bool mEClassSingleLoad; ///< only load a single eclass definition file
bool mNoPatch; ///< this game doesn't support patch technology
Str mCaulkShader; ///< the shader to use for caulking
+ bool quake2; ///< set this to true to get quake2
CGameDescription() { mpDoc = NULL; }
/*!
#define Q3_PACK "Q3Pack"
#define URT_PACK "UrTPack"
+#define UFOAI_PACK "UFOAIPack"
+#define Q2W_PACK "Q2WPack"
+#define WARSOW_PACK "WarsowPack"
+#define NEXUIZ_PACK "NexuizPack"
+#define Q2_PACK "Q2Pack"
class CGameInstall : public Dialog {
public:
void Run();
void BuildDialog();
+ static void OnBtnBrowseEngine( GtkWidget *widget, gpointer data );
+ static void OnGameSelectChanged( GtkWidget *widget, gpointer data );
+
enum gameType_e {
GAME_NONE = 0,
GAME_Q3 = 1,
GAME_URT,
+ GAME_UFOAI,
+ GAME_Q2W,
GAME_WARSOW,
+ GAME_NEXUIZ,
+ GAME_Q2,
GAME_COUNT
};
GtkWidget *mFrame; ///< this is built on-demand first time it's used
GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
+ GtkComboBox *mGameCombo; // combo box holds the selection of available game
/*!
global prefs storage
m_bLogConsole = false;
m_bForceLogConsole = false;
m_bDoGameInstall = true; // go through DoModal at least once
+ mGameCombo = NULL;
}
virtual ~CGameDialog();
callback for the game install button
*/
static void SInstallCallback( GtkWidget *widget, gpointer data );
+
+ void UpdateGameCombo();
};
typedef struct {