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"
204 #define Q2W_PACK "Q2WPack"
205 #define WARSOW_PACK "WarsowPack"
206 #define NEXUIZ_PACK "NexuizPack"
207 #define Q2_PACK "Q2Pack"
209 class CGameInstall : public Dialog {
234 // maps from m_nComboSelect to the games
235 int m_availGames[GAME_COUNT];
239 standalone dialog for games selection, and more generally global settings
241 class CGameDialog : public Dialog
243 GtkWidget *mFrame; ///< this is built on-demand first time it's used
244 GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
250 CXMLPropertyBag mGlobalPrefs;
254 run from a network share
255 this one is not being saved out in prefs, since we need to know before we load prefs
256 we use a dummy file NETRUN_FILENAME as flag
257 all done with static stuff
259 static bool m_bNetRun;
262 bool m_bDoGameInstall;
264 CGameInstall mGameInstall;
268 int m_nComboSelect; ///< intermediate int value for combo in dialog box
273 those settings are saved in the global prefs file
274 I'm too lazy to wrap behind protected access, not sure this needs to be public
275 NOTE: those are preference settings. if you change them it is likely that you would
276 have to restart the editor for them to take effect
280 what game has been selected
281 this is the name of the .game file
285 auto-load the game on startup
286 this is linked to auto-load checkbox
288 bool m_bAutoLoadGame;
290 log console to radiant.log
291 m_bForceLogConsole is an obscure forced latching situation
294 bool m_bForceLogConsole;
298 points somewhere in mGames, set once at startup
300 CGameDescription *m_pCurrentGameDescription;
303 the list of game descriptions we scanned from the game/ dir
305 list<CGameDescription *> mGames;
309 m_pCurrentGameDescription = NULL;
310 m_bLogConsole = false;
311 m_bForceLogConsole = false;
312 m_bDoGameInstall = true; // go through DoModal at least once
314 virtual ~CGameDialog();
316 void AddPacksURL( Str &s );
319 intialize the game dialog, called at CPrefsDlg::Init
320 will scan for games, load prefs, and do game selection dialog if needed
325 reset the global settings by removing the file
330 run the dialog UI for the list of games
335 call out to the game installation dialog
337 void DoGameInstall();
341 this is only called when the dialog is built at startup for main engine select
344 void UpdateData( bool retrieve );
347 construction of the dialog frame
348 this is the part to be re-used in prefs dialog
349 for the standalone dialog, we include this in a modal box
350 for prefs, we hook the frame in the main notebook
351 build the frame on-demand (only once)
353 GtkWidget *GetGlobalFrame();
356 global preferences subsystem
357 XML-based this time, hopefully this will generalize to other prefs
358 LoadPrefs has hardcoded defaults
359 NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
360 could have named the class differently I guess
363 void LoadPrefs(); ///< load from file into variables
364 void SavePrefs(); ///< save pref variables to file
368 read or set netrun (check file)
370 if false, will check if netrun file is present and will set m_bNetRun
371 if true, will create/erase the netrun file depending on m_bNetRun
372 NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
374 static void UpdateNetrun(bool retrieve);
376 get current netrun setting
378 static bool GetNetrun();
382 scan for .game files, load them
387 inits g_PrefsDlg.m_global_rc_path
389 void InitGlobalPrefPath();
392 uses m_nComboItem to find the right mGames
394 CGameDescription *GameDescriptionForComboItem();
397 callback for the game install button
399 static void SInstallCallback( GtkWidget *widget, gpointer data );
406 window_position_t position;
408 window_position_t posEntityWnd;
409 window_position_t posMapInfoWnd;
410 window_position_t posCamWnd;
411 window_position_t posZWnd;
412 window_position_t posXYWnd;
413 window_position_t posXZWnd;
414 window_position_t posYZWnd;
415 window_position_t posPatchWnd;
416 window_position_t posSurfaceWnd;
417 window_position_t posEntityInfoWnd;
428 class PrefsDlg : public Dialog
435 CXMLPropertyBag mLocalPrefs;
437 // will enable/disable stuff according to the situation
438 void DoSensitivity();
439 void PreModal() { DoSensitivity(); }
441 // enable/disable custom editor entry
442 void DoEditorSensitivity();
445 this holds global level preferences
447 CGameDialog mGamesDialog;
449 // warning about old project files
451 list<CGameDescription *> mGames;
454 // last light intensity used in the CLightPrompt dialog, stored in registry
455 int m_iLastLightIntensity;
456 // these mirror what goes in the combo box
457 // see PrefDlg::m_nShader, tells wether to load NONE / COMMON or ALL shaders at parsing stage
458 enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
460 // Gef: updated preferences dialog
461 /*! Preference notebook page numbers */
462 enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
463 PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
467 void UpdateTextureCompression();
470 void UpdateATIHack();
475 void LoadTexdefPref(texdef_t* pTexdef, char* pName);
480 g_string_free (m_rc_path, true );
481 g_string_free (m_inipath, true );
485 path for global settings
487 linux: ~/.radiant/<version>/
489 GString *m_global_rc_path;
492 path to per-game settings
493 used for various game dependant storage
494 win32: g_strGameToolsPath
495 linux: ~/.radiant/<version>/<gamename>/
500 holds per-game settings
501 m_rc_path+"local.pref"
502 \todo FIXME at some point this should become XML property bag code too
506 // initialize the above paths
510 // DEPRECATED: use engine path from the current game description instead
511 // path to the top-level installation
513 // name of executable
516 // we use this Str to store the full path to the engine: m_strEnginePath + m_strEngine
517 // it's not stored in the registry or anything, just ued for display in prefs
518 Str m_strPrefsDlgEngine;
523 MainFrame::EViewStyle m_nView;
526 // path to the project loaded at startup
527 // if g_PrefsDlg can't find the information in the ini file
528 // it will try to guess and eventually ask the user
529 Str m_strLastProject;
531 version of last loaded project file
532 says -1 if there's no version loaded
533 if it's a manually constructed project file, will be 0
534 otherwise the actual 'version' epair
536 int m_nLastProjectVer;
543 bool m_bTextureWindow;
548 int m_nCamDragMultiSelect;
549 bool m_bCamDragMultiSelect;
551 bool m_bCamFreeLookStrafe;
552 bool m_bCamInverseMouse;
554 bool m_bNewLightDraw;
565 bool m_bDetachableMenus;
566 bool m_bPatchToolbar;
568 bool m_bPluginToolbar;
570 //++timo this is most likely broken, I don't know what it's supposed to do
574 bool m_bTextureScrollbar;
575 bool m_bDisplayLists;
576 bool m_bAntialiasedPointsAndLines; // Fishman - Add antialiazed points and lines support. 09/03/00
587 bool m_bCubicClipping;
589 bool m_bSelectCurves;
590 bool m_bSelectModels;
591 int m_nEntityShowState;
593 bool m_bNormalizeColors;
595 bool m_bSelectWholeEntities;
596 int m_nTextureQuality;
598 bool m_bTexturesShaderlistOnly;
601 bool m_bLatchedFloatingZ;
602 // Gef: Kyro GL_POINT workaround
603 bool m_bGlPtWorkaround;
605 // how many menus in the texture thing before we split?
606 int m_nTextureMenuSplit;
608 // watch the BSP process through network connections
609 // true: trigger the BSP steps one by one and monitor them through the network
610 // false: create a BAT / .sh file and execute it. don't bother monitoring it.
612 // do we stop the compilation process if we come accross a leak?
614 // timeout when beginning a step (in seconds)
615 // if we don't get a connection quick enough we assume something failed and go back to idling
618 // store prefs setting for automatic sleep mode activation
623 // make the texture increments match the grid changes
626 // try to fix the target/targetname conflicts when importing a map (default true)
629 // the increment step we use against the wheel mouse
633 // use the file associations to open files instead of builtin Gtk editor
634 bool m_bUseWin32Editor;
636 // custom shader editor
637 bool m_bUseCustomEditor;
638 Str m_strEditorCommand; // this is the command executed
643 bool m_bStartOnPrimMon;
646 bool m_bPatchBBoxSelect;
648 // RR2DO2: latched data, for settings that require a restart. We don't want to set
649 // these directly in case users set them under preferences and then continue working
651 MainFrame::EViewStyle m_nLatchedView;
653 Str m_strMRUFiles[4];
655 windowPosInfo_t mWindowInfo;
657 bool m_bLatchedDetachableMenus;
658 bool m_bLatchedPatchToolbar;
659 bool m_bLatchedWideToolbar;
660 bool m_bLatchedPluginToolbar;
661 int m_nLatchedShader;
662 int m_nLatchedTextureQuality;
665 // texture compression format
666 int m_nTextureCompressionFormat;
668 int m_nLightRadiuses;
670 bool m_bQ3Map2Texturing;
676 void UpdateData (bool retrieve);
678 /*! Utility function for swapping notebook pages for tree list selections */
679 void showPrefPage(int prefpage);
682 /*! Scan for game description files and build a list */
687 void PostModal (int code);
690 #endif // _PREFERENCES_H_