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"
204 class CGameInstall : public Dialog {
225 // maps from m_nComboSelect to the games
226 int m_availGames[GAME_COUNT];
230 standalone dialog for games selection, and more generally global settings
232 class CGameDialog : public Dialog
234 GtkWidget *mFrame; ///< this is built on-demand first time it's used
235 GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
241 CXMLPropertyBag mGlobalPrefs;
245 run from a network share
246 this one is not being saved out in prefs, since we need to know before we load prefs
247 we use a dummy file NETRUN_FILENAME as flag
248 all done with static stuff
250 static bool m_bNetRun;
253 bool m_bDoGameInstall;
255 CGameInstall mGameInstall;
259 int m_nComboSelect; ///< intermediate int value for combo in dialog box
264 those settings are saved in the global prefs file
265 I'm too lazy to wrap behind protected access, not sure this needs to be public
266 NOTE: those are preference settings. if you change them it is likely that you would
267 have to restart the editor for them to take effect
271 what game has been selected
272 this is the name of the .game file
276 auto-load the game on startup
277 this is linked to auto-load checkbox
279 bool m_bAutoLoadGame;
281 log console to radiant.log
282 m_bForceLogConsole is an obscure forced latching situation
285 bool m_bForceLogConsole;
289 points somewhere in mGames, set once at startup
291 CGameDescription *m_pCurrentGameDescription;
294 the list of game descriptions we scanned from the game/ dir
296 list<CGameDescription *> mGames;
300 m_pCurrentGameDescription = NULL;
301 m_bLogConsole = false;
302 m_bForceLogConsole = false;
303 m_bDoGameInstall = true; // go through DoModal at least once
305 virtual ~CGameDialog();
307 void AddPacksURL( Str &s );
310 intialize the game dialog, called at CPrefsDlg::Init
311 will scan for games, load prefs, and do game selection dialog if needed
316 reset the global settings by removing the file
321 run the dialog UI for the list of games
326 call out to the game installation dialog
328 void DoGameInstall();
332 this is only called when the dialog is built at startup for main engine select
335 void UpdateData( bool retrieve );
338 construction of the dialog frame
339 this is the part to be re-used in prefs dialog
340 for the standalone dialog, we include this in a modal box
341 for prefs, we hook the frame in the main notebook
342 build the frame on-demand (only once)
344 GtkWidget *GetGlobalFrame();
347 global preferences subsystem
348 XML-based this time, hopefully this will generalize to other prefs
349 LoadPrefs has hardcoded defaults
350 NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
351 could have named the class differently I guess
354 void LoadPrefs(); ///< load from file into variables
355 void SavePrefs(); ///< save pref variables to file
359 read or set netrun (check file)
361 if false, will check if netrun file is present and will set m_bNetRun
362 if true, will create/erase the netrun file depending on m_bNetRun
363 NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
365 static void UpdateNetrun(bool retrieve);
367 get current netrun setting
369 static bool GetNetrun();
373 scan for .game files, load them
378 inits g_PrefsDlg.m_global_rc_path
380 void InitGlobalPrefPath();
383 uses m_nComboItem to find the right mGames
385 CGameDescription *GameDescriptionForComboItem();
388 callback for the game install button
390 static void SInstallCallback( GtkWidget *widget, gpointer data );
397 window_position_t position;
399 window_position_t posEntityWnd;
400 window_position_t posMapInfoWnd;
401 window_position_t posCamWnd;
402 window_position_t posZWnd;
403 window_position_t posXYWnd;
404 window_position_t posXZWnd;
405 window_position_t posYZWnd;
406 window_position_t posPatchWnd;
407 window_position_t posSurfaceWnd;
408 window_position_t posEntityInfoWnd;
419 class PrefsDlg : public Dialog
426 CXMLPropertyBag mLocalPrefs;
428 // will enable/disable stuff according to the situation
429 void DoSensitivity();
430 void PreModal() { DoSensitivity(); }
432 // enable/disable custom editor entry
433 void DoEditorSensitivity();
436 this holds global level preferences
438 CGameDialog mGamesDialog;
440 // warning about old project files
442 list<CGameDescription *> mGames;
445 // last light intensity used in the CLightPrompt dialog, stored in registry
446 int m_iLastLightIntensity;
447 // these mirror what goes in the combo box
448 // see PrefDlg::m_nShader, tells wether to load NONE / COMMON or ALL shaders at parsing stage
449 enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
451 // Gef: updated preferences dialog
452 /*! Preference notebook page numbers */
453 enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
454 PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
458 void UpdateTextureCompression();
461 void UpdateATIHack();
466 void LoadTexdefPref(texdef_t* pTexdef, char* pName);
471 g_string_free (m_rc_path, true );
472 g_string_free (m_inipath, true );
476 path for global settings
478 linux: ~/.radiant/<version>/
480 GString *m_global_rc_path;
483 path to per-game settings
484 used for various game dependant storage
485 win32: g_strGameToolsPath
486 linux: ~/.radiant/<version>/<gamename>/
491 holds per-game settings
492 m_rc_path+"local.pref"
493 \todo FIXME at some point this should become XML property bag code too
497 // initialize the above paths
501 // DEPRECATED: use engine path from the current game description instead
502 // path to the top-level installation
504 // name of executable
507 // we use this Str to store the full path to the engine: m_strEnginePath + m_strEngine
508 // it's not stored in the registry or anything, just ued for display in prefs
509 Str m_strPrefsDlgEngine;
514 MainFrame::EViewStyle m_nView;
517 // path to the project loaded at startup
518 // if g_PrefsDlg can't find the information in the ini file
519 // it will try to guess and eventually ask the user
520 Str m_strLastProject;
522 version of last loaded project file
523 says -1 if there's no version loaded
524 if it's a manually constructed project file, will be 0
525 otherwise the actual 'version' epair
527 int m_nLastProjectVer;
534 bool m_bTextureWindow;
539 int m_nCamDragMultiSelect;
540 bool m_bCamDragMultiSelect;
542 bool m_bCamFreeLookStrafe;
543 bool m_bCamInverseMouse;
545 bool m_bNewLightDraw;
556 bool m_bDetachableMenus;
557 bool m_bPatchToolbar;
559 bool m_bPluginToolbar;
561 //++timo this is most likely broken, I don't know what it's supposed to do
565 bool m_bTextureScrollbar;
566 bool m_bDisplayLists;
567 bool m_bAntialiasedPointsAndLines; // Fishman - Add antialiazed points and lines support. 09/03/00
578 bool m_bCubicClipping;
580 bool m_bSelectCurves;
581 bool m_bSelectModels;
582 int m_nEntityShowState;
584 bool m_bNormalizeColors;
586 bool m_bSelectWholeEntities;
587 int m_nTextureQuality;
589 bool m_bTexturesShaderlistOnly;
592 bool m_bLatchedFloatingZ;
593 // Gef: Kyro GL_POINT workaround
594 bool m_bGlPtWorkaround;
596 // how many menus in the texture thing before we split?
597 int m_nTextureMenuSplit;
599 // watch the BSP process through network connections
600 // true: trigger the BSP steps one by one and monitor them through the network
601 // false: create a BAT / .sh file and execute it. don't bother monitoring it.
603 // do we stop the compilation process if we come accross a leak?
605 // timeout when beginning a step (in seconds)
606 // if we don't get a connection quick enough we assume something failed and go back to idling
609 // store prefs setting for automatic sleep mode activation
614 // make the texture increments match the grid changes
617 // try to fix the target/targetname conflicts when importing a map (default true)
620 // the increment step we use against the wheel mouse
624 // use the file associations to open files instead of builtin Gtk editor
625 bool m_bUseWin32Editor;
627 // custom shader editor
628 bool m_bUseCustomEditor;
629 Str m_strEditorCommand; // this is the command executed
634 bool m_bStartOnPrimMon;
637 bool m_bPatchBBoxSelect;
639 // RR2DO2: latched data, for settings that require a restart. We don't want to set
640 // these directly in case users set them under preferences and then continue working
642 MainFrame::EViewStyle m_nLatchedView;
644 Str m_strMRUFiles[4];
646 windowPosInfo_t mWindowInfo;
648 bool m_bLatchedDetachableMenus;
649 bool m_bLatchedPatchToolbar;
650 bool m_bLatchedWideToolbar;
651 bool m_bLatchedPluginToolbar;
652 int m_nLatchedShader;
653 int m_nLatchedTextureQuality;
656 // texture compression format
657 int m_nTextureCompressionFormat;
659 int m_nLightRadiuses;
661 bool m_bQ3Map2Texturing;
667 void UpdateData (bool retrieve);
669 /*! Utility function for swapping notebook pages for tree list selections */
670 void showPrefPage(int prefpage);
673 /*! Scan for game description files and build a list */
678 void PostModal (int code);
681 #endif // _PREFERENCES_H_