void appendRadioIcons( const char* name, int& data, StringArrayRange icons ){
m_dialog.addRadioIcons( m_vbox, name, data, icons );
}
+ui::Widget appendSpacer( int dimension ){
+ return m_dialog.addSpacer( m_vbox, dimension );
+}
+ui::Widget appendLabel( const char* name, const char* text ){
+ return m_dialog.addLabel( m_vbox, name, text );
+}
ui::Widget appendEntry( const char* name, Property<int> const &cb ){
return m_dialog.addIntEntry( m_vbox, name, cb );
}
void PreferencesDialog_addSettingsPreferences( const PreferencesPageCallback& callback );
void PreferencesDialog_addSettingsPage( const PreferenceGroupCallback& callback );
+bool PreferencesDialog_isRestartRequired();
void PreferencesDialog_restartRequired( const char* staticName );
template<typename Value>
public:
+/*!
+ used to no ask for restart when switching game from Gobal Preferences window displayed on startup
+*/
+
+bool onStartup;
/*!
those settings are saved in the global prefs file
I'm too lazy to wrap behind protected access, not sure this needs to be public
prompt which game to load on startup
*/
bool m_bGamePrompt;
+/*!
+ when if m_bGamePrompt is true
+ do not prompt at startup which game to load this time, but prompt the next times
+ this is used to not uselessly prompt game after having restarted because user switched game
+ */
+bool m_bSkipGamePromptOnce;
/*!
log console to radiant.log
m_bForceLogConsole is an obscure forced latching situation
CGameDialog() :
m_sGameFile( "" ),
- m_bGamePrompt( true ),
+ m_bGamePrompt( false ),
+ m_bSkipGamePromptOnce( false ),
m_bForceLogConsole( false ){
}
virtual ~CGameDialog();
ui::Widget m_notebook{ui::null};
virtual ~PrefsDlg(){
+ if (m_rc_path) {
g_string_free( m_rc_path, true );
+ }
+ if (m_inipath) {
g_string_free( m_inipath, true );
}
+}
/*!
path for global settings
void PreferencesDialog_constructWindow( ui::Window main_window );
void PreferencesDialog_destroyWindow();
+
+void PreferencesDialog_restartIfRequired();
void PreferencesDialog_showDialog();
void GlobalPreferences_Init();