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#pragma once
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// standard C/C++ Headers
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#include <vector>
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// Roblox Headers
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#include "V8DataModel/GlobalSettings.h"
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#include "GfxBase/RenderSettings.h"
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#include "Reflection/Reflection.h"
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extern const char* const sRenderSettings;
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class CRenderSettingsItem : public RBX::GlobalAdvancedSettingsItem<CRenderSettingsItem, sRenderSettings>, public RBX::CRenderSettings
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{
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std::string profileName;
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G3D::Vector2int16 currentDisplaySize;
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std::vector<G3D::Vector2int16> fullScreenSizes;
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public:
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void setShowAggregation(bool value);
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static RBX::Reflection::BoundProp<std::string> prop_profileName;
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CRenderSettingsItem();
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void runProfiler(bool overwriteExistingValues);
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void setAASamples(AASamples value);
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void setFullscreenSize(G3D::Vector2int16 value);
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void setWindowSize(G3D::Vector2int16 value);
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bool isSynchronizedWithPhysics;
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void setGraphicsMode(GraphicsMode value);
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void setFrameRateManagerMode(FrameRateManagerMode value);
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void setAntialiasingMode(AntialiasingMode value);
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void setQualityLevel(QualityLevel value);
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void setEditQualityLevel(QualityLevel value);
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void setAutoQualityLevel(int level);
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void setResolutionPreference(ResolutionPreset value);
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void setMinCullDistance(int value);
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void setDebugShowBoundingBoxes(bool value);
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void setEagerBulkExecution(bool value);
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void setEnableFRM(bool value);
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void setTextureCacheSize(unsigned int size);
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void setMeshCacheSize(unsigned int size);
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bool getDebugDisableInterpolation() const;
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void setDebugDisableInterpolation(bool value);
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bool getShowInterpolationPath() const;
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void setShowInterpolationPath(bool value);
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bool getDebugReloadAssets() const;
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void setDebugReloadAssets(bool value);
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bool getObjExportMergeByMaterial() const;
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void setObjExportMergeByMaterial(bool value);
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static RBX::Reflection::EnumPropDescriptor<CRenderSettingsItem, CRenderSettingsItem::ResolutionPreset> prop_resolution;
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// special signal used only in native code
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rbx::signal<void(const RBX::Reflection::PropertyDescriptor*)> settingsChangedSignal;
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};
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