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"
203 #define UFOAI_PACK "UFOAIPack"
204 #define Q2W_PACK "Q2WPack"
205 #define WARSOW_PACK "WarsowPack"
207 class CGameInstall : public Dialog {
230 // maps from m_nComboSelect to the games
231 int m_availGames[GAME_COUNT];
235 standalone dialog for games selection, and more generally global settings
237 class CGameDialog : public Dialog
239 GtkWidget *mFrame; ///< this is built on-demand first time it's used
240 GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
246 CXMLPropertyBag mGlobalPrefs;
250 run from a network share
251 this one is not being saved out in prefs, since we need to know before we load prefs
252 we use a dummy file NETRUN_FILENAME as flag
253 all done with static stuff
255 static bool m_bNetRun;
258 bool m_bDoGameInstall;
260 CGameInstall mGameInstall;
264 int m_nComboSelect; ///< intermediate int value for combo in dialog box
269 those settings are saved in the global prefs file
270 I'm too lazy to wrap behind protected access, not sure this needs to be public
271 NOTE: those are preference settings. if you change them it is likely that you would
272 have to restart the editor for them to take effect
276 what game has been selected
277 this is the name of the .game file
281 auto-load the game on startup
282 this is linked to auto-load checkbox
284 bool m_bAutoLoadGame;
286 log console to radiant.log
287 m_bForceLogConsole is an obscure forced latching situation
290 bool m_bForceLogConsole;
294 points somewhere in mGames, set once at startup
296 CGameDescription *m_pCurrentGameDescription;
299 the list of game descriptions we scanned from the game/ dir
301 list<CGameDescription *> mGames;
305 m_pCurrentGameDescription = NULL;
306 m_bLogConsole = false;
307 m_bForceLogConsole = false;
308 m_bDoGameInstall = true; // go through DoModal at least once
310 virtual ~CGameDialog();
312 void AddPacksURL( Str &s );
315 intialize the game dialog, called at CPrefsDlg::Init
316 will scan for games, load prefs, and do game selection dialog if needed
321 reset the global settings by removing the file
326 run the dialog UI for the list of games
331 call out to the game installation dialog
333 void DoGameInstall();
337 this is only called when the dialog is built at startup for main engine select
340 void UpdateData( bool retrieve );
343 construction of the dialog frame
344 this is the part to be re-used in prefs dialog
345 for the standalone dialog, we include this in a modal box
346 for prefs, we hook the frame in the main notebook
347 build the frame on-demand (only once)
349 GtkWidget *GetGlobalFrame();
352 global preferences subsystem
353 XML-based this time, hopefully this will generalize to other prefs
354 LoadPrefs has hardcoded defaults
355 NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
356 could have named the class differently I guess
359 void LoadPrefs(); ///< load from file into variables
360 void SavePrefs(); ///< save pref variables to file
364 read or set netrun (check file)
366 if false, will check if netrun file is present and will set m_bNetRun
367 if true, will create/erase the netrun file depending on m_bNetRun
368 NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
370 static void UpdateNetrun(bool retrieve);
372 get current netrun setting
374 static bool GetNetrun();
378 scan for .game files, load them
383 inits g_PrefsDlg.m_global_rc_path
385 void InitGlobalPrefPath();
388 uses m_nComboItem to find the right mGames
390 CGameDescription *GameDescriptionForComboItem();
393 callback for the game install button
395 static void SInstallCallback( GtkWidget *widget, gpointer data );
402 window_position_t position;
404 window_position_t posEntityWnd;
405 window_position_t posMapInfoWnd;
406 window_position_t posCamWnd;
407 window_position_t posZWnd;
408 window_position_t posXYWnd;
409 window_position_t posXZWnd;
410 window_position_t posYZWnd;
411 window_position_t posPatchWnd;
412 window_position_t posSurfaceWnd;
413 window_position_t posEntityInfoWnd;
424 class PrefsDlg : public Dialog
431 CXMLPropertyBag mLocalPrefs;
433 // will enable/disable stuff according to the situation
434 void DoSensitivity();
435 void PreModal() { DoSensitivity(); }
437 // enable/disable custom editor entry
438 void DoEditorSensitivity();
441 this holds global level preferences
443 CGameDialog mGamesDialog;
445 // warning about old project files
447 list<CGameDescription *> mGames;
450 // last light intensity used in the CLightPrompt dialog, stored in registry
451 int m_iLastLightIntensity;
452 // these mirror what goes in the combo box
453 // see PrefDlg::m_nShader, tells wether to load NONE / COMMON or ALL shaders at parsing stage
454 enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
456 // Gef: updated preferences dialog
457 /*! Preference notebook page numbers */
458 enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
459 PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
463 void UpdateTextureCompression();
466 void UpdateATIHack();
471 void LoadTexdefPref(texdef_t* pTexdef, char* pName);
476 g_string_free (m_rc_path, true );
477 g_string_free (m_inipath, true );
481 path for global settings
483 linux: ~/.radiant/<version>/
485 GString *m_global_rc_path;
488 path to per-game settings
489 used for various game dependant storage
490 win32: g_strGameToolsPath
491 linux: ~/.radiant/<version>/<gamename>/
496 holds per-game settings
497 m_rc_path+"local.pref"
498 \todo FIXME at some point this should become XML property bag code too
502 // initialize the above paths
506 // DEPRECATED: use engine path from the current game description instead
507 // path to the top-level installation
509 // name of executable
512 // we use this Str to store the full path to the engine: m_strEnginePath + m_strEngine
513 // it's not stored in the registry or anything, just ued for display in prefs
514 Str m_strPrefsDlgEngine;
519 MainFrame::EViewStyle m_nView;
522 // path to the project loaded at startup
523 // if g_PrefsDlg can't find the information in the ini file
524 // it will try to guess and eventually ask the user
525 Str m_strLastProject;
527 version of last loaded project file
528 says -1 if there's no version loaded
529 if it's a manually constructed project file, will be 0
530 otherwise the actual 'version' epair
532 int m_nLastProjectVer;
539 bool m_bTextureWindow;
544 int m_nCamDragMultiSelect;
545 bool m_bCamDragMultiSelect;
547 bool m_bCamFreeLookStrafe;
548 bool m_bCamInverseMouse;
550 bool m_bNewLightDraw;
561 bool m_bDetachableMenus;
562 bool m_bPatchToolbar;
564 bool m_bPluginToolbar;
566 //++timo this is most likely broken, I don't know what it's supposed to do
570 bool m_bTextureScrollbar;
571 bool m_bDisplayLists;
572 bool m_bAntialiasedPointsAndLines; // Fishman - Add antialiazed points and lines support. 09/03/00
583 bool m_bCubicClipping;
585 bool m_bSelectCurves;
586 bool m_bSelectModels;
587 int m_nEntityShowState;
589 bool m_bNormalizeColors;
591 bool m_bSelectWholeEntities;
592 int m_nTextureQuality;
594 bool m_bTexturesShaderlistOnly;
597 bool m_bLatchedFloatingZ;
598 // Gef: Kyro GL_POINT workaround
599 bool m_bGlPtWorkaround;
601 // how many menus in the texture thing before we split?
602 int m_nTextureMenuSplit;
604 // watch the BSP process through network connections
605 // true: trigger the BSP steps one by one and monitor them through the network
606 // false: create a BAT / .sh file and execute it. don't bother monitoring it.
608 // do we stop the compilation process if we come accross a leak?
610 // timeout when beginning a step (in seconds)
611 // if we don't get a connection quick enough we assume something failed and go back to idling
614 // store prefs setting for automatic sleep mode activation
619 // make the texture increments match the grid changes
622 // try to fix the target/targetname conflicts when importing a map (default true)
625 // the increment step we use against the wheel mouse
629 // use the file associations to open files instead of builtin Gtk editor
630 bool m_bUseWin32Editor;
632 // custom shader editor
633 bool m_bUseCustomEditor;
634 Str m_strEditorCommand; // this is the command executed
639 bool m_bStartOnPrimMon;
642 bool m_bPatchBBoxSelect;
644 // RR2DO2: latched data, for settings that require a restart. We don't want to set
645 // these directly in case users set them under preferences and then continue working
647 MainFrame::EViewStyle m_nLatchedView;
649 Str m_strMRUFiles[4];
651 windowPosInfo_t mWindowInfo;
653 bool m_bLatchedDetachableMenus;
654 bool m_bLatchedPatchToolbar;
655 bool m_bLatchedWideToolbar;
656 bool m_bLatchedPluginToolbar;
657 int m_nLatchedShader;
658 int m_nLatchedTextureQuality;
661 // texture compression format
662 int m_nTextureCompressionFormat;
664 int m_nLightRadiuses;
666 bool m_bQ3Map2Texturing;
672 void UpdateData (bool retrieve);
674 /*! Utility function for swapping notebook pages for tree list selections */
675 void showPrefPage(int prefpage);
678 /*! Scan for game description files and build a list */
683 void PostModal (int code);
686 #endif // _PREFERENCES_H_