render targets.|
|material.list|string|file name|A file containing a list of material resources to load.|
|texture.list|string|file name|A file containing a list of text resources to load. The texture manager doesn't explicitly need a texture list as it accepts file names as resource names and will load it if the resource hasn't been specified before hand.|
|skeleton.list|string|file name|A file containing a list of skeleton resources to load.|
|mesh.list|string|file name|A file containing a list of mesh resources to load.|
|font.list|string|file name|A file containing a list of font resources to load.|
|vertex.shader.list|string|file name|A file containing a list of vertex shader resources to load.|
|fragment.shader.list|string|file name|A file containing a list of fragment shader resources to load.|
The `Application` class takes care of a lot of the common work an application might do for initialisation. For initialisation it can be given the name of a configuration file which will be loaded to get the settings for the application. If you prefer you can initialise using a `Configuration` object directly rather than loading the configuration from a file.
The following is a list of configuration options that you can use and what each does.
Depending on the complexity of your application you may end up with a configuration file for each platform you target. This is because the configuration file might contain platform specific options or need to have different values for each platforms.
|Option|Type|Valid values|Description|
|network|bool|1, 0|Defines whether to initialise the network manager|
|network.update-mode|string|kernel, network.events, none|The network manager update mode|
|network.redirect-cout|string|connection information string. For example direct:127.0.0.1:20154|The server to redirect cout to|
|network.redirect-cout.reconnect-time|float|any|The number of seconds to wait before attempting a reconnect if the connection is dropped.|
|network.redirect-cout.dual-local|bool|1, 0|if true and redirection is set up output will go to the local stream before redirection as well.|
|resolution.x|u32|any|The x resolution of the default render target.|
|resolution.y|u32|any|The y resolution of the default render target.|
|fullscreen|bool|1, 0|Flag to indicate that the default render target should be made full screen. This feature depends on support on the target platform.|
|window.title|string|any|The title of the default render target window. This value may not be used on some platforms.|
|audio|string|Default or platform specific value|The audio system to use. If not specified the default will be used.|
|render.target|string|Platform specific value|When specified the application will attempt to create a render target using a bound factory method. Typically platforms support "Window(x,y,bitdepth,fullscreenflag)" but this isn't guaranteed. This option can be specified multiple times to create multiple render targets.|
|material.list|string|file name|A file containing a list of material resources to load.|
|texture.list|string|file name|A file containing a list of text resources to load. The texture manager doesn't explicitly need a texture list as it accepts file names as resource names and will load it if the resource hasn't been specified before hand.|
|skeleton.list|string|file name|A file containing a list of skeleton resources to load.|
|mesh.list|string|file name|A file containing a list of mesh resources to load.|
|font.list|string|file name|A file containing a list of font resources to load.|
|vertex.shader.list|string|file name|A file containing a list of vertex shader resources to load.|
|fragment.shader.list|string|file name|A file containing a list of fragment shader resources to load.|
The `Application` class takes care of a lot of the common work an application might do for initialisation. For initialisation it can be given the name of a configuration file which will be loaded to get the settings for the application. If you prefer you can initialise using a `Configuration` object directly rather than loading the configuration from a file.
The following is a list of configuration options that you can use and what each does.
Depending on the complexity of your application you may end up with a configuration file for each platform you target. This is because the configuration file might contain platform specific options or need to have different values for each platforms.
|Option|Type|Valid values|Description|
|network|bool|1, 0|Defines whether to initialise the network manager|
|network.update-mode|string|kernel, network.events, none|The network manager update mode|
|network.redirect-cout|string|connection information string. For example direct:127.0.0.1:20154|The server to redirect cout to|
|network.redirect-cout.reconnect-time|float|any|The number of seconds to wait before attempting a reconnect if the connection is dropped.|
|network.redirect-cout.dual-local|bool|1, 0|if true and redirection is set up output will go to the local stream before redirection as well.|
|resolution.x|u32|any|The x resolution of the default render target.|
|resolution.y|u32|any|The y resolution of the default render target.|
|fullscreen|bool|1, 0|Flag to indicate that the default render target should be made full screen. This feature depends on support on the target platform.|
|window.title|string|any|The title of the default render target window. This value may not be used on some platforms.|
|audio|string|Default or platform specific value|The audio system to use. If not specified the default will be used.|
|render.target|string|Platform specific value|When specified the application will attempt to create a render target using a bound factory method. Typically platforms support "Window(x,y,bitdepth,fullscreenflag)" but this isn't guaranteed. This option can be specified multiple times to create multiple render targets.|
|material.list|string|file name|A file containing a list of material resources to load.|
|texture.list|string|file name|A file containing a list of text resources to load. The texture manager doesn't explicitly need a texture list as it accepts file names as resource names and will load it if the resource hasn't been specified before hand.|
|skeleton.list|string|file name|A file containing a list of skeleton resources to load.|
|mesh.list|string|file name|A file containing a list of mesh resources to load.|
|font.list|string|file name|A file containing a list of font resources to load.|
|vertex.shader.list|string|file name|A file containing a list of vertex shader resources to load.|
|fragment.shader.list|string|file name|A file containing a list of fragment shader resources to load.|