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"
209 #define TREMULOUS_PACK "TremulousPack"
211 class CGameInstall : public Dialog {
218 static void OnBtnBrowseEngine( GtkWidget *widget, gpointer data );
219 static void OnGameSelectChanged( GtkWidget *widget, gpointer data );
240 // maps from m_nComboSelect to the games
241 int m_availGames[GAME_COUNT];
245 standalone dialog for games selection, and more generally global settings
247 class CGameDialog : public Dialog
249 GtkWidget *mFrame; ///< this is built on-demand first time it's used
250 GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
252 GtkComboBox *mGameCombo; // combo box holds the selection of available game
257 CXMLPropertyBag mGlobalPrefs;
261 run from a network share
262 this one is not being saved out in prefs, since we need to know before we load prefs
263 we use a dummy file NETRUN_FILENAME as flag
264 all done with static stuff
266 static bool m_bNetRun;
269 bool m_bDoGameInstall;
271 CGameInstall mGameInstall;
275 int m_nComboSelect; ///< intermediate int value for combo in dialog box
280 those settings are saved in the global prefs file
281 I'm too lazy to wrap behind protected access, not sure this needs to be public
282 NOTE: those are preference settings. if you change them it is likely that you would
283 have to restart the editor for them to take effect
287 what game has been selected
288 this is the name of the .game file
292 auto-load the game on startup
293 this is linked to auto-load checkbox
295 bool m_bAutoLoadGame;
297 log console to radiant.log
298 m_bForceLogConsole is an obscure forced latching situation
301 bool m_bForceLogConsole;
305 points somewhere in mGames, set once at startup
307 CGameDescription *m_pCurrentGameDescription;
310 the list of game descriptions we scanned from the game/ dir
312 list<CGameDescription *> mGames;
316 m_pCurrentGameDescription = NULL;
317 m_bLogConsole = false;
318 m_bForceLogConsole = false;
319 m_bDoGameInstall = true; // go through DoModal at least once
322 virtual ~CGameDialog();
324 void AddPacksURL( Str &s );
327 intialize the game dialog, called at CPrefsDlg::Init
328 will scan for games, load prefs, and do game selection dialog if needed
333 reset the global settings by removing the file
338 run the dialog UI for the list of games
343 call out to the game installation dialog
345 void DoGameInstall();
349 this is only called when the dialog is built at startup for main engine select
352 void UpdateData( bool retrieve );
355 construction of the dialog frame
356 this is the part to be re-used in prefs dialog
357 for the standalone dialog, we include this in a modal box
358 for prefs, we hook the frame in the main notebook
359 build the frame on-demand (only once)
361 GtkWidget *GetGlobalFrame();
364 global preferences subsystem
365 XML-based this time, hopefully this will generalize to other prefs
366 LoadPrefs has hardcoded defaults
367 NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
368 could have named the class differently I guess
371 void LoadPrefs(); ///< load from file into variables
372 void SavePrefs(); ///< save pref variables to file
376 read or set netrun (check file)
378 if false, will check if netrun file is present and will set m_bNetRun
379 if true, will create/erase the netrun file depending on m_bNetRun
380 NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
382 static void UpdateNetrun(bool retrieve);
384 get current netrun setting
386 static bool GetNetrun();
390 scan for .game files, load them
395 inits g_PrefsDlg.m_global_rc_path
397 void InitGlobalPrefPath();
400 uses m_nComboItem to find the right mGames
402 CGameDescription *GameDescriptionForComboItem();
405 callback for the game install button
407 static void SInstallCallback( GtkWidget *widget, gpointer data );
409 void UpdateGameCombo();
416 window_position_t position;
418 window_position_t posEntityWnd;
419 window_position_t posMapInfoWnd;
420 window_position_t posCamWnd;
421 window_position_t posZWnd;
422 window_position_t posXYWnd;
423 window_position_t posXZWnd;
424 window_position_t posYZWnd;
425 window_position_t posPatchWnd;
426 window_position_t posSurfaceWnd;
427 window_position_t posEntityInfoWnd;
438 class PrefsDlg : public Dialog
445 CXMLPropertyBag mLocalPrefs;
447 // will enable/disable stuff according to the situation
448 void DoSensitivity();
449 void PreModal() { DoSensitivity(); }
451 // enable/disable custom editor entry
452 void DoEditorSensitivity();
455 this holds global level preferences
457 CGameDialog mGamesDialog;
459 // warning about old project files
461 list<CGameDescription *> mGames;
464 // last light intensity used in the CLightPrompt dialog, stored in registry
465 int m_iLastLightIntensity;
466 // these mirror what goes in the combo box
467 // see PrefDlg::m_nShader, tells wether to load NONE / COMMON or ALL shaders at parsing stage
468 enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
470 // Gef: updated preferences dialog
471 /*! Preference notebook page numbers */
472 enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
473 PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
477 void UpdateTextureCompression();
480 void UpdateATIHack();
485 void LoadTexdefPref(texdef_t* pTexdef, char* pName);
490 g_string_free (m_rc_path, true );
491 g_string_free (m_inipath, true );
495 path for global settings
497 linux: ~/.radiant/<version>/
499 GString *m_global_rc_path;
502 path to per-game settings
503 used for various game dependant storage
504 win32: g_strGameToolsPath
505 linux: ~/.radiant/<version>/<gamename>/
510 holds per-game settings
511 m_rc_path+"local.pref"
512 \todo FIXME at some point this should become XML property bag code too
516 // initialize the above paths
520 // DEPRECATED: use engine path from the current game description instead
521 // path to the top-level installation
523 // name of executable
526 // we use this Str to store the full path to the engine: m_strEnginePath + m_strEngine
527 // it's not stored in the registry or anything, just ued for display in prefs
528 Str m_strPrefsDlgEngine;
533 MainFrame::EViewStyle m_nView;
536 // path to the project loaded at startup
537 // if g_PrefsDlg can't find the information in the ini file
538 // it will try to guess and eventually ask the user
539 Str m_strLastProject;
541 version of last loaded project file
542 says -1 if there's no version loaded
543 if it's a manually constructed project file, will be 0
544 otherwise the actual 'version' epair
546 int m_nLastProjectVer;
553 bool m_bTextureWindow;
558 int m_nCamDragMultiSelect;
559 bool m_bCamDragMultiSelect;
561 bool m_bCamFreeLookStrafe;
562 bool m_bCamInverseMouse;
564 bool m_bNewLightDraw;
575 bool m_bDetachableMenus;
576 bool m_bPatchToolbar;
578 bool m_bPluginToolbar;
580 //++timo this is most likely broken, I don't know what it's supposed to do
584 bool m_bTextureScrollbar;
585 bool m_bDisplayLists;
586 bool m_bAntialiasedPointsAndLines; // Fishman - Add antialiazed points and lines support. 09/03/00
597 bool m_bCubicClipping;
599 bool m_bSelectCurves;
600 bool m_bSelectModels;
601 int m_nEntityShowState;
603 bool m_bNormalizeColors;
605 bool m_bSelectWholeEntities;
606 int m_nTextureQuality;
608 bool m_bTexturesShaderlistOnly;
611 bool m_bLatchedFloatingZ;
612 // Gef: Kyro GL_POINT workaround
613 bool m_bGlPtWorkaround;
615 // how many menus in the texture thing before we split?
616 int m_nTextureMenuSplit;
618 // watch the BSP process through network connections
619 // true: trigger the BSP steps one by one and monitor them through the network
620 // false: create a BAT / .sh file and execute it. don't bother monitoring it.
622 // do we stop the compilation process if we come accross a leak?
624 // timeout when beginning a step (in seconds)
625 // if we don't get a connection quick enough we assume something failed and go back to idling
628 // store prefs setting for automatic sleep mode activation
633 // make the texture increments match the grid changes
636 // try to fix the target/targetname conflicts when importing a map (default true)
639 // the increment step we use against the wheel mouse
643 // use the file associations to open files instead of builtin Gtk editor
644 bool m_bUseWin32Editor;
646 // custom shader editor
647 bool m_bUseCustomEditor;
648 Str m_strEditorCommand; // this is the command executed
653 bool m_bStartOnPrimMon;
656 bool m_bPatchBBoxSelect;
658 // RR2DO2: latched data, for settings that require a restart. We don't want to set
659 // these directly in case users set them under preferences and then continue working
661 MainFrame::EViewStyle m_nLatchedView;
663 Str m_strMRUFiles[4];
665 windowPosInfo_t mWindowInfo;
667 bool m_bLatchedDetachableMenus;
668 bool m_bLatchedPatchToolbar;
669 bool m_bLatchedWideToolbar;
670 bool m_bLatchedPluginToolbar;
671 int m_nLatchedShader;
672 int m_nLatchedTextureQuality;
675 // texture compression format
676 int m_nTextureCompressionFormat;
678 int m_nLightRadiuses;
680 bool m_bQ3Map2Texturing;
686 void UpdateData (bool retrieve);
688 /*! Utility function for swapping notebook pages for tree list selections */
689 void showPrefPage(int prefpage);
692 /*! Scan for game description files and build a list */
697 void PostModal (int code);
700 #endif // _PREFERENCES_H_