2 Copyright (C) 1999-2006 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
23 The following source code is licensed by Id Software and subject to the terms of
24 its LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with
25 GtkRadiant. If you did not receive a LIMITED USE SOFTWARE LICENSE AGREEMENT,
26 please contact Id Software immediately at info@idsoftware.com.
29 #if !defined( INCLUDED_PREFERENCES_H )
30 #define INCLUDED_PREFERENCES_H
32 #include "libxml/parser.h"
38 void Widget_connectToggleDependency( ui::Widget self, ui::Widget toggleButton );
45 PreferencesPage( Dialog& dialog, ui::VBox vbox ) : m_dialog( dialog ), m_vbox( vbox ){
47 ui::CheckButton appendCheckBox( const char* name, const char* flag, bool& data ){
48 return m_dialog.addCheckBox( m_vbox, name, flag, data );
50 ui::CheckButton appendCheckBox( const char* name, const char* flag, Property<bool> const &cb ){
51 return m_dialog.addCheckBox( m_vbox, name, flag, cb );
53 void appendCombo( const char* name, StringArrayRange values, Property<int> const &cb ){
54 m_dialog.addCombo( m_vbox, name, values, cb );
56 void appendCombo( const char* name, int& data, StringArrayRange values ){
57 m_dialog.addCombo( m_vbox, name, data, values );
59 void appendSlider( const char* name, int& data, gboolean draw_value, const char* low, const char* high, double value, double lower, double upper, double step_increment, double page_increment ){
60 m_dialog.addSlider( m_vbox, name, data, draw_value, low, high, value, lower, upper, step_increment, page_increment );
62 void appendRadio( const char* name, StringArrayRange names, Property<int> const &cb ){
63 m_dialog.addRadio( m_vbox, name, names, cb );
65 void appendRadio( const char* name, int& data, StringArrayRange names ){
66 m_dialog.addRadio( m_vbox, name, data, names );
68 void appendRadioIcons( const char* name, StringArrayRange icons, Property<int> const &cb ){
69 m_dialog.addRadioIcons( m_vbox, name, icons, cb );
71 void appendRadioIcons( const char* name, int& data, StringArrayRange icons ){
72 m_dialog.addRadioIcons( m_vbox, name, data, icons );
74 ui::Widget appendEntry( const char* name, Property<int> const &cb ){
75 return m_dialog.addIntEntry( m_vbox, name, cb );
77 ui::Widget appendEntry( const char* name, int& data ){
78 return m_dialog.addEntry( m_vbox, name, data );
80 ui::Widget appendEntry( const char* name, Property<std::size_t> const &cb){
81 return m_dialog.addSizeEntry( m_vbox, name, cb );
83 ui::Widget appendEntry( const char* name, std::size_t& data ){
84 return m_dialog.addEntry( m_vbox, name, data );
86 ui::Widget appendEntry( const char* name, Property<float> const &cb ){
87 return m_dialog.addFloatEntry( m_vbox, name, cb );
89 ui::Widget appendEntry( const char* name, float& data ){
90 return m_dialog.addEntry( m_vbox, name, data );
92 ui::Widget appendPathEntry( const char* name, bool browse_directory, Property<const char *> const &cb ){
93 return m_dialog.addPathEntry( m_vbox, name, browse_directory, cb );
95 ui::Widget appendPathEntry( const char* name, CopiedString& data, bool directory ){
96 return m_dialog.addPathEntry( m_vbox, name, data, directory );
98 ui::SpinButton appendSpinner( const char* name, int& data, double value, double lower, double upper ){
99 return m_dialog.addSpinner( m_vbox, name, data, value, lower, upper );
101 ui::SpinButton appendSpinner( const char* name, double value, double lower, double upper, Property<int> const &cb ){
102 return m_dialog.addSpinner( m_vbox, name, value, lower, upper, cb );
104 ui::SpinButton appendSpinner( const char* name, double value, double lower, double upper, Property<float> const &cb ){
105 return m_dialog.addSpinner( m_vbox, name, value, lower, upper, cb );
109 typedef Callback<void(PreferencesPage&)> PreferencesPageCallback;
111 class PreferenceGroup
114 virtual PreferencesPage createPage( const char* treeName, const char* frameName ) = 0;
117 typedef Callback<void(PreferenceGroup&)> PreferenceGroupCallback;
119 void PreferencesDialog_addInterfacePreferences( const PreferencesPageCallback& callback );
120 void PreferencesDialog_addInterfacePage( const PreferenceGroupCallback& callback );
121 void PreferencesDialog_addDisplayPreferences( const PreferencesPageCallback& callback );
122 void PreferencesDialog_addDisplayPage( const PreferenceGroupCallback& callback );
123 void PreferencesDialog_addSettingsPreferences( const PreferencesPageCallback& callback );
124 void PreferencesDialog_addSettingsPage( const PreferenceGroupCallback& callback );
126 void PreferencesDialog_restartRequired( const char* staticName );
128 template<typename Value>
133 const char *m_description;
135 LatchedValue(Value value, const char *description) : m_latched(value), m_description(description) {
144 struct PropertyImpl<LatchedValue<T>, T> {
145 static void Export(const LatchedValue<T> &self, const Callback<void(T)> &returnz) {
146 returnz(self.m_latched);
149 static void Import(LatchedValue<T> &self, T value) {
150 self.m_latched = value;
151 if (value != self.m_value) {
152 PreferencesDialog_restartRequired(self.m_description);
158 Property<T> make_property(LatchedValue<T> &self) {
159 return make_property<LatchedValue<T>, T>(self);
163 holds information for a given game
164 I'm a bit unclear on that still
165 it holds game specific configuration stuff
166 such as base names, engine names, some game specific features to activate in the various modules
167 it is not strictly a prefs thing since the user is not supposed to edit that (unless he is hacking
168 support for a new game)
170 what we do now is fully generate the information for this during the setup. We might want to
171 generate a piece that just says "the game pack is there", but put the rest of the config somwhere
172 else (i.e. not generated, copied over during setup .. for instance in the game tools directory)
174 class CGameDescription
176 typedef std::map<CopiedString, CopiedString> GameDescription;
179 CopiedString mGameFile; ///< the .game file that describes this game
180 GameDescription m_gameDescription;
182 CopiedString mGameToolsPath; ///< the explicit path to the game-dependent modules
183 CopiedString mGameType; ///< the type of the engine
185 const char* getKeyValue( const char* key ) const {
186 GameDescription::const_iterator i = m_gameDescription.find( key );
187 if ( i != m_gameDescription.end() ) {
188 return ( *i ).second.c_str();
192 const char* getRequiredKeyValue( const char* key ) const {
193 GameDescription::const_iterator i = m_gameDescription.find( key );
194 if ( i != m_gameDescription.end() ) {
195 return ( *i ).second.c_str();
197 ERROR_MESSAGE( "game attribute " << makeQuoted( key ) << " not found in " << makeQuoted( mGameFile.c_str() ) );
201 CGameDescription( xmlDocPtr pDoc, const CopiedString &GameFile );
206 extern CGameDescription *g_pGameDescription;
210 class PreferencesPage;
212 class StringOutputStream;
215 standalone dialog for games selection, and more generally global settings
217 class CGameDialog : public Dialog
221 mutable int m_nComboSelect; ///< intermediate int value for combo in dialog box
226 those settings are saved in the global prefs file
227 I'm too lazy to wrap behind protected access, not sure this needs to be public
228 NOTE: those are preference settings. if you change them it is likely that you would
229 have to restart the editor for them to take effect
233 what game has been selected
234 this is the name of the .game file
236 CopiedString m_sGameFile;
238 prompt which game to load on startup
242 when if m_bGamePrompt is true
243 do not prompt at startup which game to load this time, but prompt the next times
244 this is used to not uselessly prompt game after having restarted because user switched game
246 bool m_bSkipGamePromptOnce;
248 log console to radiant.log
249 m_bForceLogConsole is an obscure forced latching situation
251 bool m_bForceLogConsole;
255 the list of game descriptions we scanned from the game/ dir
257 std::list<CGameDescription*> mGames;
261 m_bGamePrompt( true ),
262 m_bSkipGamePromptOnce( false ),
263 m_bForceLogConsole( false ){
265 virtual ~CGameDialog();
268 intialize the game dialog, called at CPrefsDlg::Init
269 will scan for games, load prefs, and do game selection dialog if needed
274 reset the global settings by removing the file
279 run the dialog UI for the list of games
285 this is only called when the dialog is built at startup for main engine select
287 ui::Window BuildDialog();
289 void GameFileImport( int value );
290 void GameFileExport( const Callback<void(int)> & importCallback ) const;
293 construction of the dialog frame
294 this is the part to be re-used in prefs dialog
295 for the standalone dialog, we include this in a modal box
296 for prefs, we hook the frame in the main notebook
297 build the frame on-demand (only once)
299 void CreateGlobalFrame( PreferencesPage& page );
302 global preferences subsystem
303 XML-based this time, hopefully this will generalize to other prefs
304 LoadPrefs has hardcoded defaults
305 NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
306 could have named the class differently I guess
309 void LoadPrefs(); ///< load from file into variables
310 void SavePrefs(); ///< save pref variables to file
315 scan for .game files, load them
320 inits g_Preferences.m_global_rc_path
322 void InitGlobalPrefPath();
325 uses m_nComboItem to find the right mGames
327 CGameDescription *GameDescriptionForComboItem();
331 this holds global level preferences
333 extern CGameDialog g_GamesDialog;
338 class PrefsDlg : public Dialog
342 std::list<CGameDescription *> mGames;
346 ui::Widget m_notebook{ui::null};
349 g_string_free( m_rc_path, true );
350 g_string_free( m_inipath, true );
354 path for global settings
356 linux: ~/.radiant/[version]/
358 GString *m_global_rc_path;
361 path to per-game settings
362 used for various game dependant storage
364 linux: ~/.radiant/[version]/[gamename]/
369 holds per-game settings
370 m_rc_path+"local.pref"
371 \todo FIXME at some point this should become XML property bag code too
375 // initialize the above paths
378 /*! Utility function for swapping notebook pages for tree list selections */
379 void showPrefPage( ui::Widget prefpage );
384 ui::Window BuildDialog();
385 void PostModal( EMessageBoxReturn code );
388 extern PrefsDlg g_Preferences;
390 struct preferences_globals_t
392 // disabled all INI / registry read write .. used when shutting down after registry cleanup
394 preferences_globals_t() : disable_ini( false ){
397 extern preferences_globals_t g_preferences_globals;
399 void PreferencesDialog_constructWindow( ui::Window main_window );
400 void PreferencesDialog_destroyWindow();
402 void PreferencesDialog_showDialog();
404 void GlobalPreferences_Init();
405 void Preferences_Init();
407 void Preferences_Load();
408 void Preferences_Save();
410 void Preferences_Reset();