Intro

I have developed a manager that tries to encapsulate video settings by mapping them to a descriptive word. This way, you can hide all of the complex GUI settings we see in the initial config box (at least, complex to many end users of our products) behind easy to understand descriptions! It is by no means perfect and I give it here so the community can help improve it. It can be seen in action in my new release of Temple Of Blocs (See here).

Also, this was made and tested with Ogre 1.0.5. If someone has gotten this to work with Dagon or later releases, please let us know. TIA.

Features:

  • refer to a bunch of video settings by a descriptive string ("great!", "decent", etc.)
  • save settings to registry on a windows computer <--what is the equivalent on a Mac and on Linux?
  • offers handles for menu representation, manipulation.

The Tutorial format

This tutorial is in two parts. The first part is a walkthrough of the code. I will try to hold your hand and help you understand the workings of the Video Manager. The second part is the 2 code files I believe you will need. If you are impatient or gutsy (or both), you can skip straight to the code at the bottom.

Part One: Tutorial Mode

Welcome to the tutorial mode. This will walk you through the code to implement a Video Settings Manager of your own.

How the settings are stored internally


First things first: how does the program see the settings? How does it convert between the descriptive word to the correct list of settings? How does it know which graphics adapter to use?

To begin answering all of these questions, I direct your attention to the following snippet of code:

STRINGPAIR configOptions;
  
  /** Low Res/Bottomline **/
  mSettingsLbl.push_back("Ugh!");
  // OpenGL
  configOptions.clear();
  configOptions["Colour Depth"]="16";
  configOptions["Display Frequency"]="60";
  configOptions["FSAA"]="0";
  configOptions["Full Screen"]="No";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="640 x 480";
  mSettings_OpenGL[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;
  // DirectX9
  configOptions.clear();
  configOptions["Anti aliasing"]="None";
  configOptions["Floating-point mode"]="Fastest";
  configOptions["Full Screen"]="No";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="640 x 480 @ 16-bit colour";
  mSettings_DX9[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;


This is in the constructor of our Video Settings Manager and is how the descriptive word is mapped to the correct settings. Notice that we have three arrays (I am using array very loosely. These are actually maps. But similar concept). The first is mSettingsLbl, which is an array that holds the descriptive words for our video settings (in this case, it now contains the description 'Ugh!', which stands for poor graphics quality).

The second array, mSettings_OpenGL is a string-STRINGPAIR map. What is a string pair? I have created the typedef STRINGPAIR to mean std::map<Ogre::String, Ogre::String>. In code terms, you will find in VideoSettings.h,

typedef std::map<Ogre::String, Ogre::String> STRINGPAIR;

So the mSettings_OpenGL maps the descriptive word (in this case, 'Ugh!'), to the appropriate settings for if OpenGL is used. Notice the config options mapped are the same you see/get to set when the regular Ogre config box shows up and you choose OpenGL.
In a manner not too different from the OpenGL array, you can see that I populate mSettings_DX9 with config options for the 'Ugh!' level graphics for DirectX 9.
This shows how to map one keyword. I now refer you to the VideoSettings constructor code, where I have defined many such descriptive word - config option pairs for OpenGL and DirectX 9.

VideoSettings::VideoSettings(void)
{
  STRINGPAIR configOptions;
  
  /** Low Res/Bottomline **/
  mSettingsLbl.push_back("Ugh!");
  // OpenGL
  configOptions.clear();
  configOptions["Colour Depth"]="16";
  configOptions["Display Frequency"]="60";
  configOptions["FSAA"]="0";
  configOptions["Full Screen"]="No";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="640 x 480";
  mSettings_OpenGL[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;
  // DirectX9
  configOptions.clear();
  configOptions["Anti aliasing"]="None";
  configOptions["Floating-point mode"]="Fastest";
  configOptions["Full Screen"]="No";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="640 x 480 @ 16-bit colour";
  mSettings_DX9[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;

  /** Decent windowed **/
  mSettingsLbl.push_back("Decent");
  // OpenGL
  configOptions.clear();
  configOptions["Colour Depth"]="32";
  configOptions["Display Frequency"]="60";
  configOptions["FSAA"]="4";
  configOptions["Full Screen"]="No";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="800 x 600";
  mSettings_OpenGL[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;
  // DirectX9
  configOptions.clear();
  configOptions["Anti aliasing"]="None";
  configOptions["Floating-point mode"]="Fastest";
  configOptions["Full Screen"]="No";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="800 x 600 @ 32-bit colour";
  mSettings_DX9[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;

  /** Full Screen decent **/
  mSettingsLbl.push_back("Better");
  // OpenGL
  configOptions.clear();
  configOptions["Colour Depth"]="32";
  configOptions["Display Frequency"]="60";
  configOptions["FSAA"]="4";
  configOptions["Full Screen"]="Yes";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="800 x 600";
  mSettings_OpenGL[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;
  // DirectX9
  configOptions.clear();
  configOptions["Anti aliasing"]="None";
  configOptions["Floating-point mode"]="Fastest";
  configOptions["Full Screen"]="Yes";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="800 x 600 @ 32-bit colour";
  mSettings_DX9[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;

  /** Best for 1024x768 monitors **/
  mSettingsLbl.push_back("Amazing!");
  // OpenGL
  configOptions.clear();
  configOptions["Colour Depth"]="32";
  configOptions["Display Frequency"]="60";
  configOptions["FSAA"]="4";
  configOptions["Full Screen"]="Yes";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="1024 x 768";
  mSettings_OpenGL[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;
  // DirectX9
  configOptions.clear();
  configOptions["Anti aliasing"]="None";
  configOptions["Floating-point mode"]="Fastest";
  configOptions["Full Screen"]="Yes";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="1024 x 768 @ 32-bit colour";
  mSettings_DX9[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;

  /** High Res/Topline **/
  mSettingsLbl.push_back("Mindblowing!");
  // OpenGL
  configOptions.clear();
  configOptions["Colour Depth"]="32";
  configOptions["Display Frequency"]="60";
  configOptions["FSAA"]="16";
  configOptions["Full Screen"]="Yes";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="1280 x 1024";
  mSettings_OpenGL[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;
  // DirectX9
  configOptions.clear();
  configOptions["Anti aliasing"]="None";
  configOptions["Floating-point mode"]="Fastest";
  configOptions["Full Screen"]="Yes";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="1280 x 1024 @ 32-bit colour";
  mSettings_DX9[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;

  LoadSettings();
}

This constructor ends with LoadSettings. We will examine what LoadSettings does in the next section.

Look also to page RenderWindowParameters.

Loading previously saved settings

So at this point, before trying to load our previously saved settings, we have populated all of the config options and descriptive words we need. It is a good idea to use the same mapping of options to descriptive word(s) as was used when you saved the settings so that you can restore the same settings. So if your user saves the settings at 'Mindblowing!' and then you load the settings so that 'Mindblowing!' is either not mapped, or mapped to something new/different, that will rub your end user the wrong way.
So keep your config options - descriptive words mapping as consistent as you can. (As you can see above, I have hard coded mine into the constructor so it is the same mapping every time--unless I change the code).

Enter LoadSettings(). What this function will do is drill down into the registry to find the value you saved last time your program ran (we'll talk about saving to registry later). Before we continue, peruse the code of the LoadSettings() function, presented here:

bool foundKey = false;
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32    
  HKEY key1, key2, key3;
  DWORD regVal = 0;
  DWORD sizeOfVal = sizeof(DWORD);
  if( RegOpenKeyEx( HKEY_LOCAL_MACHINE, "Software", 0, KEY_READ, &key1 ) == ERROR_SUCCESS )
  {
    if( RegOpenKeyEx( key1, "<<COMPANY NAME>>", 0, KEY_READ, &key2 ) == ERROR_SUCCESS )
    {
      if( RegOpenKeyEx( key2, "<<GAME NAME>>", 0, KEY_READ, &key3 ) == ERROR_SUCCESS )
      {
        if( RegQueryValueEx( key3, "Video Setting", 0, NULL, (LPBYTE)&regVal, (LPDWORD)&sizeOfVal ) == ERROR_SUCCESS )
        {
          foundKey = true;
          mCurSetting = static_cast<unsigned int> (regVal);
        }
      }
    }
  }
  RegCloseKey( key3 );
  RegCloseKey( key2 );
  RegCloseKey( key1 );
#endif
  if( !foundKey )
  {
    mCurSetting = 0;
  }
  
  if( mCurSetting >= mSettingsLbl.size() ) 
  {
    mCurSetting = static_cast<unsigned int>(mSettingsLbl.size()-1);
  }
  if( mCurSetting < 0 )
  {
    mCurSetting = 0;
  }
  mCurCycleSetting = mCurSetting;


Note that I have cordoned off the registry loading section to Windows only versions. If you know how to do something similar for other Operating Systems, please post that here and in the 'Saving Your Video Settings' section.

Assuming we are developing for Windows, the above presented code drills into the windows registry to find your saved setting. According to what I learned about Registry best practices, you should access the following folder only for each Game you make that accesses registry: 'HKEY_LOCAL_MACHINE\Software\<<COMPANY NAME>>\<<GAME NAME>> (of course, replacing COMPANY NAME and GAME NAME with your personalized info. In this GAME NAME folder in the registry you may store registry values. This is where the VideoSettings stores, and there for looks for, the "Video Setting" value. It is stored as an int, which is an index into the mSettingsLbl array which we discussed in the 'How Settings Are Stored Internally' section above. Having loaded (or not loaded) the Video Settings integer, the LoadSettings() function continues on to cap the int to the size of the mSettingsLbl array (so when we access that index we don't get a seg_fault or index out of bounds or what have you).

We leave the LoadSettings() function with an integer that represents a certain quality of video. Now how to actually load this quality to our game?

Setting the Video Quality

Todo: Describe how the code actually sets the video quality in Ogre.

Changing the Video Quality


Todo: Describe 'cycling' and the difference between changing video and setting video quality

Saving Your Video Settings


Todo: Describe the process of Saving to the registry

What the Rest of Your System Needs


Todo: Describe functionality that must be worked into the rest of the system for this code to work as it should

Part Two: Code Mode

You will find the two files essential to implementing the Video Settings Manager below. If you need help with understanding the code, read the tutorial mode above. If you still need help, contact me. I am admin at mangokiwi.com

VideoSettings.h:

#ifndef ___VIDEOSETTINGS_H___
#define ___VIDEOSETTINGS_H___

#include "OgreSingleton.h"

/**
 * \class VideoSettings
 *
 * Handles setting the video resolution, color depth, etc. and simplifies it
 * to show the user.
 *
 * Also handles loading/saving current video settings
 *
 */

typedef std::map<Ogre::String, Ogre::String> STRINGPAIR;

class VideoSettings: public Ogre::Singleton<VideoSettings>
{
public:
  VideoSettings(void);
  ~VideoSettings(void);

  /**
   * Sets the video settings on the default render window
   *
   * \returns true if successful, else false
   * \note what to do if desired setting not found?
   *
   */
  bool SetSettings( void );

  /**
   * Saves the video settings 
   *
   * \notes currently saves to registry.  When porting to other OS, change this
   * 
   */
  void SaveSettings( void );

  /**
   * Cycles to the next video setting option
   *
   * \param cycleRight true if you want to cycle right along the options, else cycles left
   * \returns name of the new option
   *
   */
  Ogre::String CycleSettings( bool cycleRight = true );

  /** 
   * Undoes cycle changes as long as they werent pushed through
   *
   */
  void UndoCycleChanges( void );

  /**
   * Getter for the current video quality cycled to
   *
   * \returns the description of the current video quality cycled to
   *
   */
  Ogre::String getCurrentVideoQuality( void );

  /** 
   * Call this to find out if video settings need to be reset
   *
   * \returns true if video settings need to be reset, else false
   *
   */
  bool NeedVideoReset( void );

  static VideoSettings& getSingleton(void);
    static VideoSettings* getSingletonPtr(void);
protected:
  /**
   * Load the settings last set (successfully)
   *
   */
  void LoadSettings( void );

  /**
   * Applies a specific config option, first searching to see if it is available
   *
   * \params renderSystem system on which the options need to be set
   * \params optionName name of config option to set
   * \params optionVal value of config option to set
   * \returns true if the config option was available
   *
   */
  bool SetConfigOption( Ogre::RenderSystem * renderSystem, 
    const Ogre::String& optionName, const Ogre::String& optionVal );

  /// The number of the current setting
  unsigned int mCurSetting;
  /// The number of the current setting according to the user during setting cycling
  int mCurCycleSetting;
  /// The Types of settings possible (user readable)
  std::vector<Ogre::String> mSettingsLbl;
  /// The settings map to use if rendersystem is directx
  std::map<Ogre::String, STRINGPAIR > mSettings_DX9;
  /// The settings map to use if rendersystem is opengl
  std::map<Ogre::String, STRINGPAIR > mSettings_OpenGL;
};

#endif //___VIDEOSETTINGS_H___

VideoSettings.cpp:

#include "Ogre.h"
#include "videosettings.h"

#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 
#include "windows.h"
#include "winreg.h"
#endif

template<> VideoSettings* Ogre::Singleton<VideoSettings>::ms_Singleton = 0;

VideoSettings::VideoSettings(void)
{
  STRINGPAIR configOptions;
  
  /** Low Res/Bottomline **/
  mSettingsLbl.push_back("Ugh!");
  // OpenGL
  configOptions.clear();
  configOptions["Colour Depth"]="16";
  configOptions["Display Frequency"]="60";
  configOptions["FSAA"]="0";
  configOptions["Full Screen"]="No";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="640 x 480";
  mSettings_OpenGL[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;
  // DirectX9
  configOptions.clear();
  configOptions["Anti aliasing"]="None";
  configOptions["Floating-point mode"]="Fastest";
  configOptions["Full Screen"]="No";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="640 x 480 @ 16-bit colour";
  mSettings_DX9[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;

  /** Decent windowed **/
  mSettingsLbl.push_back("Decent");
  // OpenGL
  configOptions.clear();
  configOptions["Colour Depth"]="32";
  configOptions["Display Frequency"]="60";
  configOptions["FSAA"]="4";
  configOptions["Full Screen"]="No";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="800 x 600";
  mSettings_OpenGL[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;
  // DirectX9
  configOptions.clear();
  configOptions["Anti aliasing"]="None";
  configOptions["Floating-point mode"]="Fastest";
  configOptions["Full Screen"]="No";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="800 x 600 @ 32-bit colour";
  mSettings_DX9[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;

  /** Full Screen decent **/
  mSettingsLbl.push_back("Better");
  // OpenGL
  configOptions.clear();
  configOptions["Colour Depth"]="32";
  configOptions["Display Frequency"]="60";
  configOptions["FSAA"]="4";
  configOptions["Full Screen"]="Yes";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="800 x 600";
  mSettings_OpenGL[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;
  // DirectX9
  configOptions.clear();
  configOptions["Anti aliasing"]="None";
  configOptions["Floating-point mode"]="Fastest";
  configOptions["Full Screen"]="Yes";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="800 x 600 @ 32-bit colour";
  mSettings_DX9[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;

  /** Best for 1024x768 monitors **/
  mSettingsLbl.push_back("Amazing!");
  // OpenGL
  configOptions.clear();
  configOptions["Colour Depth"]="32";
  configOptions["Display Frequency"]="60";
  configOptions["FSAA"]="4";
  configOptions["Full Screen"]="Yes";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="1024 x 768";
  mSettings_OpenGL[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;
  // DirectX9
  configOptions.clear();
  configOptions["Anti aliasing"]="None";
  configOptions["Floating-point mode"]="Fastest";
  configOptions["Full Screen"]="Yes";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="1024 x 768 @ 32-bit colour";
  mSettings_DX9[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;

  /** High Res/Topline **/
  mSettingsLbl.push_back("Mindblowing!");
  // OpenGL
  configOptions.clear();
  configOptions["Colour Depth"]="32";
  configOptions["Display Frequency"]="60";
  configOptions["FSAA"]="16";
  configOptions["Full Screen"]="Yes";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="1280 x 1024";
  mSettings_OpenGL[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;
  // DirectX9
  configOptions.clear();
  configOptions["Anti aliasing"]="None";
  configOptions["Floating-point mode"]="Fastest";
  configOptions["Full Screen"]="Yes";
  configOptions["VSync"]="Yes";
  configOptions["Video Mode"]="1280 x 1024 @ 32-bit colour";
  mSettings_DX9[ mSettingsLbl[mSettingsLbl.size()-1] ]=configOptions;

  LoadSettings();
}

VideoSettings::~VideoSettings(void)
{
}

VideoSettings* VideoSettings::getSingletonPtr(void)
{
    return ms_Singleton;
}

VideoSettings& VideoSettings::getSingleton(void)
{  
    assert(ms_Singleton);
    return *ms_Singleton;
}

void VideoSettings::LoadSettings( void )
{
  bool foundKey = false;
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32    
  HKEY key1, key2, key3;
  DWORD regVal = 0;
  DWORD sizeOfVal = sizeof(DWORD);
  if( RegOpenKeyEx( HKEY_LOCAL_MACHINE, "Software", 0, KEY_READ, &key1 ) == ERROR_SUCCESS )
  {
    if( RegOpenKeyEx( key1, "<<COMPANY NAME>>", 0, KEY_READ, &key2 ) == ERROR_SUCCESS )
    {
      if( RegOpenKeyEx( key2, "<<GAME NAME>>", 0, KEY_READ, &key3 ) == ERROR_SUCCESS )
      {
        if( RegQueryValueEx( key3, "Video Setting", 0, NULL, (LPBYTE)&regVal, (LPDWORD)&sizeOfVal ) == ERROR_SUCCESS )
        {
          foundKey = true;
          mCurSetting = static_cast<unsigned int> (regVal);
        }
      }
    }
  }
  RegCloseKey( key3 );
  RegCloseKey( key2 );
  RegCloseKey( key1 );
#endif
  if( !foundKey )
  {
    mCurSetting = 0;
  }
  
  if( mCurSetting >= mSettingsLbl.size() ) 
  {
    mCurSetting = static_cast<unsigned int>(mSettingsLbl.size()-1);
  }
  if( mCurSetting < 0 )
  {
    mCurSetting = 0;
  }
  mCurCycleSetting = mCurSetting;
}

bool VideoSettings::SetSettings( void )
{
  mCurSetting = mCurCycleSetting;
  Ogre::RenderSystemList *rsList = Ogre::Root::getSingleton().getAvailableRenderers();
  Ogre::RenderSystem *selectedRenderSystem = NULL;
  bool foundit = false;
  for( int c = 0; c<(int)rsList->size(); c++ )
  {
    selectedRenderSystem = rsList->at(c);
    Ogre::String rname = selectedRenderSystem->getName();
    if(rname.compare("Direct3D9 Rendering SubSystem")==0)
    {
      foundit=true;
      break;
    }
  }
  if(!foundit)
  {
    // didnt find it so look for open gl
    for( int c = 0; c<(int)rsList->size(); c++ )
    {
      selectedRenderSystem = rsList->at(c);
      Ogre::String rname = selectedRenderSystem->getName();
      if(rname.compare("OpenGL Rendering Subsystem")==0)
      {
        foundit=true;
        break;
      }
    }
    if( !foundit )
    {
      return false; //we didn't find it...
    }
  }

  if( selectedRenderSystem->getName().compare("OpenGL Rendering Subsystem")==0 )
  {
    STRINGPAIR settings = (mSettings_OpenGL.find( mSettingsLbl[mCurSetting] ))->second;
    for( STRINGPAIR::iterator start = settings.begin(); 
      start!=settings.end(); start++ )
    {
      SetConfigOption( selectedRenderSystem, start->first, start->second );
    }
  }
  else if( selectedRenderSystem->getName().compare("Direct3D9 Rendering SubSystem")==0 )
  {
    STRINGPAIR settings = (mSettings_DX9.find( mSettingsLbl[mCurSetting] ))->second;
    for( STRINGPAIR::iterator start = settings.begin(); 
      start!=settings.end(); start++ )
    {
      SetConfigOption( selectedRenderSystem, start->first, start->second );
    }
  }
  
  //we found it, we might as well use it!
  Ogre::Root::getSingleton().setRenderSystem(selectedRenderSystem);
 
  return true;
}

bool VideoSettings::SetConfigOption( Ogre::RenderSystem * renderSystem, 
                                    const Ogre::String& optionName, 
                                    const Ogre::String& optionVal )
{
  //retrieve the config option map
  Ogre::ConfigOptionMap comap = renderSystem->getConfigOptions();
    
  for( Ogre::ConfigOptionMap::const_iterator start = comap.begin(); start!=comap.end(); start++ )
  {
    Ogre::String mapOptionName = start->first;
    
    if( strcmp( mapOptionName.c_str(), optionName.c_str() ) == 0 )
    {
      //found our config option
      Ogre::String currentValue = start->second.currentValue;
      Ogre::StringVector possibleValues = start->second.possibleValues;
      bool foundAsPossible = false;
      for( int c=0; c<(int)possibleValues.size(); c++ )
      {
        if( strcmp( possibleValues.at(c).c_str(), optionVal.c_str() ) == 0 )
        {
          foundAsPossible = true;
          break;
        }
      }
      if( foundAsPossible )
      {
        renderSystem->setConfigOption( optionName, optionVal );
        return true;
      }
    }    
  }
  return false;
}

Ogre::String VideoSettings::CycleSettings( bool cycleRight )
{
  if( cycleRight )
  {
    if( (++mCurCycleSetting)>=(int)mSettingsLbl.size() )
    {
      mCurCycleSetting = 0;
    }
  }
  else
  {
    if( (--mCurCycleSetting)<0 )
    {
      mCurCycleSetting = (int)(mSettingsLbl.size())-1;
    }
  }
  return mSettingsLbl[mCurCycleSetting];
}

void VideoSettings::UndoCycleChanges( void )
{
  mCurCycleSetting = mCurSetting;
}

Ogre::String VideoSettings::getCurrentVideoQuality( void )
{
  if( (mCurCycleSetting < 0) || (mCurCycleSetting >= (int)mSettingsLbl.size()) )
  {
    return Ogre::StringUtil::BLANK;
  }
  return mSettingsLbl[mCurCycleSetting];
}

void VideoSettings::SaveSettings( void )
{
  if( mCurSetting == mCurCycleSetting )
  {
    //no changes
    return;
  }
  mCurSetting = mCurCycleSetting;

#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32    
  HKEY key1, key2, key3;
  int regVal = 0;
  if( RegCreateKeyEx( HKEY_LOCAL_MACHINE, "Software", 0, NULL, REG_OPTION_NON_VOLATILE, 
    KEY_CREATE_SUB_KEY, NULL, &key1, NULL ) == ERROR_SUCCESS )
  {
    if( RegCreateKeyEx( key1, "<<COMPANY NAME>>", 0, NULL, REG_OPTION_NON_VOLATILE, 
      KEY_CREATE_SUB_KEY, NULL, &key2, NULL ) == ERROR_SUCCESS )
    {
      if( RegCreateKeyEx( key2, "<<GAME NAME>>", 0, NULL, REG_OPTION_NON_VOLATILE, 
        KEY_SET_VALUE, NULL, &key3, NULL ) == ERROR_SUCCESS )
      {
        if( RegSetValueEx( key3, "Video Setting", 0, REG_DWORD, (LPBYTE)&mCurSetting, sizeof(DWORD) ) == ERROR_SUCCESS )
        {
        }
      }
    }
  }
  RegCloseKey( key3 );
  RegCloseKey( key2 );
  RegCloseKey( key1 );
#endif
}

bool VideoSettings::NeedVideoReset( void )
{
  if( mCurSetting == mCurCycleSetting )
  {
    return false;
  }
  return true;
}

Questions?

If you have questions, please contact me at admin at mangokiwi.com.

by Diwant Vaidya,
mangokiwi.com
Shareware games for the PC!

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Creative Commons Copyright -- Some rights reserved.


THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.

BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.

1. Definitions

  • "Collective Work" means a work, such as a periodical issue, anthology or encyclopedia, in which the Work in its entirety in unmodified form, along with a number of other contributions, constituting separate and independent works in themselves, are assembled into a collective whole. A work that constitutes a Collective Work will not be considered a Derivative Work (as defined below) for the purposes of this License.
  • "Derivative Work" means a work based upon the Work or upon the Work and other pre-existing works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, art reproduction, abridgment, condensation, or any other form in which the Work may be recast, transformed, or adapted, except that a work that constitutes a Collective Work will not be considered a Derivative Work for the purpose of this License. For the avoidance of doubt, where the Work is a musical composition or sound recording, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered a Derivative Work for the purpose of this License.
  • "Licensor" means the individual or entity that offers the Work under the terms of this License.
  • "Original Author" means the individual or entity who created the Work.
  • "Work" means the copyrightable work of authorship offered under the terms of this License.
  • "You" means an individual or entity exercising rights under this License who has not previously violated the terms of this License with respect to the Work, or who has received express permission from the Licensor to exercise rights under this License despite a previous violation.
  • "License Elements" means the following high-level license attributes as selected by Licensor and indicated in the title of this License: Attribution, ShareAlike.

2. Fair Use Rights

Nothing in this license is intended to reduce, limit, or restrict any rights arising from fair use, first sale or other limitations on the exclusive rights of the copyright owner under copyright law or other applicable laws.

3. License Grant

Subject to the terms and conditions of this License, Licensor hereby grants You a worldwide, royalty-free, non-exclusive, perpetual (for the duration of the applicable copyright) license to exercise the rights in the Work as stated below:

  • to reproduce the Work, to incorporate the Work into one or more Collective Works, and to reproduce the Work as incorporated in the Collective Works;
  • to create and reproduce Derivative Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission the Work including as incorporated in Collective Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission Derivative Works.
  • For the avoidance of doubt, where the work is a musical composition:
    • Performance Royalties Under Blanket Licenses. Licensor waives the exclusive right to collect, whether individually or via a performance rights society (e.g. ASCAP, BMI, SESAC), royalties for the public performance or public digital performance (e.g. webcast) of the Work.
    • Mechanical Rights and Statutory Royalties. Licensor waives the exclusive right to collect, whether individually or via a music rights society or designated agent (e.g. Harry Fox Agency), royalties for any phonorecord You create from the Work ("cover version") and distribute, subject to the compulsory license created by 17 USC Section 115 of the US Copyright Act (or the equivalent in other jurisdictions).
    • Webcasting Rights and Statutory Royalties. For the avoidance of doubt, where the Work is a sound recording, Licensor waives the exclusive right to collect, whether individually or via a performance-rights society (e.g. SoundExchange), royalties for the public digital performance (e.g. webcast) of the Work, subject to the compulsory license created by 17 USC Section 114 of the US Copyright Act (or the equivalent in other jurisdictions).


The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. All rights not expressly granted by Licensor are hereby reserved.

4. Restrictions

The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:

  • You may distribute, publicly display, publicly perform, or publicly digitally perform the Work only under the terms of this License, and You must include a copy of, or the Uniform Resource Identifier for, this License with every copy or phonorecord of the Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Work that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Work itself to be made subject to the terms of this License. If You create a Collective Work, upon notice from any Licensor You must, to the extent practicable, remove from the Collective Work any credit as required by clause 4(c), as requested. If You create a Derivative Work, upon notice from any Licensor You must, to the extent practicable, remove from the Derivative Work any credit as required by clause 4(c), as requested.
  • You may distribute, publicly display, publicly perform, or publicly digitally perform a Derivative Work only under the terms of this License, a later version of this License with the same License Elements as this License, or a Creative Commons iCommons license that contains the same License Elements as this License (e.g. Attribution-ShareAlike 2.5 Japan). You must include a copy of, or the Uniform Resource Identifier for, this License or other license specified in the previous sentence with every copy or phonorecord of each Derivative Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Derivative Works that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder, and You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Derivative Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Derivative Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Derivative Work itself to be made subject to the terms of this License.
  • If you distribute, publicly display, publicly perform, or publicly digitally perform the Work or any Derivative Works or Collective Works, You must keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or (ii) if the Original Author and/or Licensor designate another party or parties (e.g. a sponsor institute, publishing entity, journal) for attribution in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; the title of the Work if supplied; to the extent reasonably practicable, the Uniform Resource Identifier, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and in the case of a Derivative Work, a credit identifying the use of the Work in the Derivative Work (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). Such credit may be implemented in any reasonable manner; provided, however, that in the case of a Derivative Work or Collective Work, at a minimum such credit will appear where any other comparable authorship credit appears and in a manner at least as prominent as such other comparable authorship credit.

5. Representations, Warranties and Disclaimer

UNLESS OTHERWISE AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE MATERIALS, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.

6. Limitation on Liability.

EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

7. Termination

  • This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works or Collective Works from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
  • Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.

8. Miscellaneous

  • Each time You distribute or publicly digitally perform the Work or a Collective Work, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.
  • Each time You distribute or publicly digitally perform a Derivative Work, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.
  • If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
  • No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
  • This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.