- /*!
- those settings are saved in the global prefs file
- I'm too lazy to wrap behind protected access, not sure this needs to be public
- NOTE: those are preference settings. if you change them it is likely that you would
- have to restart the editor for them to take effect
- */
- /*@{*/
- /*!
- what game has been selected
- this is the name of the .game file
- */
- Str m_sGameFile;
- /*!
- auto-load the game on startup
- this is linked to auto-load checkbox
- */
- bool m_bAutoLoadGame;
- /*!
- log console to radiant.log
- m_bForceLogConsole is an obscure forced latching situation
- */
- bool m_bLogConsole;
- bool m_bForceLogConsole;
- /*@}*/
-
- /*!
- points somewhere in mGames, set once at startup
- */
- CGameDescription *m_pCurrentGameDescription;
-
- /*!
- the list of game descriptions we scanned from the game/ dir
- */
- list<CGameDescription *> mGames;
-
- CGameDialog() {
- mFrame = NULL;
- m_pCurrentGameDescription = NULL;
- m_bLogConsole = false;
- m_bForceLogConsole = false;
- m_bDoGameInstall = true; // go through DoModal at least once
- }
- virtual ~CGameDialog();
-
- void AddPacksURL( Str &s );
-
- /*!
- intialize the game dialog, called at CPrefsDlg::Init
- will scan for games, load prefs, and do game selection dialog if needed
- */
- void Init();
-
- /*!
- reset the global settings by removing the file
- */
- void Reset();
-
- /*!
- run the dialog UI for the list of games
- */
- void DoGameDialog();
-
- /*!
- call out to the game installation dialog
- */
- void DoGameInstall();
-
- /*!
- Dialog API
- this is only called when the dialog is built at startup for main engine select
- */
- void BuildDialog();
- void UpdateData( bool retrieve );
-
- /*!
- construction of the dialog frame
- this is the part to be re-used in prefs dialog
- for the standalone dialog, we include this in a modal box
- for prefs, we hook the frame in the main notebook
- build the frame on-demand (only once)
- */
- GtkWidget *GetGlobalFrame();
-
- /*!
- global preferences subsystem
- XML-based this time, hopefully this will generalize to other prefs
- LoadPrefs has hardcoded defaults
- NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
- could have named the class differently I guess
- */
- /*@{*/
- void LoadPrefs(); ///< load from file into variables
- void SavePrefs(); ///< save pref variables to file
- /*@}*/
-
- /*!
- read or set netrun (check file)
- \param retrieve
- if false, will check if netrun file is present and will set m_bNetRun
- if true, will create/erase the netrun file depending on m_bNetRun
- NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
- */
- static void UpdateNetrun(bool retrieve);
- /*!
- get current netrun setting
- */
- static bool GetNetrun();
+/*!
+ those settings are saved in the global prefs file
+ I'm too lazy to wrap behind protected access, not sure this needs to be public
+ NOTE: those are preference settings. if you change them it is likely that you would
+ have to restart the editor for them to take effect
+ */
+/*@{*/
+/*!
+ what game has been selected
+ this is the name of the .game file
+ */
+Str m_sGameFile;
+/*!
+ auto-load the game on startup
+ this is linked to auto-load checkbox
+ */
+bool m_bAutoLoadGame;
+/*!
+ log console to radiant.log
+ m_bForceLogConsole is an obscure forced latching situation
+ */
+bool m_bLogConsole;
+bool m_bForceLogConsole;
+/*@}*/
+
+/*!
+ points somewhere in mGames, set once at startup
+ */
+CGameDescription *m_pCurrentGameDescription;
+
+/*!
+ the list of game descriptions we scanned from the game/ dir
+ */
+list<CGameDescription *> mGames;
+
+CGameDialog() {
+ mFrame = NULL;
+ m_pCurrentGameDescription = NULL;
+ m_bLogConsole = false;
+ m_bForceLogConsole = false;
+ m_bDoGameInstall = true; // go through DoModal at least once
+ mGameCombo = NULL;
+}
+virtual ~CGameDialog();
+
+void AddPacksURL( Str &s );
+
+/*!
+ intialize the game dialog, called at CPrefsDlg::Init
+ will scan for games, load prefs, and do game selection dialog if needed
+ */
+void Init();
+
+/*!
+ reset the global settings by removing the file
+ */
+void Reset();
+
+/*!
+ run the dialog UI for the list of games
+ */
+void DoGameDialog();
+
+/*!
+ call out to the game installation dialog
+ */
+void DoGameInstall();
+
+/*!
+ Dialog API
+ this is only called when the dialog is built at startup for main engine select
+ */
+void BuildDialog();
+void UpdateData( bool retrieve );
+
+/*!
+ construction of the dialog frame
+ this is the part to be re-used in prefs dialog
+ for the standalone dialog, we include this in a modal box
+ for prefs, we hook the frame in the main notebook
+ build the frame on-demand (only once)
+ */
+GtkWidget *GetGlobalFrame();
+
+/*!
+ global preferences subsystem
+ XML-based this time, hopefully this will generalize to other prefs
+ LoadPrefs has hardcoded defaults
+ NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
+ could have named the class differently I guess
+ */
+/*@{*/
+void LoadPrefs(); ///< load from file into variables
+void SavePrefs(); ///< save pref variables to file
+/*@}*/
+
+/*!
+ read or set netrun (check file)
+ \param retrieve
+ if false, will check if netrun file is present and will set m_bNetRun
+ if true, will create/erase the netrun file depending on m_bNetRun
+ NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
+ */
+static void UpdateNetrun( bool retrieve );
+/*!
+ get current netrun setting
+ */
+static bool GetNetrun();