#include "select.h"
#include "map.h"
#include "preferences.h"
+#include "preferencesystem.h"
+#include "stringio.h"
#include "gtkdlgs.h"
#include "mainframe.h"
#include "qe3.h"
}
}
-const char *misc_model_dialog(ui::Widget parent)
-{
- StringOutputStream buffer(1024);
-
- buffer << g_qeglobals.m_userGamePath.c_str() << "models/";
+CopiedString g_strLastModelFolder = "";
- if (!file_readable(buffer.c_str())) {
- // just go to fsmain
- buffer.clear();
- buffer << g_qeglobals.m_userGamePath.c_str() << "/";
+const char *getLastModelFolderPath()
+{
+ if (g_strLastModelFolder.empty()) {
+ GlobalPreferenceSystem().registerPreference("LastModelFolder", make_property_string(g_strLastModelFolder));
+ if (g_strLastModelFolder.empty()) {
+ StringOutputStream buffer(1024);
+ buffer << g_qeglobals.m_userGamePath.c_str() << "models/";
+ if (!file_readable(buffer.c_str())) {
+ // just go to fsmain
+ buffer.clear();
+ buffer << g_qeglobals.m_userGamePath.c_str() << "/";
+ }
+ g_strLastModelFolder = buffer.c_str();
+ }
}
+ return g_strLastModelFolder.c_str();
+}
+
+const char *misc_model_dialog(ui::Widget parent)
+{
+ const char *filename = parent.file_dialog(TRUE, "Choose Model", getLastModelFolderPath(), ModelLoader::Name());
- const char *filename = parent.file_dialog(TRUE, "Choose Model", buffer.c_str(), ModelLoader::Name());
- if (filename != 0) {
+ if (filename != NULL) {
+ g_strLastModelFolder = g_path_get_dirname(filename);
// use VFS to get the correct relative path
const char *relative = path_make_relative(filename, GlobalFileSystem().findRoot(filename));
if (relative == filename) {
}
-#include "preferencesystem.h"
-#include "stringio.h"
-
void Entity_Construct()
{
GlobalCommands_insert("EntityColor", makeCallbackF(Entity_setColour), Accelerator('K'));