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(const 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(const 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(const char *name, Str *pV, const char *V);
114 void GetPref(const char *name, int *pV, int V);
115 void GetPref(const char *name, bool *pV, bool V);
116 void GetPref(const char *name, float *pV, float V);
117 void GetPref(const char *name, float *pV, float* V);
118 void GetPref(const 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 Str mMultiplayerEngine; ///< engine name
175 #if defined (__linux__) || defined (__APPLE__)
176 Str mUserPathPrefix; ///< prefix for ~/.q3a ~/.wolf init, only on *nix
178 Str mShaderPath; ///< the path in which to look for shaders
179 Str mShaderlist; ///< shaderlist file
180 float mTextureDefaultScale; ///< default scale (0.5 in q3, 1.0 in q1/q2, 0.25 in JK2 ..)
181 bool mEClassSingleLoad; ///< only load a single eclass definition file
182 bool mNoPatch; ///< this game doesn't support patch technology
183 Str mCaulkShader; ///< the shader to use for caulking
184 bool quake2; ///< set this to true to get quake2
185 bool noMapsInHome; ///< set this if you want to open the engine path/base dir/maps dir for map open/save dialoges */
187 CGameDescription() { mpDoc = NULL; }
189 \todo parse basic info from the node
190 user-friendly name of the game
191 essential parameters (such as the start dir)
193 CGameDescription(xmlDocPtr pDoc, const Str &GameFile);
194 virtual ~CGameDescription() { xmlFreeDoc(mpDoc); }
200 select games, copy editing assets and write out configuration files
203 #define Q3_PACK "Q3Pack"
204 #define URT_PACK "UrTPack"
205 #define UFOAI_PACK "UFOAIPack"
206 #define Q2W_PACK "Q2WPack"
207 #define WARSOW_PACK "WarsowPack"
208 #define NEXUIZ_PACK "NexuizPack"
209 #define Q2_PACK "Q2Pack"
210 #define TREMULOUS_PACK "TremulousPack"
211 #define JA_PACK "JAPack"
213 class CGameInstall : public Dialog {
220 static void OnBtnBrowseEngine( GtkWidget *widget, gpointer data );
221 static void OnGameSelectChanged( GtkWidget *widget, gpointer data );
243 // maps from m_nComboSelect to the games
244 int m_availGames[GAME_COUNT];
248 standalone dialog for games selection, and more generally global settings
250 class CGameDialog : public Dialog
252 GtkWidget *mFrame; ///< this is built on-demand first time it's used
253 GtkWidget *mTopBox; ///< top level box used to store the dialog frame, must unhook after modal use
255 GtkComboBox *mGameCombo; // combo box holds the selection of available game
260 CXMLPropertyBag mGlobalPrefs;
264 run from a network share
265 this one is not being saved out in prefs, since we need to know before we load prefs
266 we use a dummy file NETRUN_FILENAME as flag
267 all done with static stuff
269 static bool m_bNetRun;
272 bool m_bDoGameInstall;
274 CGameInstall mGameInstall;
278 int m_nComboSelect; ///< intermediate int value for combo in dialog box
283 those settings are saved in the global prefs file
284 I'm too lazy to wrap behind protected access, not sure this needs to be public
285 NOTE: those are preference settings. if you change them it is likely that you would
286 have to restart the editor for them to take effect
290 what game has been selected
291 this is the name of the .game file
295 auto-load the game on startup
296 this is linked to auto-load checkbox
298 bool m_bAutoLoadGame;
300 log console to radiant.log
301 m_bForceLogConsole is an obscure forced latching situation
304 bool m_bForceLogConsole;
308 points somewhere in mGames, set once at startup
310 CGameDescription *m_pCurrentGameDescription;
313 the list of game descriptions we scanned from the game/ dir
315 list<CGameDescription *> mGames;
319 m_pCurrentGameDescription = NULL;
320 m_bLogConsole = false;
321 m_bForceLogConsole = false;
322 m_bDoGameInstall = true; // go through DoModal at least once
325 virtual ~CGameDialog();
327 void AddPacksURL( Str &s );
330 intialize the game dialog, called at CPrefsDlg::Init
331 will scan for games, load prefs, and do game selection dialog if needed
336 reset the global settings by removing the file
341 run the dialog UI for the list of games
346 call out to the game installation dialog
348 void DoGameInstall();
352 this is only called when the dialog is built at startup for main engine select
355 void UpdateData( bool retrieve );
358 construction of the dialog frame
359 this is the part to be re-used in prefs dialog
360 for the standalone dialog, we include this in a modal box
361 for prefs, we hook the frame in the main notebook
362 build the frame on-demand (only once)
364 GtkWidget *GetGlobalFrame();
367 global preferences subsystem
368 XML-based this time, hopefully this will generalize to other prefs
369 LoadPrefs has hardcoded defaults
370 NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
371 could have named the class differently I guess
374 void LoadPrefs(); ///< load from file into variables
375 void SavePrefs(); ///< save pref variables to file
379 read or set netrun (check file)
381 if false, will check if netrun file is present and will set m_bNetRun
382 if true, will create/erase the netrun file depending on m_bNetRun
383 NOTE: this is not backwards, 'retrieve' means 'retrieve from settings dialog' - in terms of UI
385 static void UpdateNetrun(bool retrieve);
387 get current netrun setting
389 static bool GetNetrun();
393 scan for .game files, load them
398 inits g_PrefsDlg.m_global_rc_path
400 void InitGlobalPrefPath();
403 uses m_nComboItem to find the right mGames
405 CGameDescription *GameDescriptionForComboItem();
408 callback for the game install button
410 static void SInstallCallback( GtkWidget *widget, gpointer data );
412 void UpdateGameCombo();
419 window_position_t position;
421 window_position_t posEntityWnd;
422 window_position_t posMapInfoWnd;
423 window_position_t posCamWnd;
424 window_position_t posZWnd;
425 window_position_t posXYWnd;
426 window_position_t posXZWnd;
427 window_position_t posYZWnd;
428 window_position_t posPatchWnd;
429 window_position_t posSurfaceWnd;
430 window_position_t posEntityInfoWnd;
441 class PrefsDlg : public Dialog
448 CXMLPropertyBag mLocalPrefs;
450 // will enable/disable stuff according to the situation
451 void DoSensitivity();
452 void PreModal() { DoSensitivity(); }
454 // enable/disable custom editor entry
455 void DoEditorSensitivity();
458 this holds global level preferences
460 CGameDialog mGamesDialog;
462 // warning about old project files
464 list<CGameDescription *> mGames;
467 // last light intensity used in the CLightPrompt dialog, stored in registry
468 int m_iLastLightIntensity;
469 // these mirror what goes in the combo box
470 // see PrefDlg::m_nShader, tells wether to load NONE / COMMON or ALL shaders at parsing stage
471 enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
473 // Gef: updated preferences dialog
474 /*! Preference notebook page numbers */
475 enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
476 PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
480 void UpdateTextureCompression();
483 void UpdateATIHack();
488 void LoadTexdefPref(texdef_t* pTexdef, char* pName);
493 g_string_free (m_rc_path, true );
494 g_string_free (m_inipath, true );
498 path for global settings
500 linux: ~/.radiant/<version>/
502 GString *m_global_rc_path;
505 path to per-game settings
506 used for various game dependant storage
507 win32: g_strGameToolsPath
508 linux: ~/.radiant/<version>/<gamename>/
513 holds per-game settings
514 m_rc_path+"local.pref"
515 \todo FIXME at some point this should become XML property bag code too
519 // initialize the above paths
523 // DEPRECATED: use engine path from the current game description instead
524 // path to the top-level installation
526 // name of executable
529 // we use this Str to store the full path to the engine: m_strEnginePath + m_strEngine
530 // it's not stored in the registry or anything, just ued for display in prefs
531 Str m_strPrefsDlgEngine;
536 MainFrame::EViewStyle m_nView;
539 // path to the project loaded at startup
540 // if g_PrefsDlg can't find the information in the ini file
541 // it will try to guess and eventually ask the user
542 Str m_strLastProject;
544 version of last loaded project file
545 says -1 if there's no version loaded
546 if it's a manually constructed project file, will be 0
547 otherwise the actual 'version' epair
549 int m_nLastProjectVer;
556 bool m_bTextureWindow;
561 int m_nCamDragMultiSelect;
562 bool m_bCamDragMultiSelect;
564 bool m_bCamFreeLookStrafe;
565 bool m_bCamInverseMouse;
567 bool m_bNewLightDraw;
578 bool m_bDetachableMenus;
579 bool m_bPatchToolbar;
581 bool m_bPluginToolbar;
583 //++timo this is most likely broken, I don't know what it's supposed to do
588 bool m_bTextureScrollbar;
589 bool m_bDisplayLists;
590 bool m_bAntialiasedPointsAndLines; // Fishman - Add antialiazed points and lines support. 09/03/00
601 bool m_bCubicClipping;
603 bool m_bSelectCurves;
604 bool m_bSelectModels;
605 int m_nEntityShowState;
607 bool m_bNormalizeColors;
609 bool m_bSelectWholeEntities;
610 int m_nTextureQuality;
612 bool m_bTexturesShaderlistOnly;
615 bool m_bLatchedFloatingZ;
616 // Gef: Kyro GL_POINT workaround
617 bool m_bGlPtWorkaround;
619 // how many menus in the texture thing before we split?
620 int m_nTextureMenuSplit;
622 // watch the BSP process through network connections
623 // true: trigger the BSP steps one by one and monitor them through the network
624 // false: create a BAT / .sh file and execute it. don't bother monitoring it.
626 // do we stop the compilation process if we come accross a leak?
628 // timeout when beginning a step (in seconds)
629 // if we don't get a connection quick enough we assume something failed and go back to idling
632 // store prefs setting for automatic sleep mode activation
637 // make the texture increments match the grid changes
640 // try to fix the target/targetname conflicts when importing a map (default true)
643 // the increment step we use against the wheel mouse
647 // use the file associations to open files instead of builtin Gtk editor
648 bool m_bUseWin32Editor;
650 // custom shader editor
651 bool m_bUseCustomEditor;
652 Str m_strEditorCommand; // this is the command executed
657 bool m_bStartOnPrimMon;
660 bool m_bPatchBBoxSelect;
662 // RR2DO2: latched data, for settings that require a restart. We don't want to set
663 // these directly in case users set them under preferences and then continue working
665 MainFrame::EViewStyle m_nLatchedView;
667 Str m_strMRUFiles[4];
669 windowPosInfo_t mWindowInfo;
671 bool m_bLatchedDetachableMenus;
672 bool m_bLatchedPatchToolbar;
673 bool m_bLatchedWideToolbar;
674 bool m_bLatchedPluginToolbar;
675 int m_nLatchedShader;
676 int m_nLatchedTextureQuality;
679 // texture compression format
680 int m_nTextureCompressionFormat;
682 int m_nLightRadiuses;
684 bool m_bQ3Map2Texturing;
690 void UpdateData (bool retrieve);
692 /*! Utility function for swapping notebook pages for tree list selections */
693 void showPrefPage(int prefpage);
696 /*! Scan for game description files and build a list */
701 void PostModal (int code);
704 #endif // _PREFERENCES_H_