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 Str mMultiplayerEngine; ///< engine name
175 #if defined (__linux__) || defined (__APPLE__)
176 Str mUserPathPrefix; ///< prefix for ~/.q3a ~/.wolf init, only on *nix
178 Str mShaderPath; ///< the path in which to look for shaders
179 Str mShaderlist; ///< shaderlist file
180 float mTextureDefaultScale; ///< default scale (0.5 in q3, 1.0 in q1/q2, 0.25 in JK2 ..)
181 bool mEClassSingleLoad; ///< only load a single eclass definition file
182 bool mNoPatch; ///< this game doesn't support patch technology
183 Str mCaulkShader; ///< the shader to use for caulking
184 bool quake2; ///< set this to true to get quake2
185 bool noMapsInHome; ///< set this if you want to open the engine path/base dir/maps dir for map open/save dialoges */
187 CGameDescription() { mpDoc = NULL; }
189 \todo parse basic info from the node
190 user-friendly name of the game
191 essential parameters (such as the start dir)
193 CGameDescription(xmlDocPtr pDoc, const Str &GameFile);
194 virtual ~CGameDescription() { xmlFreeDoc(mpDoc); }
200 select games, copy editing assets and write out configuration files
203 #define Q3_PACK "Q3Pack"
204 #define URT_PACK "UrTPack"
205 #define UFOAI_PACK "UFOAIPack"
206 #define Q2W_PACK "Q2WPack"
207 #define WARSOW_PACK "WarsowPack"
208 #define NEXUIZ_PACK "NexuizPack"
209 #define Q2_PACK "Q2Pack"
210 #define TREMULOUS_PACK "TremulousPack"
212 class CGameInstall : public Dialog {
219 static void OnBtnBrowseEngine( GtkWidget *widget, gpointer data );
220 static void OnGameSelectChanged( GtkWidget *widget, gpointer data );
241 // maps from m_nComboSelect to the games
242 int m_availGames[GAME_COUNT];
246 standalone dialog for games selection, and more generally global settings
248 class CGameDialog : public Dialog
250 GtkWidget *mFrame; ///< this is built on-demand first time it's used
251 GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
253 GtkComboBox *mGameCombo; // combo box holds the selection of available game
258 CXMLPropertyBag mGlobalPrefs;
262 run from a network share
263 this one is not being saved out in prefs, since we need to know before we load prefs
264 we use a dummy file NETRUN_FILENAME as flag
265 all done with static stuff
267 static bool m_bNetRun;
270 bool m_bDoGameInstall;
272 CGameInstall mGameInstall;
276 int m_nComboSelect; ///< intermediate int value for combo in dialog box
281 those settings are saved in the global prefs file
282 I'm too lazy to wrap behind protected access, not sure this needs to be public
283 NOTE: those are preference settings. if you change them it is likely that you would
284 have to restart the editor for them to take effect
288 what game has been selected
289 this is the name of the .game file
293 auto-load the game on startup
294 this is linked to auto-load checkbox
296 bool m_bAutoLoadGame;
298 log console to radiant.log
299 m_bForceLogConsole is an obscure forced latching situation
302 bool m_bForceLogConsole;
306 points somewhere in mGames, set once at startup
308 CGameDescription *m_pCurrentGameDescription;
311 the list of game descriptions we scanned from the game/ dir
313 list<CGameDescription *> mGames;
317 m_pCurrentGameDescription = NULL;
318 m_bLogConsole = false;
319 m_bForceLogConsole = false;
320 m_bDoGameInstall = true; // go through DoModal at least once
323 virtual ~CGameDialog();
325 void AddPacksURL( Str &s );
328 intialize the game dialog, called at CPrefsDlg::Init
329 will scan for games, load prefs, and do game selection dialog if needed
334 reset the global settings by removing the file
339 run the dialog UI for the list of games
344 call out to the game installation dialog
346 void DoGameInstall();
350 this is only called when the dialog is built at startup for main engine select
353 void UpdateData( bool retrieve );
356 construction of the dialog frame
357 this is the part to be re-used in prefs dialog
358 for the standalone dialog, we include this in a modal box
359 for prefs, we hook the frame in the main notebook
360 build the frame on-demand (only once)
362 GtkWidget *GetGlobalFrame();
365 global preferences subsystem
366 XML-based this time, hopefully this will generalize to other prefs
367 LoadPrefs has hardcoded defaults
368 NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
369 could have named the class differently I guess
372 void LoadPrefs(); ///< load from file into variables
373 void SavePrefs(); ///< save pref variables to file
377 read or set netrun (check file)
379 if false, will check if netrun file is present and will set m_bNetRun
380 if true, will create/erase the netrun file depending on m_bNetRun
381 NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
383 static void UpdateNetrun(bool retrieve);
385 get current netrun setting
387 static bool GetNetrun();
391 scan for .game files, load them
396 inits g_PrefsDlg.m_global_rc_path
398 void InitGlobalPrefPath();
401 uses m_nComboItem to find the right mGames
403 CGameDescription *GameDescriptionForComboItem();
406 callback for the game install button
408 static void SInstallCallback( GtkWidget *widget, gpointer data );
410 void UpdateGameCombo();
417 window_position_t position;
419 window_position_t posEntityWnd;
420 window_position_t posMapInfoWnd;
421 window_position_t posCamWnd;
422 window_position_t posZWnd;
423 window_position_t posXYWnd;
424 window_position_t posXZWnd;
425 window_position_t posYZWnd;
426 window_position_t posPatchWnd;
427 window_position_t posSurfaceWnd;
428 window_position_t posEntityInfoWnd;
439 class PrefsDlg : public Dialog
446 CXMLPropertyBag mLocalPrefs;
448 // will enable/disable stuff according to the situation
449 void DoSensitivity();
450 void PreModal() { DoSensitivity(); }
452 // enable/disable custom editor entry
453 void DoEditorSensitivity();
456 this holds global level preferences
458 CGameDialog mGamesDialog;
460 // warning about old project files
462 list<CGameDescription *> mGames;
465 // last light intensity used in the CLightPrompt dialog, stored in registry
466 int m_iLastLightIntensity;
467 // these mirror what goes in the combo box
468 // see PrefDlg::m_nShader, tells wether to load NONE / COMMON or ALL shaders at parsing stage
469 enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
471 // Gef: updated preferences dialog
472 /*! Preference notebook page numbers */
473 enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
474 PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
478 void UpdateTextureCompression();
481 void UpdateATIHack();
486 void LoadTexdefPref(texdef_t* pTexdef, char* pName);
491 g_string_free (m_rc_path, true );
492 g_string_free (m_inipath, true );
496 path for global settings
498 linux: ~/.radiant/<version>/
500 GString *m_global_rc_path;
503 path to per-game settings
504 used for various game dependant storage
505 win32: g_strGameToolsPath
506 linux: ~/.radiant/<version>/<gamename>/
511 holds per-game settings
512 m_rc_path+"local.pref"
513 \todo FIXME at some point this should become XML property bag code too
517 // initialize the above paths
521 // DEPRECATED: use engine path from the current game description instead
522 // path to the top-level installation
524 // name of executable
527 // we use this Str to store the full path to the engine: m_strEnginePath + m_strEngine
528 // it's not stored in the registry or anything, just ued for display in prefs
529 Str m_strPrefsDlgEngine;
534 MainFrame::EViewStyle m_nView;
537 // path to the project loaded at startup
538 // if g_PrefsDlg can't find the information in the ini file
539 // it will try to guess and eventually ask the user
540 Str m_strLastProject;
542 version of last loaded project file
543 says -1 if there's no version loaded
544 if it's a manually constructed project file, will be 0
545 otherwise the actual 'version' epair
547 int m_nLastProjectVer;
554 bool m_bTextureWindow;
559 int m_nCamDragMultiSelect;
560 bool m_bCamDragMultiSelect;
562 bool m_bCamFreeLookStrafe;
563 bool m_bCamInverseMouse;
565 bool m_bNewLightDraw;
576 bool m_bDetachableMenus;
577 bool m_bPatchToolbar;
579 bool m_bPluginToolbar;
581 //++timo this is most likely broken, I don't know what it's supposed to do
586 bool m_bTextureScrollbar;
587 bool m_bDisplayLists;
588 bool m_bAntialiasedPointsAndLines; // Fishman - Add antialiazed points and lines support. 09/03/00
599 bool m_bCubicClipping;
601 bool m_bSelectCurves;
602 bool m_bSelectModels;
603 int m_nEntityShowState;
605 bool m_bNormalizeColors;
607 bool m_bSelectWholeEntities;
608 int m_nTextureQuality;
610 bool m_bTexturesShaderlistOnly;
613 bool m_bLatchedFloatingZ;
614 // Gef: Kyro GL_POINT workaround
615 bool m_bGlPtWorkaround;
617 // how many menus in the texture thing before we split?
618 int m_nTextureMenuSplit;
620 // watch the BSP process through network connections
621 // true: trigger the BSP steps one by one and monitor them through the network
622 // false: create a BAT / .sh file and execute it. don't bother monitoring it.
624 // do we stop the compilation process if we come accross a leak?
626 // timeout when beginning a step (in seconds)
627 // if we don't get a connection quick enough we assume something failed and go back to idling
630 // store prefs setting for automatic sleep mode activation
635 // make the texture increments match the grid changes
638 // try to fix the target/targetname conflicts when importing a map (default true)
641 // the increment step we use against the wheel mouse
645 // use the file associations to open files instead of builtin Gtk editor
646 bool m_bUseWin32Editor;
648 // custom shader editor
649 bool m_bUseCustomEditor;
650 Str m_strEditorCommand; // this is the command executed
655 bool m_bStartOnPrimMon;
658 bool m_bPatchBBoxSelect;
660 // RR2DO2: latched data, for settings that require a restart. We don't want to set
661 // these directly in case users set them under preferences and then continue working
663 MainFrame::EViewStyle m_nLatchedView;
665 Str m_strMRUFiles[4];
667 windowPosInfo_t mWindowInfo;
669 bool m_bLatchedDetachableMenus;
670 bool m_bLatchedPatchToolbar;
671 bool m_bLatchedWideToolbar;
672 bool m_bLatchedPluginToolbar;
673 int m_nLatchedShader;
674 int m_nLatchedTextureQuality;
677 // texture compression format
678 int m_nTextureCompressionFormat;
680 int m_nLightRadiuses;
682 bool m_bQ3Map2Texturing;
688 void UpdateData (bool retrieve);
690 /*! Utility function for swapping notebook pages for tree list selections */
691 void showPrefPage(int prefpage);
694 /*! Scan for game description files and build a list */
699 void PostModal (int code);
702 #endif // _PREFERENCES_H_