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
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"
203 #define UFOAI_PACK "UFOAIPack"
204 #define Q2W_PACK "Q2WPack"
205 #define WARSOW_PACK "WarsowPack"
206 #define NEXUIZ_PACK "NexuizPack"
207 #define Q2_PACK "Q2Pack"
209 class CGameInstall : public Dialog {
216 static void OnBtnBrowseEngine( GtkWidget *widget, gpointer data );
217 static void OnGameSelectChanged( GtkWidget *widget, gpointer data );
237 // maps from m_nComboSelect to the games
238 int m_availGames[GAME_COUNT];
242 standalone dialog for games selection, and more generally global settings
244 class CGameDialog : public Dialog
246 GtkWidget *mFrame; ///< this is built on-demand first time it's used
247 GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
249 GtkComboBox *mGameCombo; // combo box holds the selection of available game
254 CXMLPropertyBag mGlobalPrefs;
258 run from a network share
259 this one is not being saved out in prefs, since we need to know before we load prefs
260 we use a dummy file NETRUN_FILENAME as flag
261 all done with static stuff
263 static bool m_bNetRun;
266 bool m_bDoGameInstall;
268 CGameInstall mGameInstall;
272 int m_nComboSelect; ///< intermediate int value for combo in dialog box
277 those settings are saved in the global prefs file
278 I'm too lazy to wrap behind protected access, not sure this needs to be public
279 NOTE: those are preference settings. if you change them it is likely that you would
280 have to restart the editor for them to take effect
284 what game has been selected
285 this is the name of the .game file
289 auto-load the game on startup
290 this is linked to auto-load checkbox
292 bool m_bAutoLoadGame;
294 log console to radiant.log
295 m_bForceLogConsole is an obscure forced latching situation
298 bool m_bForceLogConsole;
302 points somewhere in mGames, set once at startup
304 CGameDescription *m_pCurrentGameDescription;
307 the list of game descriptions we scanned from the game/ dir
309 list<CGameDescription *> mGames;
313 m_pCurrentGameDescription = NULL;
314 m_bLogConsole = false;
315 m_bForceLogConsole = false;
316 m_bDoGameInstall = true; // go through DoModal at least once
319 virtual ~CGameDialog();
321 void AddPacksURL( Str &s );
324 intialize the game dialog, called at CPrefsDlg::Init
325 will scan for games, load prefs, and do game selection dialog if needed
330 reset the global settings by removing the file
335 run the dialog UI for the list of games
340 call out to the game installation dialog
342 void DoGameInstall();
346 this is only called when the dialog is built at startup for main engine select
349 void UpdateData( bool retrieve );
352 construction of the dialog frame
353 this is the part to be re-used in prefs dialog
354 for the standalone dialog, we include this in a modal box
355 for prefs, we hook the frame in the main notebook
356 build the frame on-demand (only once)
358 GtkWidget *GetGlobalFrame();
361 global preferences subsystem
362 XML-based this time, hopefully this will generalize to other prefs
363 LoadPrefs has hardcoded defaults
364 NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
365 could have named the class differently I guess
368 void LoadPrefs(); ///< load from file into variables
369 void SavePrefs(); ///< save pref variables to file
373 read or set netrun (check file)
375 if false, will check if netrun file is present and will set m_bNetRun
376 if true, will create/erase the netrun file depending on m_bNetRun
377 NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
379 static void UpdateNetrun(bool retrieve);
381 get current netrun setting
383 static bool GetNetrun();
387 scan for .game files, load them
392 inits g_PrefsDlg.m_global_rc_path
394 void InitGlobalPrefPath();
397 uses m_nComboItem to find the right mGames
399 CGameDescription *GameDescriptionForComboItem();
402 callback for the game install button
404 static void SInstallCallback( GtkWidget *widget, gpointer data );
406 void UpdateGameCombo();
413 window_position_t position;
415 window_position_t posEntityWnd;
416 window_position_t posMapInfoWnd;
417 window_position_t posCamWnd;
418 window_position_t posZWnd;
419 window_position_t posXYWnd;
420 window_position_t posXZWnd;
421 window_position_t posYZWnd;
422 window_position_t posPatchWnd;
423 window_position_t posSurfaceWnd;
424 window_position_t posEntityInfoWnd;
435 class PrefsDlg : public Dialog
442 CXMLPropertyBag mLocalPrefs;
444 // will enable/disable stuff according to the situation
445 void DoSensitivity();
446 void PreModal() { DoSensitivity(); }
448 // enable/disable custom editor entry
449 void DoEditorSensitivity();
452 this holds global level preferences
454 CGameDialog mGamesDialog;
456 // warning about old project files
458 list<CGameDescription *> mGames;
461 // last light intensity used in the CLightPrompt dialog, stored in registry
462 int m_iLastLightIntensity;
463 // these mirror what goes in the combo box
464 // see PrefDlg::m_nShader, tells wether to load NONE / COMMON or ALL shaders at parsing stage
465 enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
467 // Gef: updated preferences dialog
468 /*! Preference notebook page numbers */
469 enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
470 PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
474 void UpdateTextureCompression();
477 void UpdateATIHack();
482 void LoadTexdefPref(texdef_t* pTexdef, char* pName);
487 g_string_free (m_rc_path, true );
488 g_string_free (m_inipath, true );
492 path for global settings
494 linux: ~/.radiant/<version>/
496 GString *m_global_rc_path;
499 path to per-game settings
500 used for various game dependant storage
501 win32: g_strGameToolsPath
502 linux: ~/.radiant/<version>/<gamename>/
507 holds per-game settings
508 m_rc_path+"local.pref"
509 \todo FIXME at some point this should become XML property bag code too
513 // initialize the above paths
517 // DEPRECATED: use engine path from the current game description instead
518 // path to the top-level installation
520 // name of executable
523 // we use this Str to store the full path to the engine: m_strEnginePath + m_strEngine
524 // it's not stored in the registry or anything, just ued for display in prefs
525 Str m_strPrefsDlgEngine;
530 MainFrame::EViewStyle m_nView;
533 // path to the project loaded at startup
534 // if g_PrefsDlg can't find the information in the ini file
535 // it will try to guess and eventually ask the user
536 Str m_strLastProject;
538 version of last loaded project file
539 says -1 if there's no version loaded
540 if it's a manually constructed project file, will be 0
541 otherwise the actual 'version' epair
543 int m_nLastProjectVer;
550 bool m_bTextureWindow;
555 int m_nCamDragMultiSelect;
556 bool m_bCamDragMultiSelect;
558 bool m_bCamFreeLookStrafe;
559 bool m_bCamInverseMouse;
561 bool m_bNewLightDraw;
572 bool m_bDetachableMenus;
573 bool m_bPatchToolbar;
575 bool m_bPluginToolbar;
577 //++timo this is most likely broken, I don't know what it's supposed to do
581 bool m_bTextureScrollbar;
582 bool m_bDisplayLists;
583 bool m_bAntialiasedPointsAndLines; // Fishman - Add antialiazed points and lines support. 09/03/00
594 bool m_bCubicClipping;
596 bool m_bSelectCurves;
597 bool m_bSelectModels;
598 int m_nEntityShowState;
600 bool m_bNormalizeColors;
602 bool m_bSelectWholeEntities;
603 int m_nTextureQuality;
605 bool m_bTexturesShaderlistOnly;
608 bool m_bLatchedFloatingZ;
609 // Gef: Kyro GL_POINT workaround
610 bool m_bGlPtWorkaround;
612 // how many menus in the texture thing before we split?
613 int m_nTextureMenuSplit;
615 // watch the BSP process through network connections
616 // true: trigger the BSP steps one by one and monitor them through the network
617 // false: create a BAT / .sh file and execute it. don't bother monitoring it.
619 // do we stop the compilation process if we come accross a leak?
621 // timeout when beginning a step (in seconds)
622 // if we don't get a connection quick enough we assume something failed and go back to idling
625 // store prefs setting for automatic sleep mode activation
630 // make the texture increments match the grid changes
633 // try to fix the target/targetname conflicts when importing a map (default true)
636 // the increment step we use against the wheel mouse
640 // use the file associations to open files instead of builtin Gtk editor
641 bool m_bUseWin32Editor;
643 // custom shader editor
644 bool m_bUseCustomEditor;
645 Str m_strEditorCommand; // this is the command executed
650 bool m_bStartOnPrimMon;
653 bool m_bPatchBBoxSelect;
655 // RR2DO2: latched data, for settings that require a restart. We don't want to set
656 // these directly in case users set them under preferences and then continue working
658 MainFrame::EViewStyle m_nLatchedView;
660 Str m_strMRUFiles[4];
662 windowPosInfo_t mWindowInfo;
664 bool m_bLatchedDetachableMenus;
665 bool m_bLatchedPatchToolbar;
666 bool m_bLatchedWideToolbar;
667 bool m_bLatchedPluginToolbar;
668 int m_nLatchedShader;
669 int m_nLatchedTextureQuality;
672 // texture compression format
673 int m_nTextureCompressionFormat;
675 int m_nLightRadiuses;
677 bool m_bQ3Map2Texturing;
683 void UpdateData (bool retrieve);
685 /*! Utility function for swapping notebook pages for tree list selections */
686 void showPrefPage(int prefpage);
689 /*! Scan for game description files and build a list */
694 void PostModal (int code);
697 #endif // _PREFERENCES_H_