2 Copyright (C) 1999-2007 id Software, Inc. and contributors.
3 For a list of contributors, see the accompanying CONTRIBUTORS file.
5 This file is part of GtkRadiant.
7 GtkRadiant is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 GtkRadiant is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with GtkRadiant; if not, write to the Free Software
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 #ifndef _PREFERENCES_H_
23 #define _PREFERENCES_H_
26 #include "gtkr_list.h"
27 //#include "profile.h"
29 #define MAX_TEXTURE_QUALITY 3
42 a preference assignment, name, type and pointer to value
43 we don't store the xmlNodePtr because the document itself can be thrown away upon any LoadPref
44 (see CGameDialog::UpdatePrefTree)
53 CPrefAssignment(char *name, PrefTypes_t Type, void *Val)
55 mName = name; mType = Type; mVal = Val;
57 CPrefAssignment() { mVal = NULL; }
58 CPrefAssignment(const CPrefAssignment& ass);
59 virtual ~CPrefAssignment() { }
60 virtual CPrefAssignment& operator =(const CPrefAssignment& ass);
65 generic preferences storage class, using xml files
77 prefs assignments (what pref name, what type, what variable)
79 list<CPrefAssignment> mPrefAssignments;
82 name of file to load/save as
87 store assignment in the property list if not already there
89 void PushAssignment(char *name, PrefTypes_t type, void *pV);
92 find the xmlnode relating to the epair name
94 xmlNodePtr EpairForName(const char *name);
98 virtual ~CXMLPropertyBag()
105 read a pref setting, if doesn't exist, will add it to the xml tree (using default value provided)
106 \arg name the name of the pref
107 \arg pV pointer to the value
109 those functions will fill in the list of preferences assignments
110 (name, type and pointer to value)
111 this is used in UpdatePrefTree
113 void GetPref(char *name, Str *pV, char *V);
114 void GetPref(char *name, int *pV, int V);
115 void GetPref(char *name, bool *pV, bool V);
116 void GetPref(char *name, float *pV, float V);
117 void GetPref(char *name, float *pV, float* V);
118 void GetPref(char *name, window_position_t* pV, window_position_t V);
121 returns whether or not the property bag is already open
123 qboolean InUse() { return (mpDoc != NULL); };
126 unload the xml doc, and free the tree
131 read data from our XML file
133 void ReadXMLFile(const char* pFilename);
136 write out the property bag to an XML data file
137 return is success/fail
139 qboolean WriteXMLFile(const char* pFilename);
142 update the xml tree with data form the property list, usually in preparation for a write
144 void UpdatePrefTree();
147 did the file have any data or not?
153 holds information for a given game
154 I'm a bit unclear on that still
155 it holds game specific configuration stuff
156 such as base names, engine names, some game specific features to activate in the various modules
157 it is not strictly a prefs thing since the user is not supposed to edit that (unless he is hacking
158 support for a new game)
160 what we do now is fully generate the information for this during the setup. We might want to
161 generate a piece that just says "the game pack is there", but put the rest of the config somwhere
162 else (i.e. not generated, copied over during setup .. for instance in the game tools directory)
164 class CGameDescription
167 xmlDocPtr mpDoc; ///< the game description xml tree
168 Str mGameToolsPath; ///< the explicit path to the game-dependent modules
169 Str mGameName; ///< name of the game used in dialogs
170 Str mGameFile; ///< the .game file that describes this game
171 Str mBaseGame; ///< basegame directory
172 Str mEnginePath; ///< path to the engine
173 Str mEngine; ///< engine name
174 #if defined (__linux__) || defined (__APPLE__)
175 Str mUserPathPrefix; ///< prefix for ~/.q3a ~/.wolf init, only on *nix
177 Str mShaderPath; ///< the path in which to look for shaders
178 Str mShaderlist; ///< shaderlist file
179 float mTextureDefaultScale; ///< default scale (0.5 in q3, 1.0 in q1/q2, 0.25 in JK2 ..)
180 bool mEClassSingleLoad; ///< only load a single eclass definition file
181 bool mNoPatch; ///< this game doesn't support patch technology
182 Str mCaulkShader; ///< the shader to use for caulking
184 CGameDescription() { mpDoc = NULL; }
186 \todo parse basic info from the node
187 user-friendly name of the game
188 essential parameters (such as the start dir)
190 CGameDescription(xmlDocPtr pDoc, const Str &GameFile);
191 virtual ~CGameDescription() { xmlFreeDoc(mpDoc); }
197 select games, copy editing assets and write out configuration files
200 #define Q3_PACK "Q3Pack"
201 #define URT_PACK "UrTPack"
203 class CGameInstall : public Dialog {
224 // maps from m_nComboSelect to the games
225 int m_availGames[GAME_COUNT];
229 standalone dialog for games selection, and more generally global settings
231 class CGameDialog : public Dialog
233 GtkWidget *mFrame; ///< this is built on-demand first time it's used
234 GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
240 CXMLPropertyBag mGlobalPrefs;
244 run from a network share
245 this one is not being saved out in prefs, since we need to know before we load prefs
246 we use a dummy file NETRUN_FILENAME as flag
247 all done with static stuff
249 static bool m_bNetRun;
252 bool m_bDoGameInstall;
254 CGameInstall mGameInstall;
258 int m_nComboSelect; ///< intermediate int value for combo in dialog box
263 those settings are saved in the global prefs file
264 I'm too lazy to wrap behind protected access, not sure this needs to be public
265 NOTE: those are preference settings. if you change them it is likely that you would
266 have to restart the editor for them to take effect
270 what game has been selected
271 this is the name of the .game file
275 auto-load the game on startup
276 this is linked to auto-load checkbox
278 bool m_bAutoLoadGame;
280 log console to radiant.log
281 m_bForceLogConsole is an obscure forced latching situation
284 bool m_bForceLogConsole;
288 points somewhere in mGames, set once at startup
290 CGameDescription *m_pCurrentGameDescription;
293 the list of game descriptions we scanned from the game/ dir
295 list<CGameDescription *> mGames;
299 m_pCurrentGameDescription = NULL;
300 m_bLogConsole = false;
301 m_bForceLogConsole = false;
302 m_bDoGameInstall = true; // go through DoModal at least once
304 virtual ~CGameDialog();
306 void AddPacksURL( Str &s );
309 intialize the game dialog, called at CPrefsDlg::Init
310 will scan for games, load prefs, and do game selection dialog if needed
315 reset the global settings by removing the file
320 run the dialog UI for the list of games
325 call out to the game installation dialog
327 void DoGameInstall();
331 this is only called when the dialog is built at startup for main engine select
334 void UpdateData( bool retrieve );
337 construction of the dialog frame
338 this is the part to be re-used in prefs dialog
339 for the standalone dialog, we include this in a modal box
340 for prefs, we hook the frame in the main notebook
341 build the frame on-demand (only once)
343 GtkWidget *GetGlobalFrame();
346 global preferences subsystem
347 XML-based this time, hopefully this will generalize to other prefs
348 LoadPrefs has hardcoded defaults
349 NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
350 could have named the class differently I guess
353 void LoadPrefs(); ///< load from file into variables
354 void SavePrefs(); ///< save pref variables to file
358 read or set netrun (check file)
360 if false, will check if netrun file is present and will set m_bNetRun
361 if true, will create/erase the netrun file depending on m_bNetRun
362 NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
364 static void UpdateNetrun(bool retrieve);
366 get current netrun setting
368 static bool GetNetrun();
372 scan for .game files, load them
377 inits g_PrefsDlg.m_global_rc_path
379 void InitGlobalPrefPath();
382 uses m_nComboItem to find the right mGames
384 CGameDescription *GameDescriptionForComboItem();
387 callback for the game install button
389 static void SInstallCallback( GtkWidget *widget, gpointer data );
396 window_position_t position;
398 window_position_t posEntityWnd;
399 window_position_t posMapInfoWnd;
400 window_position_t posCamWnd;
401 window_position_t posZWnd;
402 window_position_t posXYWnd;
403 window_position_t posXZWnd;
404 window_position_t posYZWnd;
405 window_position_t posPatchWnd;
406 window_position_t posSurfaceWnd;
407 window_position_t posEntityInfoWnd;
418 class PrefsDlg : public Dialog
425 CXMLPropertyBag mLocalPrefs;
427 // will enable/disable stuff according to the situation
428 void DoSensitivity();
429 void PreModal() { DoSensitivity(); }
431 // enable/disable custom editor entry
432 void DoEditorSensitivity();
435 this holds global level preferences
437 CGameDialog mGamesDialog;
439 // warning about old project files
441 list<CGameDescription *> mGames;
444 // last light intensity used in the CLightPrompt dialog, stored in registry
445 int m_iLastLightIntensity;
446 // these mirror what goes in the combo box
447 // see PrefDlg::m_nShader, tells wether to load NONE / COMMON or ALL shaders at parsing stage
448 enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
450 // Gef: updated preferences dialog
451 /*! Preference notebook page numbers */
452 enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
453 PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
457 void UpdateTextureCompression();
460 void UpdateATIHack();
465 void LoadTexdefPref(texdef_t* pTexdef, char* pName);
470 g_string_free (m_rc_path, true );
471 g_string_free (m_inipath, true );
475 path for global settings
477 linux: ~/.radiant/<version>/
479 GString *m_global_rc_path;
482 path to per-game settings
483 used for various game dependant storage
484 win32: g_strGameToolsPath
485 linux: ~/.radiant/<version>/<gamename>/
490 holds per-game settings
491 m_rc_path+"local.pref"
492 \todo FIXME at some point this should become XML property bag code too
496 // initialize the above paths
500 // DEPRECATED: use engine path from the current game description instead
501 // path to the top-level installation
503 // name of executable
506 // we use this Str to store the full path to the engine: m_strEnginePath + m_strEngine
507 // it's not stored in the registry or anything, just ued for display in prefs
508 Str m_strPrefsDlgEngine;
513 MainFrame::EViewStyle m_nView;
516 // path to the project loaded at startup
517 // if g_PrefsDlg can't find the information in the ini file
518 // it will try to guess and eventually ask the user
519 Str m_strLastProject;
521 version of last loaded project file
522 says -1 if there's no version loaded
523 if it's a manually constructed project file, will be 0
524 otherwise the actual 'version' epair
526 int m_nLastProjectVer;
533 bool m_bTextureWindow;
538 int m_nCamDragMultiSelect;
539 bool m_bCamDragMultiSelect;
541 bool m_bCamFreeLookStrafe;
542 bool m_bCamInverseMouse;
544 bool m_bNewLightDraw;
555 bool m_bDetachableMenus;
556 bool m_bPatchToolbar;
558 bool m_bPluginToolbar;
560 //++timo this is most likely broken, I don't know what it's supposed to do
564 bool m_bTextureScrollbar;
565 bool m_bDisplayLists;
566 bool m_bAntialiasedPointsAndLines; // Fishman - Add antialiazed points and lines support. 09/03/00
577 bool m_bCubicClipping;
579 bool m_bSelectCurves;
580 bool m_bSelectModels;
581 int m_nEntityShowState;
583 bool m_bNormalizeColors;
585 bool m_bSelectWholeEntities;
586 int m_nTextureQuality;
588 bool m_bTexturesShaderlistOnly;
591 bool m_bLatchedFloatingZ;
592 // Gef: Kyro GL_POINT workaround
593 bool m_bGlPtWorkaround;
595 // how many menus in the texture thing before we split?
596 int m_nTextureMenuSplit;
598 // watch the BSP process through network connections
599 // true: trigger the BSP steps one by one and monitor them through the network
600 // false: create a BAT / .sh file and execute it. don't bother monitoring it.
602 // do we stop the compilation process if we come accross a leak?
604 // timeout when beginning a step (in seconds)
605 // if we don't get a connection quick enough we assume something failed and go back to idling
608 // store prefs setting for automatic sleep mode activation
613 // make the texture increments match the grid changes
616 // try to fix the target/targetname conflicts when importing a map (default true)
619 // the increment step we use against the wheel mouse
623 // use the file associations to open files instead of builtin Gtk editor
624 bool m_bUseWin32Editor;
626 // custom shader editor
627 bool m_bUseCustomEditor;
628 Str m_strEditorCommand; // this is the command executed
633 bool m_bStartOnPrimMon;
636 bool m_bPatchBBoxSelect;
638 // RR2DO2: latched data, for settings that require a restart. We don't want to set
639 // these directly in case users set them under preferences and then continue working
641 MainFrame::EViewStyle m_nLatchedView;
643 Str m_strMRUFiles[4];
645 windowPosInfo_t mWindowInfo;
647 bool m_bLatchedDetachableMenus;
648 bool m_bLatchedPatchToolbar;
649 bool m_bLatchedWideToolbar;
650 bool m_bLatchedPluginToolbar;
651 int m_nLatchedShader;
652 int m_nLatchedTextureQuality;
655 // texture compression format
656 int m_nTextureCompressionFormat;
658 int m_nLightRadiuses;
660 bool m_bQ3Map2Texturing;
666 void UpdateData (bool retrieve);
668 /*! Utility function for swapping notebook pages for tree list selections */
669 void showPrefPage(int prefpage);
672 /*! Scan for game description files and build a list */
677 void PostModal (int code);
680 #endif // _PREFERENCES_H_