/*
- Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ Copyright (C) 1999-2006 Id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
-#ifndef _PREFERENCES_H_
-#define _PREFERENCES_H_
-
-#include "dialog.h"
-#include "gtkr_list.h"
-//#include "profile.h"
+/*
+ The following source code is licensed by Id Software and subject to the terms of
+ its LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with
+ GtkRadiant. If you did not receive a LIMITED USE SOFTWARE LICENSE AGREEMENT,
+ please contact Id Software immediately at info@idsoftware.com.
+ */
-#ifdef _WIN32
-#define NVIDIA_AERO_HACK
-#endif
+#if !defined( INCLUDED_PREFERENCES_H )
+#define INCLUDED_PREFERENCES_H
-#define MAX_TEXTURE_QUALITY 3
+#include "libxml/parser.h"
+#include "dialog.h"
+#include <list>
+#include <map>
+#include "property.h"
-enum PrefTypes_t
-{
- PREF_STR,
- PREF_INT,
- PREF_BOOL,
- PREF_FLOAT,
- PREF_VEC3,
- PREF_WNDPOS,
-};
+void Widget_connectToggleDependency( ui::Widget self, ui::Widget toggleButton );
-/*!
- a preference assignment, name, type and pointer to value
- we don't store the xmlNodePtr because the document itself can be thrown away upon any LoadPref
- (see CGameDialog::UpdatePrefTree)
- */
-class CPrefAssignment
+class PreferencesPage
{
+Dialog& m_dialog;
+ui::VBox m_vbox;
public:
-Str mName;
-PrefTypes_t mType;
-void *mVal;
-
-CPrefAssignment( const char *name, PrefTypes_t Type, void *Val ){
- mName = name; mType = Type; mVal = Val;
+PreferencesPage( Dialog& dialog, ui::VBox vbox ) : m_dialog( dialog ), m_vbox( vbox ){
+}
+ui::CheckButton appendCheckBox( const char* name, const char* flag, bool& data ){
+ return m_dialog.addCheckBox( m_vbox, name, flag, data );
+}
+ui::CheckButton appendCheckBox( const char* name, const char* flag, Property<bool> const &cb ){
+ return m_dialog.addCheckBox( m_vbox, name, flag, cb );
+}
+void appendCombo( const char* name, StringArrayRange values, Property<int> const &cb ){
+ m_dialog.addCombo( m_vbox, name, values, cb );
+}
+void appendCombo( const char* name, int& data, StringArrayRange values ){
+ m_dialog.addCombo( m_vbox, name, data, values );
+}
+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 ){
+ m_dialog.addSlider( m_vbox, name, data, draw_value, low, high, value, lower, upper, step_increment, page_increment );
+}
+void appendRadio( const char* name, StringArrayRange names, Property<int> const &cb ){
+ m_dialog.addRadio( m_vbox, name, names, cb );
+}
+void appendRadio( const char* name, int& data, StringArrayRange names ){
+ m_dialog.addRadio( m_vbox, name, data, names );
+}
+void appendRadioIcons( const char* name, StringArrayRange icons, Property<int> const &cb ){
+ m_dialog.addRadioIcons( m_vbox, name, icons, cb );
+}
+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 );
+}
+ui::Widget appendEntry( const char* name, int& data ){
+ return m_dialog.addEntry( m_vbox, name, data );
+}
+ui::Widget appendEntry( const char* name, Property<std::size_t> const &cb){
+ return m_dialog.addSizeEntry( m_vbox, name, cb );
+}
+ui::Widget appendEntry( const char* name, std::size_t& data ){
+ return m_dialog.addEntry( m_vbox, name, data );
+}
+ui::Widget appendEntry( const char* name, Property<float> const &cb ){
+ return m_dialog.addFloatEntry( m_vbox, name, cb );
+}
+ui::Widget appendEntry( const char* name, float& data ){
+ return m_dialog.addEntry( m_vbox, name, data );
+}
+ui::Widget appendPathEntry( const char* name, bool browse_directory, Property<const char *> const &cb ){
+ return m_dialog.addPathEntry( m_vbox, name, browse_directory, cb );
+}
+ui::Widget appendPathEntry( const char* name, CopiedString& data, bool directory ){
+ return m_dialog.addPathEntry( m_vbox, name, data, directory );
+}
+ui::SpinButton appendSpinner( const char* name, int& data, double value, double lower, double upper ){
+ return m_dialog.addSpinner( m_vbox, name, data, value, lower, upper );
+}
+ui::SpinButton appendSpinner( const char* name, double value, double lower, double upper, Property<int> const &cb ){
+ return m_dialog.addSpinner( m_vbox, name, value, lower, upper, cb );
+}
+ui::SpinButton appendSpinner( const char* name, double value, double lower, double upper, Property<float> const &cb ){
+ return m_dialog.addSpinner( m_vbox, name, value, lower, upper, cb );
}
-CPrefAssignment() { mVal = NULL; }
-CPrefAssignment( const CPrefAssignment& ass );
-virtual ~CPrefAssignment() { }
-virtual CPrefAssignment& operator =( const CPrefAssignment& ass );
};
+typedef Callback<void(PreferencesPage&)> PreferencesPageCallback;
-/*!
- generic preferences storage class, using xml files
- */
-class CXMLPropertyBag
+class PreferenceGroup
{
-private:
-/*!
- local prefs file
- */
-xmlDocPtr mpDoc;
-xmlNodePtr mpDocNode;
-
-/*!
- prefs assignments (what pref name, what type, what variable)
- */
-list<CPrefAssignment> mPrefAssignments;
-
-/*!
- name of file to load/save as
- */
-Str mStrFilename;
-
-/*!
- store assignment in the property list if not already there
- */
-void PushAssignment( const char *name, PrefTypes_t type, void *pV );
-
-/*!
- find the xmlnode relating to the epair name
- */
-xmlNodePtr EpairForName( const char *name );
-
public:
-CXMLPropertyBag();
-virtual ~CXMLPropertyBag(){
- if ( InUse() ) {
- Clear();
- }
+virtual PreferencesPage createPage( const char* treeName, const char* frameName ) = 0;
};
-/*!
- read a pref setting, if doesn't exist, will add it to the xml tree (using default value provided)
- \arg name the name of the pref
- \arg pV pointer to the value
- \arg V default value
- those functions will fill in the list of preferences assignments
- (name, type and pointer to value)
- this is used in UpdatePrefTree
- */
-void GetPref( const char *name, Str *pV, const char *V );
-void GetPref( const char *name, int *pV, int V );
-void GetPref( const char *name, bool *pV, bool V );
-void GetPref( const char *name, float *pV, float V );
-void GetPref( const char *name, float *pV, float* V );
-void GetPref( const char *name, window_position_t* pV, window_position_t V );
+typedef Callback<void(PreferenceGroup&)> PreferenceGroupCallback;
-/*!
- returns whether or not the property bag is already open
- */
-qboolean InUse() { return ( mpDoc != NULL ); };
+void PreferencesDialog_addInterfacePreferences( const PreferencesPageCallback& callback );
+void PreferencesDialog_addInterfacePage( const PreferenceGroupCallback& callback );
+void PreferencesDialog_addDisplayPreferences( const PreferencesPageCallback& callback );
+void PreferencesDialog_addDisplayPage( const PreferenceGroupCallback& callback );
+void PreferencesDialog_addSettingsPreferences( const PreferencesPageCallback& callback );
+void PreferencesDialog_addSettingsPage( const PreferenceGroupCallback& callback );
-/*!
- unload the xml doc, and free the tree
- */
-void Clear();
+void PreferencesDialog_restartRequired( const char* staticName );
-/*|
- read data from our XML file
- */
-void ReadXMLFile( const char* pFilename );
+template<typename Value>
+class LatchedValue {
+public:
+ Value m_value;
+ Value m_latched;
+ const char *m_description;
-/*|
- write out the property bag to an XML data file
- return is success/fail
- */
-qboolean WriteXMLFile( const char* pFilename );
+ LatchedValue(Value value, const char *description) : m_latched(value), m_description(description) {
+ }
-/*!
- update the xml tree with data form the property list, usually in preparation for a write
- */
-void UpdatePrefTree();
+ void useLatched() {
+ m_value = m_latched;
+ }
+};
-/*!
- did the file have any data or not?
- */
-qboolean mbEmpty;
+template<class T>
+struct PropertyImpl<LatchedValue<T>, T> {
+ static void Export(const LatchedValue<T> &self, const Callback<void(T)> &returnz) {
+ returnz(self.m_latched);
+ }
+
+ static void Import(LatchedValue<T> &self, T value) {
+ self.m_latched = value;
+ if (value != self.m_value) {
+ PreferencesDialog_restartRequired(self.m_description);
+ }
+ }
};
+template<class T>
+Property<T> make_property(LatchedValue<T> &self) {
+ return make_property<LatchedValue<T>, T>(self);
+}
+
/*!
holds information for a given game
I'm a bit unclear on that still
*/
class CGameDescription
{
+typedef std::map<CopiedString, CopiedString> GameDescription;
+
public:
-xmlDocPtr mpDoc; ///< the game description xml tree
-Str mGameToolsPath; ///< the explicit path to the game-dependent modules
-Str mGameName; ///< name of the game used in dialogs
-Str mGameFile; ///< the .game file that describes this game
-Str mBaseGame; ///< basegame directory
-Str mEnginePath; ///< path to the engine
-Str mEngine; ///< engine name
-Str mMultiplayerEngine; ///< engine name
-#if defined ( __linux__ ) || defined ( __APPLE__ )
-Str mUserPathPrefix; ///< prefix for ~/.q3a ~/.wolf init, only on *nix
-#endif
-Str mShaderPath; ///< the path in which to look for shaders
-Str mShaderlist; ///< shaderlist file
-float mTextureDefaultScale; ///< default scale (0.5 in q3, 1.0 in q1/q2, 0.25 in JK2 ..)
-bool mEClassSingleLoad; ///< only load a single eclass definition file
-bool mNoPatch; ///< this game doesn't support patch technology
-Str mCaulkShader; ///< the shader to use for caulking
-bool quake2; ///< set this to true to get quake2
-bool noMapsInHome; ///< set this if you want to open the engine path/base dir/maps dir for map open/save dialoges */
-
-CGameDescription() { mpDoc = NULL; }
-/*!
- \todo parse basic info from the node
- user-friendly name of the game
- essential parameters (such as the start dir)
- */
-CGameDescription( xmlDocPtr pDoc, const Str &GameFile );
-virtual ~CGameDescription() { xmlFreeDoc( mpDoc ); }
+CopiedString mGameFile; ///< the .game file that describes this game
+GameDescription m_gameDescription;
+
+CopiedString mGameToolsPath; ///< the explicit path to the game-dependent modules
+CopiedString mGameType; ///< the type of the engine
+
+const char* getKeyValue( const char* key ) const {
+ GameDescription::const_iterator i = m_gameDescription.find( key );
+ if ( i != m_gameDescription.end() ) {
+ return ( *i ).second.c_str();
+ }
+ return "";
+}
+const char* getRequiredKeyValue( const char* key ) const {
+ GameDescription::const_iterator i = m_gameDescription.find( key );
+ if ( i != m_gameDescription.end() ) {
+ return ( *i ).second.c_str();
+ }
+ ERROR_MESSAGE( "game attribute " << makeQuoted( key ) << " not found in " << makeQuoted( mGameFile.c_str() ) );
+ return "";
+}
+
+CGameDescription( xmlDocPtr pDoc, const CopiedString &GameFile );
void Dump();
};
-/*!
- select games, copy editing assets and write out configuration files
- */
+extern CGameDescription *g_pGameDescription;
-#define Q3_PACK "Q3Pack"
-#define URT_PACK "UrTPack"
-#define UFOAI_PACK "UFOAIPack"
-#define Q2W_PACK "Q2WPack"
-#define WARSOW_PACK "WarsowPack"
-#define NEXUIZ_PACK "NexuizPack"
-#define Q2_PACK "Q2Pack"
-#define TREMULOUS_PACK "TremulousPack"
-#define JA_PACK "JAPack"
-#define REACTION_PACK "ReactionPack"
-
-class CGameInstall : public Dialog {
-public:
-CGameInstall();
-void ScanGames();
-void Run();
-void BuildDialog();
-
-static void OnBtnBrowseEngine( GtkWidget *widget, gpointer data );
-static void OnGameSelectChanged( GtkWidget *widget, gpointer data );
-
-enum gameType_e {
- GAME_NONE = 0,
- GAME_Q3 = 1,
- GAME_URT,
- GAME_UFOAI,
- GAME_Q2W,
- GAME_WARSOW,
- GAME_NEXUIZ,
- GAME_Q2,
- GAME_TREMULOUS,
- GAME_JA,
- GAME_REACTION,
- GAME_COUNT
-};
+class PrefsDlg;
-protected:
-Str m_strName;
-Str m_strMod;
-Str m_strEngine;
-int m_nComboSelect;
+class PreferencesPage;
-// maps from m_nComboSelect to the games
-int m_availGames[GAME_COUNT];
-};
+class StringOutputStream;
/*!
standalone dialog for games selection, and more generally global settings
*/
class CGameDialog : public Dialog
{
-GtkWidget *mFrame; ///< this is built on-demand first time it's used
-GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
-
-GtkComboBox *mGameCombo; // combo box holds the selection of available game
-
-/*!
- global prefs storage
- */
-CXMLPropertyBag mGlobalPrefs;
-
-#ifdef _WIN32
-/*!
- run from a network share
- this one is not being saved out in prefs, since we need to know before we load prefs
- we use a dummy file NETRUN_FILENAME as flag
- all done with static stuff
- */
-static bool m_bNetRun;
-#endif
-
-bool m_bDoGameInstall;
-
-CGameInstall mGameInstall;
-
protected:
-int m_nComboSelect; ///< intermediate int value for combo in dialog box
+mutable int m_nComboSelect; ///< intermediate int value for combo in dialog box
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
what game has been selected
this is the name of the .game file
*/
-Str m_sGameFile;
+CopiedString m_sGameFile;
+/*!
+ prompt which game to load on startup
+ */
+bool m_bGamePrompt;
/*!
- auto-load the game on startup
- this is linked to auto-load checkbox
+ 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_bAutoLoadGame;
+bool m_bSkipGamePromptOnce;
/*!
log console to radiant.log
m_bForceLogConsole is an obscure forced latching situation
*/
-bool m_bLogConsole;
bool m_bForceLogConsole;
/*@}*/
-/*!
- points somewhere in mGames, set once at startup
- */
-CGameDescription *m_pCurrentGameDescription;
-
/*!
the list of game descriptions we scanned from the game/ dir
*/
-list<CGameDescription *> mGames;
-
-CGameDialog() {
- mFrame = NULL;
- m_pCurrentGameDescription = NULL;
- m_bLogConsole = false;
- m_bForceLogConsole = false;
- m_bDoGameInstall = true; // go through DoModal at least once
- mGameCombo = NULL;
+std::list<CGameDescription*> mGames;
+
+CGameDialog() :
+ m_sGameFile( "" ),
+ m_bGamePrompt( true ),
+ m_bSkipGamePromptOnce( false ),
+ m_bForceLogConsole( false ){
}
virtual ~CGameDialog();
-void AddPacksURL( Str &s );
-
/*!
intialize the game dialog, called at CPrefsDlg::Init
will scan for games, load prefs, and do game selection dialog if needed
*/
void DoGameDialog();
-/*!
- call out to the game installation dialog
- */
-void DoGameInstall();
-
/*!
Dialog API
this is only called when the dialog is built at startup for main engine select
*/
-void BuildDialog();
-void UpdateData( bool retrieve );
+ui::Window BuildDialog();
+
+void GameFileImport( int value );
+void GameFileExport( const Callback<void(int)> & importCallback ) const;
/*!
construction of the dialog frame
for prefs, we hook the frame in the main notebook
build the frame on-demand (only once)
*/
-GtkWidget *GetGlobalFrame();
+void CreateGlobalFrame( PreferencesPage& page );
/*!
global preferences subsystem
void SavePrefs(); ///< save pref variables to file
/*@}*/
-/*!
- read or set netrun (check file)
- \param retrieve
- if false, will check if netrun file is present and will set m_bNetRun
- if true, will create/erase the netrun file depending on m_bNetRun
- NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
- */
-static void UpdateNetrun( bool retrieve );
-/*!
- get current netrun setting
- */
-static bool GetNetrun();
-
private:
/*!
scan for .game files, load them
void ScanForGames();
/*!
- inits g_PrefsDlg.m_global_rc_path
+ inits g_Preferences.m_global_rc_path
*/
void InitGlobalPrefPath();
uses m_nComboItem to find the right mGames
*/
CGameDescription *GameDescriptionForComboItem();
+};
/*!
- callback for the game install button
+ this holds global level preferences
*/
-static void SInstallCallback( GtkWidget *widget, gpointer data );
+extern CGameDialog g_GamesDialog;
-void UpdateGameCombo();
-};
-typedef struct {
- int nEntitySplit1;
- int nEntitySplit2;
-
- window_position_t position;
-
- window_position_t posEntityWnd;
- window_position_t posMapInfoWnd;
- window_position_t posCamWnd;
- window_position_t posZWnd;
- window_position_t posXYWnd;
- window_position_t posXZWnd;
- window_position_t posYZWnd;
- window_position_t posPatchWnd;
- window_position_t posSurfaceWnd;
- window_position_t posEntityInfoWnd;
-
- int nXYHeight;
- int nZWidth;
- int nXYWidth;
- int nCamWidth;
- int nCamHeight;
- int nZFloatWidth;
- int nState;
-} windowPosInfo_t;
+class texdef_t;
class PrefsDlg : public Dialog
{
-
public:
-/*!
- local prefs file
- */
-CXMLPropertyBag mLocalPrefs;
-
-// will enable/disable stuff according to the situation
-void DoSensitivity();
-void PreModal() { DoSensitivity(); }
-
-// enable/disable custom editor entry
-void DoEditorSensitivity();
-
-/*!
- this holds global level preferences
- */
-CGameDialog mGamesDialog;
protected:
-// warning about old project files
-bool m_bWarn;
-list<CGameDescription *> mGames;
+std::list<CGameDescription *> mGames;
public:
-// last light intensity used in the CLightPrompt dialog, stored in registry
-int m_iLastLightIntensity;
-// these mirror what goes in the combo box
-// see PrefDlg::m_nShader, tells wether to load NONE / COMMON or ALL shaders at parsing stage
-enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
-
-// Gef: updated preferences dialog
-/*! Preference notebook page numbers */
-enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
- PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_BRUSH, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
-GtkWidget *notebook;
+ui::Widget m_notebook{ui::null};
-void UpdateTextureCompression();
-
-#ifdef ATIHACK_812
-void UpdateATIHack();
-#endif
-
-#ifdef NVIDIA_AERO_HACK
-void UpdateNvidiaAeroHack();
-#endif
-
-void LoadPrefs();
-void SavePrefs();
-void LoadTexdefPref( texdef_t* pTexdef, const char* pName );
-
-PrefsDlg ();
-virtual ~PrefsDlg (){
+virtual ~PrefsDlg(){
g_string_free( m_rc_path, true );
g_string_free( m_inipath, true );
}
/*!
path for global settings
- win32: g_strAppPath
- linux: ~/.radiant/<version>/
+ win32: AppPath
+ linux: ~/.radiant/[version]/
*/
GString *m_global_rc_path;
/*!
path to per-game settings
used for various game dependant storage
- win32: g_strGameToolsPath
- linux: ~/.radiant/<version>/<gamename>/
+ win32: GameToolsPath
+ linux: ~/.radiant/[version]/[gamename]/
*/
GString *m_rc_path;
// initialize the above paths
void Init();
-#if 0
-// DEPRECATED: use engine path from the current game description instead
-// path to the top-level installation
-Str m_strEnginePath;
-// name of executable
-// quake2 quake3 etc
-Str m_strEngine;
-// we use this Str to store the full path to the engine: m_strEnginePath + m_strEngine
-// it's not stored in the registry or anything, just ued for display in prefs
-Str m_strPrefsDlgEngine;
-#endif
+/*! Utility function for swapping notebook pages for tree list selections */
+void showPrefPage( ui::Widget prefpage );
-// Dialog Data
-int m_nMouse;
-MainFrame::EViewStyle m_nView;
-bool m_bTextureLock;
-bool m_bLoadLast;
-// path to the project loaded at startup
-// if g_PrefsDlg can't find the information in the ini file
-// it will try to guess and eventually ask the user
-Str m_strLastProject;
-/*!
- version of last loaded project file
- says -1 if there's no version loaded
- if it's a manually constructed project file, will be 0
- otherwise the actual 'version' epair
- */
-int m_nLastProjectVer;
-Str m_strLastMap;
-bool m_bInternalBSP;
-bool m_bRightClick;
-bool m_bSetGame;
-bool m_bAutoSave;
-bool m_bLoadLastMap;
-bool m_bTextureWindow;
-bool m_bSnapShots;
-float m_fTinySize;
-bool m_bCleanTiny;
-bool m_bCamXYUpdate;
-int m_nCamDragMultiSelect;
-bool m_bCamDragMultiSelect;
-bool m_bCamFreeLook;
-bool m_bCamFreeLookStrafe;
-bool m_bCamInverseMouse;
-bool m_bCamDiscrete;
-bool m_bNewLightDraw;
-Str m_strPrefabPath;
-int m_nWhatGame;
-bool m_bALTEdge;
-bool m_bFaceColors;
-bool m_bXZVis;
-bool m_bYZVis;
-bool m_bZVis;
-bool m_bSizePaint;
-bool m_bDLLEntities;
-bool m_bRotateLock;
-bool m_bDetachableMenus;
-bool m_bPatchToolbar;
-bool m_bWideToolbar;
-bool m_bPluginToolbar;
-bool m_bNoClamp;
-//++timo this is most likely broken, I don't know what it's supposed to do
-bool m_bSnap;
-Str m_strUserPath;
-int m_nRotation;
-bool m_bChaseMouse;
-bool m_bTextureScrollbar;
-bool m_bDisplayLists;
-bool m_bAntialiasedPointsAndLines; // Fishman - Add antialiazed points and lines support. 09/03/00
-bool m_bShowShaders;
-int m_nShader;
-bool m_bNoStipple;
-int m_nUndoLevels;
-bool m_bVertexSplit;
-
-int m_nMouseButtons;
-int m_nAngleSpeed;
-int m_nMoveSpeed;
-int m_nAutoSave;
-bool m_bCubicClipping;
-int m_nCubicScale;
-bool m_bSelectCurves;
-bool m_bSelectModels;
-int m_nEntityShowState;
-int m_nTextureScale;
-bool m_bNormalizeColors;
-bool m_bSwitchClip;
-bool m_bSelectWholeEntities;
-int m_nTextureQuality;
-bool m_bGLLighting;
-bool m_bTexturesShaderlistOnly;
-int m_nSubdivisions;
-float m_fDefTextureScale;
-bool m_bFloatingZ;
-bool m_bLatchedFloatingZ;
-// Gef: Kyro GL_POINT workaround
-bool m_bGlPtWorkaround;
-
-// how many menus in the texture thing before we split?
-int m_nTextureMenuSplit;
-
-// watch the BSP process through network connections
-// true: trigger the BSP steps one by one and monitor them through the network
-// false: create a BAT / .sh file and execute it. don't bother monitoring it.
-bool m_bWatchBSP;
-// do we stop the compilation process if we come accross a leak?
-bool m_bLeakStop;
-// timeout when beginning a step (in seconds)
-// if we don't get a connection quick enough we assume something failed and go back to idling
-int m_iTimeout;
-bool m_bRunQuake;
-// store prefs setting for automatic sleep mode activation
-bool m_bDoSleep;
-
-bool m_bClipCaulk;
-
-// make the texture increments match the grid changes
-bool m_bSnapTToGrid;
-
-// try to fix the target/targetname conflicts when importing a map (default true)
-bool m_bDoTargetFix;
-
-// the increment step we use against the wheel mouse
-int m_nWheelInc;
-
-#ifdef _WIN32
-// use the file associations to open files instead of builtin Gtk editor
-bool m_bUseWin32Editor;
-#else
-// custom shader editor
-bool m_bUseCustomEditor;
-Str m_strEditorCommand; // this is the command executed
-#endif
+protected:
-#ifdef _WIN32
-bool m_bNativeGUI;
-bool m_bStartOnPrimMon;
-#endif
+/*! Dialog API */
+ui::Window BuildDialog();
+void PostModal( EMessageBoxReturn code );
+};
-bool m_bPatchBBoxSelect;
+extern PrefsDlg g_Preferences;
-// RR2DO2: latched data, for settings that require a restart. We don't want to set
-// these directly in case users set them under preferences and then continue working
-// with the editor.
-MainFrame::EViewStyle m_nLatchedView;
-int m_nMRUCount;
-Str m_strMRUFiles[4];
+struct preferences_globals_t
+{
+ // disabled all INI / registry read write .. used when shutting down after registry cleanup
+ bool disable_ini;
+ preferences_globals_t() : disable_ini( false ){
+ }
+};
+extern preferences_globals_t g_preferences_globals;
-windowPosInfo_t mWindowInfo;
+void PreferencesDialog_constructWindow( ui::Window main_window );
+void PreferencesDialog_destroyWindow();
-bool m_bLatchedDetachableMenus;
-bool m_bLatchedPatchToolbar;
-bool m_bLatchedWideToolbar;
-bool m_bLatchedPluginToolbar;
-int m_nLatchedShader;
-int m_nLatchedTextureQuality;
+void PreferencesDialog_showDialog();
-// RIANT
-// texture compression format
-int m_nTextureCompressionFormat;
+void GlobalPreferences_Init();
+void Preferences_Init();
-int m_nLightRadiuses;
+void Preferences_Load();
+void Preferences_Save();
-bool m_bQ3Map2Texturing;
+void Preferences_Reset();
-#ifdef ATIHACK_812
-bool m_bGlATIHack;
-#endif
-#ifdef NVIDIA_AERO_HACK
-bool m_bGlNvidiaAeroHack;
-int m_bGlNvidiaAeroHackPrevState;
#endif
-
-void UpdateData( bool retrieve );
-
-/*! Utility function for swapping notebook pages for tree list selections */
-void showPrefPage( int prefpage );
-
-protected:
-/*! Scan for game description files and build a list */
-void ScanForGames();
-
-/*! Dialog API */
-void BuildDialog();
-void PostModal( int code );
-};
-
-#endif // _PREFERENCES_H_