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
183 bool quake2; ///< set this to true to get quake2
185 CGameDescription() { mpDoc = NULL; }
187 \todo parse basic info from the node
188 user-friendly name of the game
189 essential parameters (such as the start dir)
191 CGameDescription(xmlDocPtr pDoc, const Str &GameFile);
192 virtual ~CGameDescription() { xmlFreeDoc(mpDoc); }
198 select games, copy editing assets and write out configuration files
201 #define Q3_PACK "Q3Pack"
202 #define URT_PACK "UrTPack"
203 #define UFOAI_PACK "UFOAIPack"
205 class CGameInstall : public Dialog {
227 // maps from m_nComboSelect to the games
228 int m_availGames[GAME_COUNT];
232 standalone dialog for games selection, and more generally global settings
234 class CGameDialog : public Dialog
236 GtkWidget *mFrame; ///< this is built on-demand first time it's used
237 GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
243 CXMLPropertyBag mGlobalPrefs;
247 run from a network share
248 this one is not being saved out in prefs, since we need to know before we load prefs
249 we use a dummy file NETRUN_FILENAME as flag
250 all done with static stuff
252 static bool m_bNetRun;
255 bool m_bDoGameInstall;
257 CGameInstall mGameInstall;
261 int m_nComboSelect; ///< intermediate int value for combo in dialog box
266 those settings are saved in the global prefs file
267 I'm too lazy to wrap behind protected access, not sure this needs to be public
268 NOTE: those are preference settings. if you change them it is likely that you would
269 have to restart the editor for them to take effect
273 what game has been selected
274 this is the name of the .game file
278 auto-load the game on startup
279 this is linked to auto-load checkbox
281 bool m_bAutoLoadGame;
283 log console to radiant.log
284 m_bForceLogConsole is an obscure forced latching situation
287 bool m_bForceLogConsole;
291 points somewhere in mGames, set once at startup
293 CGameDescription *m_pCurrentGameDescription;
296 the list of game descriptions we scanned from the game/ dir
298 list<CGameDescription *> mGames;
302 m_pCurrentGameDescription = NULL;
303 m_bLogConsole = false;
304 m_bForceLogConsole = false;
305 m_bDoGameInstall = true; // go through DoModal at least once
307 virtual ~CGameDialog();
309 void AddPacksURL( Str &s );
312 intialize the game dialog, called at CPrefsDlg::Init
313 will scan for games, load prefs, and do game selection dialog if needed
318 reset the global settings by removing the file
323 run the dialog UI for the list of games
328 call out to the game installation dialog
330 void DoGameInstall();
334 this is only called when the dialog is built at startup for main engine select
337 void UpdateData( bool retrieve );
340 construction of the dialog frame
341 this is the part to be re-used in prefs dialog
342 for the standalone dialog, we include this in a modal box
343 for prefs, we hook the frame in the main notebook
344 build the frame on-demand (only once)
346 GtkWidget *GetGlobalFrame();
349 global preferences subsystem
350 XML-based this time, hopefully this will generalize to other prefs
351 LoadPrefs has hardcoded defaults
352 NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
353 could have named the class differently I guess
356 void LoadPrefs(); ///< load from file into variables
357 void SavePrefs(); ///< save pref variables to file
361 read or set netrun (check file)
363 if false, will check if netrun file is present and will set m_bNetRun
364 if true, will create/erase the netrun file depending on m_bNetRun
365 NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
367 static void UpdateNetrun(bool retrieve);
369 get current netrun setting
371 static bool GetNetrun();
375 scan for .game files, load them
380 inits g_PrefsDlg.m_global_rc_path
382 void InitGlobalPrefPath();
385 uses m_nComboItem to find the right mGames
387 CGameDescription *GameDescriptionForComboItem();
390 callback for the game install button
392 static void SInstallCallback( GtkWidget *widget, gpointer data );
399 window_position_t position;
401 window_position_t posEntityWnd;
402 window_position_t posMapInfoWnd;
403 window_position_t posCamWnd;
404 window_position_t posZWnd;
405 window_position_t posXYWnd;
406 window_position_t posXZWnd;
407 window_position_t posYZWnd;
408 window_position_t posPatchWnd;
409 window_position_t posSurfaceWnd;
410 window_position_t posEntityInfoWnd;
421 class PrefsDlg : public Dialog
428 CXMLPropertyBag mLocalPrefs;
430 // will enable/disable stuff according to the situation
431 void DoSensitivity();
432 void PreModal() { DoSensitivity(); }
434 // enable/disable custom editor entry
435 void DoEditorSensitivity();
438 this holds global level preferences
440 CGameDialog mGamesDialog;
442 // warning about old project files
444 list<CGameDescription *> mGames;
447 // last light intensity used in the CLightPrompt dialog, stored in registry
448 int m_iLastLightIntensity;
449 // these mirror what goes in the combo box
450 // see PrefDlg::m_nShader, tells wether to load NONE / COMMON or ALL shaders at parsing stage
451 enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
453 // Gef: updated preferences dialog
454 /*! Preference notebook page numbers */
455 enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
456 PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
460 void UpdateTextureCompression();
463 void UpdateATIHack();
468 void LoadTexdefPref(texdef_t* pTexdef, char* pName);
473 g_string_free (m_rc_path, true );
474 g_string_free (m_inipath, true );
478 path for global settings
480 linux: ~/.radiant/<version>/
482 GString *m_global_rc_path;
485 path to per-game settings
486 used for various game dependant storage
487 win32: g_strGameToolsPath
488 linux: ~/.radiant/<version>/<gamename>/
493 holds per-game settings
494 m_rc_path+"local.pref"
495 \todo FIXME at some point this should become XML property bag code too
499 // initialize the above paths
503 // DEPRECATED: use engine path from the current game description instead
504 // path to the top-level installation
506 // name of executable
509 // we use this Str to store the full path to the engine: m_strEnginePath + m_strEngine
510 // it's not stored in the registry or anything, just ued for display in prefs
511 Str m_strPrefsDlgEngine;
516 MainFrame::EViewStyle m_nView;
519 // path to the project loaded at startup
520 // if g_PrefsDlg can't find the information in the ini file
521 // it will try to guess and eventually ask the user
522 Str m_strLastProject;
524 version of last loaded project file
525 says -1 if there's no version loaded
526 if it's a manually constructed project file, will be 0
527 otherwise the actual 'version' epair
529 int m_nLastProjectVer;
536 bool m_bTextureWindow;
541 int m_nCamDragMultiSelect;
542 bool m_bCamDragMultiSelect;
544 bool m_bCamFreeLookStrafe;
545 bool m_bCamInverseMouse;
547 bool m_bNewLightDraw;
558 bool m_bDetachableMenus;
559 bool m_bPatchToolbar;
561 bool m_bPluginToolbar;
563 //++timo this is most likely broken, I don't know what it's supposed to do
567 bool m_bTextureScrollbar;
568 bool m_bDisplayLists;
569 bool m_bAntialiasedPointsAndLines; // Fishman - Add antialiazed points and lines support. 09/03/00
580 bool m_bCubicClipping;
582 bool m_bSelectCurves;
583 bool m_bSelectModels;
584 int m_nEntityShowState;
586 bool m_bNormalizeColors;
588 bool m_bSelectWholeEntities;
589 int m_nTextureQuality;
591 bool m_bTexturesShaderlistOnly;
594 bool m_bLatchedFloatingZ;
595 // Gef: Kyro GL_POINT workaround
596 bool m_bGlPtWorkaround;
598 // how many menus in the texture thing before we split?
599 int m_nTextureMenuSplit;
601 // watch the BSP process through network connections
602 // true: trigger the BSP steps one by one and monitor them through the network
603 // false: create a BAT / .sh file and execute it. don't bother monitoring it.
605 // do we stop the compilation process if we come accross a leak?
607 // timeout when beginning a step (in seconds)
608 // if we don't get a connection quick enough we assume something failed and go back to idling
611 // store prefs setting for automatic sleep mode activation
616 // make the texture increments match the grid changes
619 // try to fix the target/targetname conflicts when importing a map (default true)
622 // the increment step we use against the wheel mouse
626 // use the file associations to open files instead of builtin Gtk editor
627 bool m_bUseWin32Editor;
629 // custom shader editor
630 bool m_bUseCustomEditor;
631 Str m_strEditorCommand; // this is the command executed
636 bool m_bStartOnPrimMon;
639 bool m_bPatchBBoxSelect;
641 // RR2DO2: latched data, for settings that require a restart. We don't want to set
642 // these directly in case users set them under preferences and then continue working
644 MainFrame::EViewStyle m_nLatchedView;
646 Str m_strMRUFiles[4];
648 windowPosInfo_t mWindowInfo;
650 bool m_bLatchedDetachableMenus;
651 bool m_bLatchedPatchToolbar;
652 bool m_bLatchedWideToolbar;
653 bool m_bLatchedPluginToolbar;
654 int m_nLatchedShader;
655 int m_nLatchedTextureQuality;
658 // texture compression format
659 int m_nTextureCompressionFormat;
661 int m_nLightRadiuses;
663 bool m_bQ3Map2Texturing;
669 void UpdateData (bool retrieve);
671 /*! Utility function for swapping notebook pages for tree list selections */
672 void showPrefPage(int prefpage);
675 /*! Scan for game description files and build a list */
680 void PostModal (int code);
683 #endif // _PREFERENCES_H_