#include "gtkr_list.h"
//#include "profile.h"
+#ifdef _WIN32
+#define NVIDIA_AERO_HACK
+#endif
+
#define MAX_TEXTURE_QUALITY 3
enum PrefTypes_t
PrefTypes_t mType;
void *mVal;
- CPrefAssignment(char *name, PrefTypes_t Type, void *Val)
+ CPrefAssignment(const char *name, PrefTypes_t Type, void *Val)
{
mName = name; mType = Type; mVal = Val;
}
/*!
store assignment in the property list if not already there
*/
- void PushAssignment(char *name, PrefTypes_t type, void *pV);
+ void PushAssignment(const char *name, PrefTypes_t type, void *pV);
/*!
find the xmlnode relating to the epair name
public:
CXMLPropertyBag();
- virtual ~CXMLPropertyBag()
+ virtual ~CXMLPropertyBag()
{
if (InUse())
Clear();
(name, type and pointer to value)
this is used in UpdatePrefTree
*/
- void GetPref(char *name, Str *pV, char *V);
- void GetPref(char *name, int *pV, int V);
- void GetPref(char *name, bool *pV, bool V);
- void GetPref(char *name, float *pV, float V);
- void GetPref(char *name, float *pV, float* V);
- void GetPref(char *name, window_position_t* pV, window_position_t V);
+ void GetPref(const char *name, Str *pV, const char *V);
+ void GetPref(const char *name, int *pV, int V);
+ void GetPref(const char *name, bool *pV, bool V);
+ void GetPref(const char *name, float *pV, float V);
+ void GetPref(const char *name, float *pV, float* V);
+ void GetPref(const char *name, window_position_t* pV, window_position_t V);
/*!
returns whether or not the property bag is already open
Str mBaseGame; ///< basegame directory
Str mEnginePath; ///< path to the engine
Str mEngine; ///< engine name
+ Str mMultiplayerEngine; ///< engine name
#if defined (__linux__) || defined (__APPLE__)
Str mUserPathPrefix; ///< prefix for ~/.q3a ~/.wolf init, only on *nix
#endif
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
+ bool noMapsInHome; ///< set this if you want to open the engine path/base dir/maps dir for map open/save dialoges */
CGameDescription() { mpDoc = NULL; }
/*!
#define WARSOW_PACK "WarsowPack"
#define NEXUIZ_PACK "NexuizPack"
#define Q2_PACK "Q2Pack"
+#define TREMULOUS_PACK "TremulousPack"
+#define JA_PACK "JAPack"
+#define REACTION_PACK "ReactionPack"
class CGameInstall : public Dialog {
public:
GAME_WARSOW,
GAME_NEXUIZ,
GAME_Q2,
+ GAME_TREMULOUS,
+ GAME_JA,
+ GAME_REACTION,
GAME_COUNT
};
CGameInstall mGameInstall;
protected:
-
+
int m_nComboSelect; ///< intermediate int value for combo in dialog box
public:
- /*!
- those settings are saved in the global prefs file
+ /*!
+ 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
m_bDoGameInstall = true; // go through DoModal at least once
mGameCombo = NULL;
}
- virtual ~CGameDialog();
+ 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 Reset();
/*!
- run the dialog UI for the list of games
+ run the dialog UI for the list of games
*/
void DoGameDialog();
/*!
read or set netrun (check file)
- \param retrieve
+ \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
typedef struct {
int nEntitySplit1;
int nEntitySplit2;
-
+
window_position_t position;
window_position_t posEntityWnd;
class PrefsDlg : public Dialog
{
-
+
public:
/*!
local prefs file
// will enable/disable stuff according to the situation
void DoSensitivity();
void PreModal() { DoSensitivity(); }
-
+
// enable/disable custom editor entry
void DoEditorSensitivity();
-
+
/*!
this holds global level preferences
*/
// warning about old project files
bool m_bWarn;
list<CGameDescription *> mGames;
-
+
public:
// last light intensity used in the CLightPrompt dialog, stored in registry
int m_iLastLightIntensity;
// Gef: updated preferences dialog
/*! Preference notebook page numbers */
enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
- PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
-
+ PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_BRUSH, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
+
GtkWidget *notebook;
-
+
void UpdateTextureCompression();
#ifdef ATIHACK_812
void UpdateATIHack();
#endif
-
+
+#ifdef NVIDIA_AERO_HACK
+ void UpdateNvidiaAeroHack();
+#endif
+
void LoadPrefs();
void SavePrefs();
void LoadTexdefPref(texdef_t* pTexdef, char* pName);
// path to the project loaded at startup
// if g_PrefsDlg can't find the information in the ini file
// it will try to guess and eventually ask the user
- Str m_strLastProject;
+ Str m_strLastProject;
/*!
version of last loaded project file
says -1 if there's no version loaded
bool m_bPluginToolbar;
bool m_bNoClamp;
//++timo this is most likely broken, I don't know what it's supposed to do
+ bool m_bSnap;
Str m_strUserPath;
int m_nRotation;
bool m_bChaseMouse;
bool m_bGLLighting;
bool m_bTexturesShaderlistOnly;
int m_nSubdivisions;
+ float m_fDefTextureScale;
bool m_bFloatingZ;
bool m_bLatchedFloatingZ;
// Gef: Kyro GL_POINT workaround
bool m_bRunQuake;
// store prefs setting for automatic sleep mode activation
bool m_bDoSleep;
-
+
bool m_bClipCaulk;
// make the texture increments match the grid changes
int m_nTextureCompressionFormat;
int m_nLightRadiuses;
-
+
bool m_bQ3Map2Texturing;
#ifdef ATIHACK_812
- bool m_bGlATIHack;
+ bool m_bGlATIHack;
+#endif
+
+#ifdef NVIDIA_AERO_HACK
+ bool m_bGlNvidiaAeroHack;
+ int m_bGlNvidiaAeroHackPrevState;
#endif
void UpdateData (bool retrieve);