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"
30 #define NVIDIA_AERO_HACK
33 #define MAX_TEXTURE_QUALITY 3
46 a preference assignment, name, type and pointer to value
47 we don't store the xmlNodePtr because the document itself can be thrown away upon any LoadPref
48 (see CGameDialog::UpdatePrefTree)
57 CPrefAssignment( const char *name, PrefTypes_t Type, void *Val ){
58 mName = name; mType = Type; mVal = Val;
60 CPrefAssignment() { mVal = NULL; }
61 CPrefAssignment( const CPrefAssignment& ass );
62 virtual ~CPrefAssignment() { }
63 virtual CPrefAssignment& operator =( const CPrefAssignment& ass );
68 generic preferences storage class, using xml files
80 prefs assignments (what pref name, what type, what variable)
82 list<CPrefAssignment> mPrefAssignments;
85 name of file to load/save as
90 store assignment in the property list if not already there
92 void PushAssignment( const char *name, PrefTypes_t type, void *pV );
95 find the xmlnode relating to the epair name
97 xmlNodePtr EpairForName( const char *name );
101 virtual ~CXMLPropertyBag(){
108 read a pref setting, if doesn't exist, will add it to the xml tree (using default value provided)
109 \arg name the name of the pref
110 \arg pV pointer to the value
112 those functions will fill in the list of preferences assignments
113 (name, type and pointer to value)
114 this is used in UpdatePrefTree
116 void GetPref( const char *name, Str *pV, const char *V );
117 void GetPref( const char *name, int *pV, int V );
118 void GetPref( const char *name, bool *pV, bool V );
119 void GetPref( const char *name, float *pV, float V );
120 void GetPref( const char *name, float *pV, float* V );
121 void GetPref( const char *name, window_position_t* pV, window_position_t V );
124 returns whether or not the property bag is already open
126 qboolean InUse() { return ( mpDoc != NULL ); };
129 unload the xml doc, and free the tree
134 read data from our XML file
136 void ReadXMLFile( const char* pFilename );
139 write out the property bag to an XML data file
140 return is success/fail
142 qboolean WriteXMLFile( const char* pFilename );
145 update the xml tree with data form the property list, usually in preparation for a write
147 void UpdatePrefTree();
150 did the file have any data or not?
156 holds information for a given game
157 I'm a bit unclear on that still
158 it holds game specific configuration stuff
159 such as base names, engine names, some game specific features to activate in the various modules
160 it is not strictly a prefs thing since the user is not supposed to edit that (unless he is hacking
161 support for a new game)
163 what we do now is fully generate the information for this during the setup. We might want to
164 generate a piece that just says "the game pack is there", but put the rest of the config somwhere
165 else (i.e. not generated, copied over during setup .. for instance in the game tools directory)
167 class CGameDescription
170 xmlDocPtr mpDoc; ///< the game description xml tree
171 Str mGameToolsPath; ///< the explicit path to the game-dependent modules
172 Str mGameName; ///< name of the game used in dialogs
173 Str mGameFile; ///< the .game file that describes this game
174 Str mBaseGame; ///< basegame directory
175 Str mEnginePath; ///< path to the engine
176 Str mEngine; ///< engine name
177 Str mMultiplayerEngine; ///< engine name
178 #if defined ( __linux__ ) || defined ( __APPLE__ )
179 Str mUserPathPrefix; ///< prefix for ~/.q3a ~/.wolf init, only on *nix
181 Str mShaderPath; ///< the path in which to look for shaders
182 Str mShaderlist; ///< shaderlist file
183 float mTextureDefaultScale; ///< default scale (0.5 in q3, 1.0 in q1/q2, 0.25 in JK2 ..)
184 bool mEClassSingleLoad; ///< only load a single eclass definition file
185 bool mNoPatch; ///< this game doesn't support patch technology
186 Str mCaulkShader; ///< the shader to use for caulking
187 bool quake2; ///< set this to true to get quake2
188 bool noMapsInHome; ///< set this if you want to open the engine path/base dir/maps dir for map open/save dialoges */
190 CGameDescription() { mpDoc = NULL; }
192 \todo parse basic info from the node
193 user-friendly name of the game
194 essential parameters (such as the start dir)
196 CGameDescription( xmlDocPtr pDoc, const Str &GameFile );
197 virtual ~CGameDescription() { xmlFreeDoc( mpDoc ); }
203 select games, copy editing assets and write out configuration files
206 #define Q3_PACK "Q3Pack"
207 #define URT_PACK "UrTPack"
208 #define UFOAI_PACK "UFOAIPack"
209 #define Q2W_PACK "Q2WPack"
210 #define WARSOW_PACK "WarsowPack"
211 #define NEXUIZ_PACK "NexuizPack"
212 #define Q2_PACK "Q2Pack"
213 #define TREMULOUS_PACK "TremulousPack"
214 #define JA_PACK "JAPack"
215 #define REACTION_PACK "ReactionPack"
216 #define ET_PACK "ETPack"
218 class CGameInstall : public Dialog {
225 static void OnBtnBrowseEngine( GtkWidget *widget, gpointer data );
226 static void OnGameSelectChanged( GtkWidget *widget, gpointer data );
250 // maps from m_nComboSelect to the games
251 int m_availGames[GAME_COUNT];
255 standalone dialog for games selection, and more generally global settings
257 class CGameDialog : public Dialog
259 GtkWidget *mFrame; ///< this is built on-demand first time it's used
260 GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
262 GtkComboBox *mGameCombo; // combo box holds the selection of available game
267 CXMLPropertyBag mGlobalPrefs;
271 run from a network share
272 this one is not being saved out in prefs, since we need to know before we load prefs
273 we use a dummy file NETRUN_FILENAME as flag
274 all done with static stuff
276 static bool m_bNetRun;
279 bool m_bDoGameInstall;
281 CGameInstall mGameInstall;
285 int m_nComboSelect; ///< intermediate int value for combo in dialog box
290 those settings are saved in the global prefs file
291 I'm too lazy to wrap behind protected access, not sure this needs to be public
292 NOTE: those are preference settings. if you change them it is likely that you would
293 have to restart the editor for them to take effect
297 what game has been selected
298 this is the name of the .game file
302 auto-load the game on startup
303 this is linked to auto-load checkbox
305 bool m_bAutoLoadGame;
307 log console to radiant.log
308 m_bForceLogConsole is an obscure forced latching situation
311 bool m_bForceLogConsole;
315 points somewhere in mGames, set once at startup
317 CGameDescription *m_pCurrentGameDescription;
320 the list of game descriptions we scanned from the game/ dir
322 list<CGameDescription *> mGames;
326 m_pCurrentGameDescription = NULL;
327 m_bLogConsole = false;
328 m_bForceLogConsole = false;
329 m_bDoGameInstall = true; // go through DoModal at least once
332 virtual ~CGameDialog();
334 void AddPacksURL( Str &s );
337 intialize the game dialog, called at CPrefsDlg::Init
338 will scan for games, load prefs, and do game selection dialog if needed
343 reset the global settings by removing the file
348 run the dialog UI for the list of games
353 call out to the game installation dialog
355 void DoGameInstall();
359 this is only called when the dialog is built at startup for main engine select
362 void UpdateData( bool retrieve );
365 construction of the dialog frame
366 this is the part to be re-used in prefs dialog
367 for the standalone dialog, we include this in a modal box
368 for prefs, we hook the frame in the main notebook
369 build the frame on-demand (only once)
371 GtkWidget *GetGlobalFrame();
374 global preferences subsystem
375 XML-based this time, hopefully this will generalize to other prefs
376 LoadPrefs has hardcoded defaults
377 NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
378 could have named the class differently I guess
381 void LoadPrefs(); ///< load from file into variables
382 void SavePrefs(); ///< save pref variables to file
386 read or set netrun (check file)
388 if false, will check if netrun file is present and will set m_bNetRun
389 if true, will create/erase the netrun file depending on m_bNetRun
390 NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
392 static void UpdateNetrun( bool retrieve );
394 get current netrun setting
396 static bool GetNetrun();
400 scan for .game files, load them
405 inits g_PrefsDlg.m_global_rc_path
407 void InitGlobalPrefPath();
410 uses m_nComboItem to find the right mGames
412 CGameDescription *GameDescriptionForComboItem();
415 callback for the game install button
417 static void SInstallCallback( GtkWidget *widget, gpointer data );
419 void UpdateGameCombo();
426 window_position_t position;
428 window_position_t posEntityWnd;
429 window_position_t posMapInfoWnd;
430 window_position_t posCamWnd;
431 window_position_t posZWnd;
432 window_position_t posXYWnd;
433 window_position_t posXZWnd;
434 window_position_t posYZWnd;
435 window_position_t posPatchWnd;
436 window_position_t posSurfaceWnd;
437 window_position_t posEntityInfoWnd;
448 class PrefsDlg : public Dialog
455 CXMLPropertyBag mLocalPrefs;
457 // will enable/disable stuff according to the situation
458 void DoSensitivity();
459 void PreModal() { DoSensitivity(); }
461 // enable/disable custom editor entry
462 void DoEditorSensitivity();
465 this holds global level preferences
467 CGameDialog mGamesDialog;
469 // warning about old project files
471 list<CGameDescription *> mGames;
474 // last light intensity used in the CLightPrompt dialog, stored in registry
475 int m_iLastLightIntensity;
476 // these mirror what goes in the combo box
477 // see PrefDlg::m_nShader, tells wether to load NONE / COMMON or ALL shaders at parsing stage
478 enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
480 // Gef: updated preferences dialog
481 /*! Preference notebook page numbers */
482 enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
483 PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_BRUSH, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
487 void UpdateTextureCompression();
490 void UpdateATIHack();
493 #ifdef NVIDIA_AERO_HACK
494 void UpdateNvidiaAeroHack();
499 void LoadTexdefPref( texdef_t* pTexdef, const char* pName );
502 virtual ~PrefsDlg (){
503 g_string_free( m_rc_path, true );
504 g_string_free( m_inipath, true );
508 path for global settings
510 linux: ~/.radiant/<version>/
512 GString *m_global_rc_path;
515 path to per-game settings
516 used for various game dependant storage
517 win32: g_strGameToolsPath
518 linux: ~/.radiant/<version>/<gamename>/
523 holds per-game settings
524 m_rc_path+"local.pref"
525 \todo FIXME at some point this should become XML property bag code too
529 // initialize the above paths
533 // DEPRECATED: use engine path from the current game description instead
534 // path to the top-level installation
536 // name of executable
539 // we use this Str to store the full path to the engine: m_strEnginePath + m_strEngine
540 // it's not stored in the registry or anything, just ued for display in prefs
541 Str m_strPrefsDlgEngine;
546 MainFrame::EViewStyle m_nView;
549 // path to the project loaded at startup
550 // if g_PrefsDlg can't find the information in the ini file
551 // it will try to guess and eventually ask the user
552 Str m_strLastProject;
554 version of last loaded project file
555 says -1 if there's no version loaded
556 if it's a manually constructed project file, will be 0
557 otherwise the actual 'version' epair
559 int m_nLastProjectVer;
566 bool m_bTextureWindow;
571 int m_nCamDragMultiSelect;
572 bool m_bCamDragMultiSelect;
574 bool m_bCamFreeLookStrafe;
575 bool m_bCamInverseMouse;
577 bool m_bNewLightDraw;
588 bool m_bDetachableMenus;
589 bool m_bPatchToolbar;
591 bool m_bPluginToolbar;
593 //++timo this is most likely broken, I don't know what it's supposed to do
598 bool m_bTextureScrollbar;
599 bool m_bDisplayLists;
600 bool m_bAntialiasedPointsAndLines; // Fishman - Add antialiazed points and lines support. 09/03/00
611 bool m_bCubicClipping;
613 bool m_bSelectCurves;
614 bool m_bSelectModels;
615 int m_nEntityShowState;
617 bool m_bNormalizeColors;
619 bool m_bSelectWholeEntities;
620 int m_nTextureQuality;
622 bool m_bTexturesShaderlistOnly;
624 float m_fDefTextureScale;
626 bool m_bLatchedFloatingZ;
627 // Gef: Kyro GL_POINT workaround
628 bool m_bGlPtWorkaround;
630 // how many menus in the texture thing before we split?
631 int m_nTextureMenuSplit;
633 // watch the BSP process through network connections
634 // true: trigger the BSP steps one by one and monitor them through the network
635 // false: create a BAT / .sh file and execute it. don't bother monitoring it.
637 // do we stop the compilation process if we come accross a leak?
639 // timeout when beginning a step (in seconds)
640 // if we don't get a connection quick enough we assume something failed and go back to idling
643 // store prefs setting for automatic sleep mode activation
648 // make the texture increments match the grid changes
651 // try to fix the target/targetname conflicts when importing a map (default true)
654 // the increment step we use against the wheel mouse
658 // use the file associations to open files instead of builtin Gtk editor
659 bool m_bUseWin32Editor;
661 // custom shader editor
662 bool m_bUseCustomEditor;
663 Str m_strEditorCommand; // this is the command executed
668 bool m_bStartOnPrimMon;
671 bool m_bPatchBBoxSelect;
673 // RR2DO2: latched data, for settings that require a restart. We don't want to set
674 // these directly in case users set them under preferences and then continue working
676 MainFrame::EViewStyle m_nLatchedView;
678 Str m_strMRUFiles[4];
680 windowPosInfo_t mWindowInfo;
682 bool m_bLatchedDetachableMenus;
683 bool m_bLatchedPatchToolbar;
684 bool m_bLatchedWideToolbar;
685 bool m_bLatchedPluginToolbar;
686 int m_nLatchedShader;
687 int m_nLatchedTextureQuality;
690 // texture compression format
691 int m_nTextureCompressionFormat;
693 int m_nLightRadiuses;
695 bool m_bQ3Map2Texturing;
701 #ifdef NVIDIA_AERO_HACK
702 bool m_bGlNvidiaAeroHack;
703 int m_bGlNvidiaAeroHackPrevState;
706 void UpdateData( bool retrieve );
708 /*! Utility function for swapping notebook pages for tree list selections */
709 void showPrefPage( int prefpage );
712 /*! Scan for game description files and build a list */
717 void PostModal( int code );
720 #endif // _PREFERENCES_H_