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(const 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(const 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(const char *name, Str *pV, const char *V);
114 void GetPref(const char *name, int *pV, int V);
115 void GetPref(const char *name, bool *pV, bool V);
116 void GetPref(const char *name, float *pV, float V);
117 void GetPref(const char *name, float *pV, float* V);
118 void GetPref(const 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
184 bool noMapsInHome; ///< set this if you want to open the engine path/base dir/maps dir for map open/save dialoges */
186 CGameDescription() { mpDoc = NULL; }
188 \todo parse basic info from the node
189 user-friendly name of the game
190 essential parameters (such as the start dir)
192 CGameDescription(xmlDocPtr pDoc, const Str &GameFile);
193 virtual ~CGameDescription() { xmlFreeDoc(mpDoc); }
199 select games, copy editing assets and write out configuration files
202 #define Q3_PACK "Q3Pack"
203 #define URT_PACK "UrTPack"
204 #define UFOAI_PACK "UFOAIPack"
205 #define Q2W_PACK "Q2WPack"
206 #define WARSOW_PACK "WarsowPack"
207 #define NEXUIZ_PACK "NexuizPack"
208 #define Q2_PACK "Q2Pack"
210 class CGameInstall : public Dialog {
217 static void OnBtnBrowseEngine( GtkWidget *widget, gpointer data );
218 static void OnGameSelectChanged( GtkWidget *widget, gpointer data );
238 // maps from m_nComboSelect to the games
239 int m_availGames[GAME_COUNT];
243 standalone dialog for games selection, and more generally global settings
245 class CGameDialog : public Dialog
247 GtkWidget *mFrame; ///< this is built on-demand first time it's used
248 GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
250 GtkComboBox *mGameCombo; // combo box holds the selection of available game
255 CXMLPropertyBag mGlobalPrefs;
259 run from a network share
260 this one is not being saved out in prefs, since we need to know before we load prefs
261 we use a dummy file NETRUN_FILENAME as flag
262 all done with static stuff
264 static bool m_bNetRun;
267 bool m_bDoGameInstall;
269 CGameInstall mGameInstall;
273 int m_nComboSelect; ///< intermediate int value for combo in dialog box
278 those settings are saved in the global prefs file
279 I'm too lazy to wrap behind protected access, not sure this needs to be public
280 NOTE: those are preference settings. if you change them it is likely that you would
281 have to restart the editor for them to take effect
285 what game has been selected
286 this is the name of the .game file
290 auto-load the game on startup
291 this is linked to auto-load checkbox
293 bool m_bAutoLoadGame;
295 log console to radiant.log
296 m_bForceLogConsole is an obscure forced latching situation
299 bool m_bForceLogConsole;
303 points somewhere in mGames, set once at startup
305 CGameDescription *m_pCurrentGameDescription;
308 the list of game descriptions we scanned from the game/ dir
310 list<CGameDescription *> mGames;
314 m_pCurrentGameDescription = NULL;
315 m_bLogConsole = false;
316 m_bForceLogConsole = false;
317 m_bDoGameInstall = true; // go through DoModal at least once
320 virtual ~CGameDialog();
322 void AddPacksURL( Str &s );
325 intialize the game dialog, called at CPrefsDlg::Init
326 will scan for games, load prefs, and do game selection dialog if needed
331 reset the global settings by removing the file
336 run the dialog UI for the list of games
341 call out to the game installation dialog
343 void DoGameInstall();
347 this is only called when the dialog is built at startup for main engine select
350 void UpdateData( bool retrieve );
353 construction of the dialog frame
354 this is the part to be re-used in prefs dialog
355 for the standalone dialog, we include this in a modal box
356 for prefs, we hook the frame in the main notebook
357 build the frame on-demand (only once)
359 GtkWidget *GetGlobalFrame();
362 global preferences subsystem
363 XML-based this time, hopefully this will generalize to other prefs
364 LoadPrefs has hardcoded defaults
365 NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
366 could have named the class differently I guess
369 void LoadPrefs(); ///< load from file into variables
370 void SavePrefs(); ///< save pref variables to file
374 read or set netrun (check file)
376 if false, will check if netrun file is present and will set m_bNetRun
377 if true, will create/erase the netrun file depending on m_bNetRun
378 NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
380 static void UpdateNetrun(bool retrieve);
382 get current netrun setting
384 static bool GetNetrun();
388 scan for .game files, load them
393 inits g_PrefsDlg.m_global_rc_path
395 void InitGlobalPrefPath();
398 uses m_nComboItem to find the right mGames
400 CGameDescription *GameDescriptionForComboItem();
403 callback for the game install button
405 static void SInstallCallback( GtkWidget *widget, gpointer data );
407 void UpdateGameCombo();
414 window_position_t position;
416 window_position_t posEntityWnd;
417 window_position_t posMapInfoWnd;
418 window_position_t posCamWnd;
419 window_position_t posZWnd;
420 window_position_t posXYWnd;
421 window_position_t posXZWnd;
422 window_position_t posYZWnd;
423 window_position_t posPatchWnd;
424 window_position_t posSurfaceWnd;
425 window_position_t posEntityInfoWnd;
436 class PrefsDlg : public Dialog
443 CXMLPropertyBag mLocalPrefs;
445 // will enable/disable stuff according to the situation
446 void DoSensitivity();
447 void PreModal() { DoSensitivity(); }
449 // enable/disable custom editor entry
450 void DoEditorSensitivity();
453 this holds global level preferences
455 CGameDialog mGamesDialog;
457 // warning about old project files
459 list<CGameDescription *> mGames;
462 // last light intensity used in the CLightPrompt dialog, stored in registry
463 int m_iLastLightIntensity;
464 // these mirror what goes in the combo box
465 // see PrefDlg::m_nShader, tells wether to load NONE / COMMON or ALL shaders at parsing stage
466 enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
468 // Gef: updated preferences dialog
469 /*! Preference notebook page numbers */
470 enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
471 PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
475 void UpdateTextureCompression();
478 void UpdateATIHack();
483 void LoadTexdefPref(texdef_t* pTexdef, char* pName);
488 g_string_free (m_rc_path, true );
489 g_string_free (m_inipath, true );
493 path for global settings
495 linux: ~/.radiant/<version>/
497 GString *m_global_rc_path;
500 path to per-game settings
501 used for various game dependant storage
502 win32: g_strGameToolsPath
503 linux: ~/.radiant/<version>/<gamename>/
508 holds per-game settings
509 m_rc_path+"local.pref"
510 \todo FIXME at some point this should become XML property bag code too
514 // initialize the above paths
518 // DEPRECATED: use engine path from the current game description instead
519 // path to the top-level installation
521 // name of executable
524 // we use this Str to store the full path to the engine: m_strEnginePath + m_strEngine
525 // it's not stored in the registry or anything, just ued for display in prefs
526 Str m_strPrefsDlgEngine;
531 MainFrame::EViewStyle m_nView;
534 // path to the project loaded at startup
535 // if g_PrefsDlg can't find the information in the ini file
536 // it will try to guess and eventually ask the user
537 Str m_strLastProject;
539 version of last loaded project file
540 says -1 if there's no version loaded
541 if it's a manually constructed project file, will be 0
542 otherwise the actual 'version' epair
544 int m_nLastProjectVer;
551 bool m_bTextureWindow;
556 int m_nCamDragMultiSelect;
557 bool m_bCamDragMultiSelect;
559 bool m_bCamFreeLookStrafe;
560 bool m_bCamInverseMouse;
562 bool m_bNewLightDraw;
573 bool m_bDetachableMenus;
574 bool m_bPatchToolbar;
576 bool m_bPluginToolbar;
578 //++timo this is most likely broken, I don't know what it's supposed to do
582 bool m_bTextureScrollbar;
583 bool m_bDisplayLists;
584 bool m_bAntialiasedPointsAndLines; // Fishman - Add antialiazed points and lines support. 09/03/00
595 bool m_bCubicClipping;
597 bool m_bSelectCurves;
598 bool m_bSelectModels;
599 int m_nEntityShowState;
601 bool m_bNormalizeColors;
603 bool m_bSelectWholeEntities;
604 int m_nTextureQuality;
606 bool m_bTexturesShaderlistOnly;
609 bool m_bLatchedFloatingZ;
610 // Gef: Kyro GL_POINT workaround
611 bool m_bGlPtWorkaround;
613 // how many menus in the texture thing before we split?
614 int m_nTextureMenuSplit;
616 // watch the BSP process through network connections
617 // true: trigger the BSP steps one by one and monitor them through the network
618 // false: create a BAT / .sh file and execute it. don't bother monitoring it.
620 // do we stop the compilation process if we come accross a leak?
622 // timeout when beginning a step (in seconds)
623 // if we don't get a connection quick enough we assume something failed and go back to idling
626 // store prefs setting for automatic sleep mode activation
631 // make the texture increments match the grid changes
634 // try to fix the target/targetname conflicts when importing a map (default true)
637 // the increment step we use against the wheel mouse
641 // use the file associations to open files instead of builtin Gtk editor
642 bool m_bUseWin32Editor;
644 // custom shader editor
645 bool m_bUseCustomEditor;
646 Str m_strEditorCommand; // this is the command executed
651 bool m_bStartOnPrimMon;
654 bool m_bPatchBBoxSelect;
656 // RR2DO2: latched data, for settings that require a restart. We don't want to set
657 // these directly in case users set them under preferences and then continue working
659 MainFrame::EViewStyle m_nLatchedView;
661 Str m_strMRUFiles[4];
663 windowPosInfo_t mWindowInfo;
665 bool m_bLatchedDetachableMenus;
666 bool m_bLatchedPatchToolbar;
667 bool m_bLatchedWideToolbar;
668 bool m_bLatchedPluginToolbar;
669 int m_nLatchedShader;
670 int m_nLatchedTextureQuality;
673 // texture compression format
674 int m_nTextureCompressionFormat;
676 int m_nLightRadiuses;
678 bool m_bQ3Map2Texturing;
684 void UpdateData (bool retrieve);
686 /*! Utility function for swapping notebook pages for tree list selections */
687 void showPrefPage(int prefpage);
690 /*! Scan for game description files and build a list */
695 void PostModal (int code);
698 #endif // _PREFERENCES_H_