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
184 CGameDescription() { mpDoc = NULL; }
186 \todo parse basic info from the node
187 user-friendly name of the game
188 essential parameters (such as the start dir)
190 CGameDescription(xmlDocPtr pDoc, const Str &GameFile);
191 virtual ~CGameDescription() { xmlFreeDoc(mpDoc); }
197 standalone dialog for games selection, and more generally global settings
199 class CGameDialog : public Dialog
201 GtkWidget *mFrame; ///< this is built on-demand first time it's used
202 GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
208 CXMLPropertyBag mGlobalPrefs;
212 run from a network share
213 this one is not being saved out in prefs, since we need to know before we load prefs
214 we use a dummy file NETRUN_FILENAME as flag
215 all done with static stuff
217 static bool m_bNetRun;
222 int m_nComboSelect; ///< intermediate int value for combo in dialog box
227 those settings are saved in the global prefs file
228 I'm too lazy to wrap behind protected access, not sure this needs to be public
229 NOTE: those are preference settings. if you change them it is likely that you would
230 have to restart the editor for them to take effect
234 what game has been selected
235 this is the name of the .game file
239 auto-load the game on startup
240 this is linked to auto-load checkbox
242 bool m_bAutoLoadGame;
244 log console to radiant.log
245 m_bForceLogConsole is an obscure forced latching situation
248 bool m_bForceLogConsole;
252 points somewhere in mGames, set once at startup
254 CGameDescription *m_pCurrentGameDescription;
257 the list of game descriptions we scanned from the game/ dir
259 list<CGameDescription *> mGames;
261 CGameDialog() { mFrame = NULL; m_pCurrentGameDescription = NULL; m_bLogConsole = false; m_bForceLogConsole = false; }
262 virtual ~CGameDialog();
264 void AddPacksURL(Str &s);
267 intialize the game dialog, called at CPrefsDlg::Init
268 will scan for games, load prefs, and do game selection dialog if needed
273 reset the global settings by removing the file
278 run the dialog UI for the list of games
284 this is only called when the dialog is built at startup for main engine select
287 void UpdateData (bool retrieve);
290 construction of the dialog frame
291 this is the part to be re-used in prefs dialog
292 for the standalone dialog, we include this in a modal box
293 for prefs, we hook the frame in the main notebook
294 build the frame on-demand (only once)
296 GtkWidget *GetGlobalFrame();
299 global preferences subsystem
300 XML-based this time, hopefully this will generalize to other prefs
301 LoadPrefs has hardcoded defaults
302 NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
303 could have named the class differently I guess
306 void LoadPrefs(); ///< load from file into variables
307 void SavePrefs(); ///< save pref variables to file
311 read or set netrun (check file)
313 if false, will check if netrun file is present and will set m_bNetRun
314 if true, will create/erase the netrun file depending on m_bNetRun
315 NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
317 static void UpdateNetrun(bool retrieve);
319 get current netrun setting
321 static bool GetNetrun();
325 scan for .game files, load them
330 inits g_PrefsDlg.m_global_rc_path
332 void InitGlobalPrefPath();
335 uses m_nComboItem to find the right mGames
337 CGameDescription *GameDescriptionForComboItem();
344 window_position_t position;
346 window_position_t posEntityWnd;
347 window_position_t posMapInfoWnd;
348 window_position_t posCamWnd;
349 window_position_t posZWnd;
350 window_position_t posXYWnd;
351 window_position_t posXZWnd;
352 window_position_t posYZWnd;
353 window_position_t posPatchWnd;
354 window_position_t posSurfaceWnd;
355 window_position_t posEntityInfoWnd;
366 class PrefsDlg : public Dialog
373 CXMLPropertyBag mLocalPrefs;
375 // will enable/disable stuff according to the situation
376 void DoSensitivity();
377 void PreModal() { DoSensitivity(); }
379 // enable/disable custom editor entry
380 void DoEditorSensitivity();
383 this holds global level preferences
385 CGameDialog mGamesDialog;
387 // warning about old project files
389 list<CGameDescription *> mGames;
392 // last light intensity used in the CLightPrompt dialog, stored in registry
393 int m_iLastLightIntensity;
394 // these mirror what goes in the combo box
395 // see PrefDlg::m_nShader, tells wether to load NONE / COMMON or ALL shaders at parsing stage
396 enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
398 // Gef: updated preferences dialog
399 /*! Preference notebook page numbers */
400 enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
401 PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
405 void UpdateTextureCompression();
408 void UpdateATIHack();
413 void LoadTexdefPref(texdef_t* pTexdef, char* pName);
418 g_string_free (m_rc_path, true );
419 g_string_free (m_inipath, true );
423 path for global settings
425 linux: ~/.radiant/<version>/
427 GString *m_global_rc_path;
430 path to per-game settings
431 used for various game dependant storage
432 win32: g_strGameToolsPath
433 linux: ~/.radiant/<version>/<gamename>/
438 holds per-game settings
439 m_rc_path+"local.pref"
440 \todo FIXME at some point this should become XML property bag code too
444 // initialize the above paths
448 // DEPRECATED: use engine path from the current game description instead
449 // path to the top-level installation
451 // name of executable
454 // we use this Str to store the full path to the engine: m_strEnginePath + m_strEngine
455 // it's not stored in the registry or anything, just ued for display in prefs
456 Str m_strPrefsDlgEngine;
461 MainFrame::EViewStyle m_nView;
464 // path to the project loaded at startup
465 // if g_PrefsDlg can't find the information in the ini file
466 // it will try to guess and eventually ask the user
467 Str m_strLastProject;
469 version of last loaded project file
470 says -1 if there's no version loaded
471 if it's a manually constructed project file, will be 0
472 otherwise the actual 'version' epair
474 int m_nLastProjectVer;
481 bool m_bTextureWindow;
486 int m_nCamDragMultiSelect;
487 bool m_bCamDragMultiSelect;
489 bool m_bCamFreeLookStrafe;
490 bool m_bCamInverseMouse;
492 bool m_bNewLightDraw;
503 bool m_bDetachableMenus;
504 bool m_bPatchToolbar;
506 bool m_bPluginToolbar;
508 //++timo this is most likely broken, I don't know what it's supposed to do
512 bool m_bTextureScrollbar;
513 bool m_bDisplayLists;
514 bool m_bAntialiasedPointsAndLines; // Fishman - Add antialiazed points and lines support. 09/03/00
525 bool m_bCubicClipping;
527 bool m_bSelectCurves;
528 bool m_bSelectModels;
529 int m_nEntityShowState;
531 bool m_bNormalizeColors;
533 bool m_bSelectWholeEntities;
534 int m_nTextureQuality;
536 bool m_bTexturesShaderlistOnly;
539 bool m_bLatchedFloatingZ;
540 // Gef: Kyro GL_POINT workaround
541 bool m_bGlPtWorkaround;
543 // how many menus in the texture thing before we split?
544 int m_nTextureMenuSplit;
546 // watch the BSP process through network connections
547 // true: trigger the BSP steps one by one and monitor them through the network
548 // false: create a BAT / .sh file and execute it. don't bother monitoring it.
550 // do we stop the compilation process if we come accross a leak?
552 // timeout when beginning a step (in seconds)
553 // if we don't get a connection quick enough we assume something failed and go back to idling
556 // store prefs setting for automatic sleep mode activation
561 // make the texture increments match the grid changes
564 // try to fix the target/targetname conflicts when importing a map (default true)
567 // the increment step we use against the wheel mouse
571 // use the file associations to open files instead of builtin Gtk editor
572 bool m_bUseWin32Editor;
574 // custom shader editor
575 bool m_bUseCustomEditor;
576 Str m_strEditorCommand; // this is the command executed
581 bool m_bStartOnPrimMon;
584 bool m_bPatchBBoxSelect;
586 // RR2DO2: latched data, for settings that require a restart. We don't want to set
587 // these directly in case users set them under preferences and then continue working
589 MainFrame::EViewStyle m_nLatchedView;
591 Str m_strMRUFiles[4];
593 windowPosInfo_t mWindowInfo;
595 bool m_bLatchedDetachableMenus;
596 bool m_bLatchedPatchToolbar;
597 bool m_bLatchedWideToolbar;
598 bool m_bLatchedPluginToolbar;
599 int m_nLatchedShader;
600 int m_nLatchedTextureQuality;
603 // texture compression format
604 int m_nTextureCompressionFormat;
606 int m_nLightRadiuses;
608 bool m_bQ3Map2Texturing;
614 void UpdateData (bool retrieve);
616 /*! Utility function for swapping notebook pages for tree list selections */
617 void showPrefPage(int prefpage);
620 /*! Scan for game description files and build a list */
625 void PostModal (int code);
628 #endif // _PREFERENCES_H_