quadrilateralcowboy/tools/materialeditor/MEOptions.cpp

88 lines
2.9 KiB
C++
Raw Normal View History

2020-06-12 21:06:25 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "MEOptions.h"
/**
* Constructor for MEOptions.
*/
MEOptions::MEOptions ( ) {
registry.Init("Software\\id Software\\DOOM3\\Tools\\MaterialEditor");
materialTreeWidth = 0;
stageWidth = 0;
previewPropertiesWidth = 0;
materialEditHeight = 0;
materialPropHeadingWidth = 0;
previewPropHeadingWidth = 0;
}
/**
* Destructor for MEOptions.
*/
MEOptions::~MEOptions() {
}
/**
* Saves the material editor options to the registry.
*/
bool MEOptions::Save (void) {
registry.SetFloat("materialTreeWidth", materialTreeWidth);
registry.SetFloat("stageWidth", stageWidth);
registry.SetFloat("previewPropertiesWidth", previewPropertiesWidth);
registry.SetFloat("materialEditHeight", materialEditHeight);
registry.SetFloat("materialPropHeadingWidth", materialPropHeadingWidth);
registry.SetFloat("previewPropHeadingWidth", previewPropHeadingWidth);
return registry.Save();
}
/**
* Loads the material editor options from the registry.
*/
bool MEOptions::Load (void) {
if(!registry.Load()) {
return false;
}
materialTreeWidth = (int)registry.GetFloat("materialTreeWidth");
stageWidth = (int)registry.GetFloat("stageWidth");
previewPropertiesWidth = (int)registry.GetFloat("previewPropertiesWidth");
materialEditHeight = (int)registry.GetFloat("materialEditHeight");
materialPropHeadingWidth = (int)registry.GetFloat("materialPropHeadingWidth");
previewPropHeadingWidth = (int)registry.GetFloat("previewPropHeadingWidth");
return true;
}