void appendRadioIcons( const char* name, int& data, StringArrayRange icons ){
m_dialog.addRadioIcons( m_vbox, name, data, icons );
}
+ui::Widget appendSpacer( int dimension ){
+ return m_dialog.addSpacer( m_vbox, dimension );
+}
+ui::Widget appendLabel( const char* name, const char* text ){
+ return m_dialog.addLabel( m_vbox, name, text );
+}
ui::Widget appendEntry( const char* name, Property<int> const &cb ){
return m_dialog.addIntEntry( m_vbox, name, cb );
}
void PreferencesDialog_addSettingsPreferences( const PreferencesPageCallback& callback );
void PreferencesDialog_addSettingsPage( const PreferenceGroupCallback& callback );
+bool PreferencesDialog_isRestartRequired();
void PreferencesDialog_restartRequired( const char* staticName );
template<typename Value>
public:
+/*!
+ used to no ask for restart when switching game from Gobal Preferences window displayed on startup
+*/
+
+bool onStartup;
/*!
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
ui::Widget m_notebook{ui::null};
-virtual ~PrefsDlg(){
- g_string_free( m_rc_path, true );
- g_string_free( m_inipath, true );
+virtual ~PrefsDlg() {
+ if (m_rc_path) {
+ g_string_free( m_rc_path, true );
+ }
+ if (m_inipath) {
+ g_string_free( m_inipath, true );
+ }
}
/*!
void PreferencesDialog_constructWindow( ui::Window main_window );
void PreferencesDialog_destroyWindow();
+
+void PreferencesDialog_restartIfRequired();
void PreferencesDialog_showDialog();
void GlobalPreferences_Init();