quadrilateralcowboy/tools/radiant/PrefsDlg.cpp

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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 "qe3.h"
#include "shlobj.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#define MOUSE_KEY "radiant_MouseButtons"
#define TLOCK_KEY "radiant_TextureLock"
#define RLOCK_KEY "radiant_RotateLock"
#define LOADLAST_KEY "radiant_LoadLast"
#define LOADLASTMAP_KEY "radiant_LoadLastMap"
#define LASTPROJ_KEY "radiant_LastProject"
#define LASTMAP_KEY "radiant_LastMap"
#define RUN_KEY "radiant_RunBefore"
#define FACE_KEY "radiant_NewFaceGrab"
#define BSP_KEY "radiant_InternalBSP"
#define RCLICK_KEY "radiant_NewRightClick"
#define VERTEX_KEY "radiant_NewVertex"
#define AUTOSAVE_KEY "radiant_Autosave"
#define AUTOSAVETIME_KEY "radiant_AutosaveMinutes"
#define PAK_KEY "radiant_UsePAK"
#define NEWAPPLY_KEY "radiant_ApplyDismissesSurface"
#define HACK_KEY "radiant_Gatewayescapehack"
#define TEXTURE_KEY "radiant_NewTextureWindowStuff"
#define TINYBRUSH_KEY "radiant_CleanTinyBrushes"
#define TINYSIZE_KEY "radiant_CleanTinyBrusheSize"
#define SNAPSHOT_KEY "radiant_Snapshots"
#define PAKFILE_KEY "radiant_PAKFile"
#define STATUS_KEY "radiant_StatusPointSize"
#define MOVESPEED_KEY "radiant_MoveSpeed"
#define ANGLESPEED_KEY "radiant_AngleSpeed"
#define SETGAME_KEY "radiant_UseSetGame"
#define CAMXYUPDATE_KEY "radiant_CamXYUpdate"
#define LIGHTDRAW_KEY "radiant_NewLightStyle"
#define WHATGAME_KEY "radiant_WhichGame"
#define CUBICCLIP_KEY "radiant_CubicClipping"
#define CUBICSCALE_KEY "radiant_CubicScale"
#define ALTEDGE_KEY "radiant_ALTEdgeDrag"
#define FACECOLORS_KEY "radiant_FaceColors"
#define QE4PAINT_KEY "radiant_QE4Paint"
#define SNAPT_KEY "radiant_SnapT"
#define XZVIS_KEY "radiant_XZVIS"
#define YZVIS_KEY "radiant_YZVIS"
#define ZVIS_KEY "radiant_ZVIS"
#define SIZEPAINT_KEY "radiant_SizePainting"
#define DLLENTITIES_KEY "radiant_DLLEntities"
#define WIDETOOLBAR_KEY "radiant_WideToolBar"
#define NOCLAMP_KEY "radiant_NoClamp"
#define PREFAB_KEY "radiant_PrefabPath"
#define USERINI_KEY "radiant_UserINIPath"
#define ROTATION_KEY "radiant_Rotation"
#define SGIOPENGL_KEY "radiant_SGIOpenGL"
#define BUGGYICD_KEY "radiant_BuggyICD"
#define HICOLOR_KEY "radiant_HiColorTextures"
#define CHASEMOUSE_KEY "radiant_ChaseMouse"
#define ENTITYSHOW_KEY "radiant_EntityShow"
#define TEXTURESCALE_KEY "radiant_TextureScale"
#define TEXTURESCROLLBAR_KEY "radiant_TextureScrollbar"
#define DISPLAYLISTS_KEY "radiant_UseDisplayLists"
#define NORMALIZECOLORS_KEY "radiant_NormalizeColors"
#define SHADERS_KEY "radiant_UseShaders"
#define SWITCHCLIP_KEY "radiant_SwitchClipKey"
#define SELWHOLEENTS_KEY "radiant_SelectWholeEntitiesKey"
#define TEXTURESUBSET_KEY "radiant_UseTextureSubsetLoading"
#define TEXTUREQUALITY_KEY "radiant_TextureQuality"
#define SHOWSHADERS_KEY "radiant_ShowShaders"
#define SHADERTEST_KEY "radiant_ShaderTest"
#define GLLIGHTING_KEY "radiant_UseGLLighting"
#define NOSTIPPLE_KEY "radiant_NoStipple"
#define UNDOLEVELS_KEY "radiant_UndoLevels"
#define MAPS_KEY "radiant_RadiantMapPath"
#define MODELS_KEY "radiant_ModelPath"
#define NEWMAPFORMAT_KEY "radiant_NewMapFormat"
#define WINDOW_DEF 0
#define TLOCK_DEF 1
#define LOADLAST_DEF 1
#define RUN_DEF 0
/////////////////////////////////////////////////////////////////////////////
// CPrefsDlg dialog
CPrefsDlg::CPrefsDlg(CWnd* pParent /*=NULL*/)
: CDialog(CPrefsDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CPrefsDlg)
m_bLoadLast = FALSE;
m_bFace = FALSE;
m_bRightClick = FALSE;
m_bVertex = FALSE;
m_bAutoSave = TRUE;
m_bNewApplyHandling = FALSE;
m_strAutoSave = _T("5");
m_bLoadLastMap = FALSE;
m_bTextureWindow = FALSE;
m_bSnapShots = FALSE;
m_fTinySize = 0.5;
m_bCleanTiny = FALSE;
m_nStatusSize = 10;
m_bCamXYUpdate = FALSE;
m_bNewLightDraw = FALSE;
m_bALTEdge = FALSE;
m_bQE4Painting = TRUE;
m_bSnapTToGrid = FALSE;
m_bXZVis = FALSE;
m_bYZVis = FALSE;
m_bZVis = FALSE;
m_bSizePaint = FALSE;
m_bWideToolbar = TRUE;
m_bNoClamp = FALSE;
m_nRotation = 0;
m_bHiColorTextures = TRUE;
m_bChaseMouse = FALSE;
m_bTextureScrollbar = TRUE;
m_bDisplayLists = TRUE;
m_bNoStipple = FALSE;
m_strMaps = _T("");
m_strModels = _T("");
m_bNewMapFormat = TRUE;
//}}AFX_DATA_INIT
//LoadPrefs();
m_selectByBoundingBrush = FALSE;
m_selectOnlyBrushes = FALSE;
m_selectNoModels = FALSE;
m_nEntityShowState = 0;
m_nTextureScale = 2;
m_bSwitchClip = FALSE;
m_bSelectWholeEntities = TRUE;
m_nTextureQuality = 3;
m_bGLLighting = FALSE;
m_nUndoLevels = 63;
}
void CPrefsDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CPrefsDlg)
DDX_Control(pDX, IDC_SPIN_UNDO, m_wndUndoSpin);
DDX_Control(pDX, IDC_SPIN_POINTSIZE, m_wndFontSpin);
DDX_Control(pDX, IDC_SLIDER_TEXTUREQUALITY, m_wndTexturequality);
DDX_Control(pDX, IDC_SLIDER_CAMSPEED, m_wndCamSpeed);
DDX_Control(pDX, IDC_SPIN_AUTOSAVE, m_wndSpin);
DDX_Check(pDX, IDC_CHECK_LOADLAST, m_bLoadLast);
DDX_Check(pDX, IDC_CHECK_FACE, m_bFace);
DDX_Check(pDX, IDC_CHECK_RIGHTCLICK, m_bRightClick);
DDX_Check(pDX, IDC_CHECK_AUTOSAVE, m_bAutoSave);
DDX_Text(pDX, IDC_EDIT_AUTOSAVE, m_strAutoSave);
DDX_Check(pDX, IDC_CHECK_LOADLASTMAP, m_bLoadLastMap);
DDX_Check(pDX, IDC_CHECK_TEXTUREWINDOW, m_bTextureWindow);
DDX_Check(pDX, IDC_CHECK_SNAPSHOTS, m_bSnapShots);
DDX_Text(pDX, IDC_EDIT_STATUSPOINTSIZE, m_nStatusSize);
DDV_MinMaxInt(pDX, m_nStatusSize, 2, 14);
DDX_Check(pDX, IDC_CHECK_CAMXYUPDATE, m_bCamXYUpdate);
DDX_Check(pDX, IDC_CHECK_LIGHTDRAW, m_bNewLightDraw);
DDX_Check(pDX, IDC_CHECK_ALTDRAG, m_bALTEdge);
DDX_Check(pDX, IDC_CHECK_QE4PAINTING, m_bQE4Painting);
DDX_Check(pDX, IDC_CHECK_SNAPT, m_bSnapTToGrid);
DDX_Check(pDX, IDC_CHECK_SIZEPAINT, m_bSizePaint);
DDX_Check(pDX, IDC_CHECK_WIDETOOLBAR, m_bWideToolbar);
DDX_Check(pDX, IDC_CHECK_NOCLAMP, m_bNoClamp);
DDX_Text(pDX, IDC_EDIT_ROTATION, m_nRotation);
DDX_Check(pDX, IDC_CHECK_HICOLOR, m_bHiColorTextures);
DDX_Check(pDX, IDC_CHECK_MOUSECHASE, m_bChaseMouse);
DDX_Check(pDX, IDC_CHECK_TEXTURESCROLLBAR, m_bTextureScrollbar);
DDX_Check(pDX, IDC_CHECK_DISPLAYLISTS, m_bDisplayLists);
DDX_Check(pDX, IDC_CHECK_NOSTIPPLE, m_bNoStipple);
DDX_Text(pDX, IDC_EDIT_UNDOLEVELS, m_nUndoLevels);
DDV_MinMaxInt(pDX, m_nUndoLevels, 1, 64);
DDX_Text(pDX, IDC_EDIT_MAPS, m_strMaps);
DDX_Check(pDX, IDC_CHECK_NEWMAPFORMAT, m_bNewMapFormat);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CPrefsDlg, CDialog)
//{{AFX_MSG_MAP(CPrefsDlg)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CPrefsDlg message handlers
BOOL CPrefsDlg::OnInitDialog()
{
CDialog::OnInitDialog();
m_wndSpin.SetRange(1,60);
m_wndCamSpeed.SetRange(10, 5000);
m_wndCamSpeed.SetPos(m_nMoveSpeed);
this->m_wndTexturequality.SetRange(0, 3);
this->m_wndTexturequality.SetPos(m_nTextureQuality);
m_wndFontSpin.SetRange(4,24);
m_wndUndoSpin.SetRange(1,64);
GetDlgItem(IDC_CHECK_HICOLOR)->EnableWindow(TRUE);
GetDlgItem(IDC_CHECK_NOCLAMP)->EnableWindow(TRUE);
//GetDlgItem(IDC_CHECK_NOCLAMP)->EnableWindow(FALSE);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
void CPrefsDlg::OnOK()
{
m_nMoveSpeed = m_wndCamSpeed.GetPos();
m_nAngleSpeed = (float)m_nMoveSpeed * 0.50;
this->m_nTextureQuality = m_wndTexturequality.GetPos();
SavePrefs();
if ( g_pParentWnd ) {
g_pParentWnd->SetGridStatus();
}
Sys_UpdateWindows(W_ALL);
Undo_SetMaxSize(m_nUndoLevels);
CDialog::OnOK();
}
int GetCvarInt(const char *name, const int def) {
idCVar *cvar = cvarSystem->Find( name );
if ( cvar ) {
return cvar->GetInteger();
} else {
return def;
}
}
const char *GetCvarString( const char *name, const char *def ) {
idCVar *cvar = cvarSystem->Find( name );
if ( cvar ) {
return cvar->GetString();
} else {
return def;
}
}
static const char hexDigits[] = "0123456789ABCDEF";
void SetCvarInt( const char *name, const int value ) {
cvarSystem->SetCVarInteger( name, value, CVAR_TOOL );
}
void SetCvarString( const char *name, const char *value ) {
cvarSystem->SetCVarString( name, value, CVAR_TOOL );
}
void SetCvarBinary(const char *name, void *pv, int size) {
unsigned char *in = new unsigned char[size];
idStr s;
memset( in, 0, size );
memcpy( in, pv, size );
for ( int i = 0; i < size; i++ ) {
s += hexDigits[in[i] >> 4];
s += hexDigits[in[i] & 0x0f];
}
delete []in;
SetCvarString(name, s);
}
bool GetCvarBinary( const char *name, void *pv, int size ) {
bool ret = false;
unsigned char *out = new unsigned char[size];
idStr s = GetCvarString( name, "" );
if ( s.Length() / 2 == size ) {
int j = 0;
for ( int i = 0; i < s.Length(); i += 2 ) {
char c;
if (s[i] > '9') {
c = s[i] - 'A' + 0x0a;
} else {
c = s[i] - 0x30;
}
c <<= 4;
if (s[i+1] > '9') {
c |= s[i+1] - 'A' + 0x0a;
} else {
c |= s[i+1] - 0x30;
}
out[j++] = c;
}
memcpy(pv, out, size);
ret = true;
}
delete []out;
return ret;
}
void CPrefsDlg::LoadPrefs() {
CString strBuff;
CString strPrefab = g_strAppPath;
AddSlash(strPrefab);
strPrefab += "Prefabs\\";
m_nMouseButtons = 3;
m_bTextureLock = GetCvarInt( TLOCK_KEY, TLOCK_DEF );
m_bRotateLock = GetCvarInt( RLOCK_KEY, TLOCK_DEF );
m_strLastProject = GetCvarString( LASTPROJ_KEY, "" );
m_strLastMap = GetCvarString( LASTMAP_KEY, "" );
m_bLoadLast = GetCvarInt( LOADLAST_KEY, LOADLAST_DEF );
m_bRunBefore = GetCvarInt( RUN_KEY, RUN_DEF );
m_bFace = GetCvarInt( FACE_KEY, 1 );
m_bRightClick = GetCvarInt( RCLICK_KEY, 1 );
m_bVertex = GetCvarInt( VERTEX_KEY, 1 );
m_bAutoSave = GetCvarInt( AUTOSAVE_KEY, 1 );
m_bNewApplyHandling = GetCvarInt( NEWAPPLY_KEY, 0 );
m_bLoadLastMap = GetCvarInt( LOADLASTMAP_KEY, 0 );
m_bGatewayHack = GetCvarInt( HACK_KEY, 0 );
m_bTextureWindow = GetCvarInt( TEXTURE_KEY, 0 );
m_bCleanTiny = GetCvarInt( TINYBRUSH_KEY, 0 );
strBuff = GetCvarString( TINYSIZE_KEY, "0.5" );
m_fTinySize = atof(strBuff );
m_nAutoSave = GetCvarInt( AUTOSAVETIME_KEY, 5 );
if ( m_nAutoSave <= 0 ) { m_nAutoSave = 1; }
m_strAutoSave.Format("%i", m_nAutoSave );
m_bSnapShots = GetCvarInt( SNAPSHOT_KEY, 0 );
m_nStatusSize = GetCvarInt( STATUS_KEY, 10 );
m_nMoveSpeed = GetCvarInt( MOVESPEED_KEY, 400 );
m_nAngleSpeed = GetCvarInt( ANGLESPEED_KEY, 300 );
m_bCamXYUpdate = GetCvarInt( CAMXYUPDATE_KEY, 1 );
m_bNewLightDraw = GetCvarInt( LIGHTDRAW_KEY, 1 );
m_bCubicClipping = ( GetCvarInt( CUBICCLIP_KEY, 1) != 0 );
m_nCubicScale = GetCvarInt( CUBICSCALE_KEY, 13 );
m_bALTEdge = GetCvarInt( ALTEDGE_KEY, 0 );
m_bQE4Painting = GetCvarInt( QE4PAINT_KEY, 1 );
m_bSnapTToGrid = GetCvarInt( SNAPT_KEY, 0 );
m_bXZVis = GetCvarInt( XZVIS_KEY, 0 );
m_bYZVis = GetCvarInt( YZVIS_KEY, 0 );
m_bZVis = GetCvarInt( ZVIS_KEY, 1 );
m_bSizePaint = GetCvarInt( SIZEPAINT_KEY, 0 );
m_bWideToolbar = GetCvarInt( WIDETOOLBAR_KEY, 1 );
m_bNoClamp = GetCvarInt( NOCLAMP_KEY, 0 );
m_nRotation = GetCvarInt( ROTATION_KEY, 45 );
m_bHiColorTextures = GetCvarInt( HICOLOR_KEY, 1 );
m_bChaseMouse = GetCvarInt( CHASEMOUSE_KEY, 1 );
m_nEntityShowState = GetCvarInt( ENTITYSHOW_KEY, 0 );
m_nTextureScale = GetCvarInt( TEXTURESCALE_KEY, 50 );
m_bTextureScrollbar = GetCvarInt( TEXTURESCROLLBAR_KEY, TRUE );
m_bDisplayLists = GetCvarInt( DISPLAYLISTS_KEY, TRUE );
m_bSwitchClip = GetCvarInt( SWITCHCLIP_KEY, TRUE );
m_bSelectWholeEntities = GetCvarInt( SELWHOLEENTS_KEY, TRUE );
m_nTextureQuality = GetCvarInt( TEXTUREQUALITY_KEY, 6 );
m_bGLLighting = GetCvarInt( GLLIGHTING_KEY, FALSE );
m_bNoStipple = GetCvarInt( NOSTIPPLE_KEY, 0 );
m_nUndoLevels = GetCvarInt( UNDOLEVELS_KEY, 63 );
m_strMaps = GetCvarString( MAPS_KEY, "" );
m_strModels = GetCvarString( MODELS_KEY, "" );
m_bNoStipple = GetCvarInt( NEWMAPFORMAT_KEY, 1 );
if ( m_bRunBefore == FALSE ) {
SetGamePrefs();
}
}
void CPrefsDlg::SavePrefs() {
if ( GetSafeHwnd() ) {
UpdateData(TRUE);
}
m_nMouseButtons = 3;
SetCvarInt( TLOCK_KEY, m_bTextureLock );
SetCvarInt( RLOCK_KEY, m_bRotateLock );
SetCvarInt( LOADLAST_KEY, m_bLoadLast );
SetCvarString( LASTPROJ_KEY, m_strLastProject );
SetCvarString( LASTMAP_KEY, m_strLastMap );
SetCvarInt( RUN_KEY, m_bRunBefore );
SetCvarInt( FACE_KEY, m_bFace );
SetCvarInt( RCLICK_KEY, m_bRightClick );
SetCvarInt( VERTEX_KEY, m_bVertex );
SetCvarInt( AUTOSAVE_KEY, m_bAutoSave );
SetCvarInt( LOADLASTMAP_KEY, m_bLoadLastMap );
SetCvarInt( TEXTURE_KEY, m_bTextureWindow );
m_nAutoSave = atoi( m_strAutoSave );
SetCvarInt( AUTOSAVETIME_KEY, m_nAutoSave );
SetCvarInt( SNAPSHOT_KEY, m_bSnapShots );
SetCvarInt( STATUS_KEY, m_nStatusSize );
SetCvarInt( CAMXYUPDATE_KEY, m_bCamXYUpdate );
SetCvarInt( LIGHTDRAW_KEY, m_bNewLightDraw );
SetCvarInt( MOVESPEED_KEY, m_nMoveSpeed );
SetCvarInt( ANGLESPEED_KEY, m_nAngleSpeed );
SetCvarInt( CUBICCLIP_KEY, m_bCubicClipping );
SetCvarInt( CUBICSCALE_KEY, m_nCubicScale );
SetCvarInt( ALTEDGE_KEY, m_bALTEdge );
SetCvarInt( QE4PAINT_KEY, m_bQE4Painting );
SetCvarInt( SNAPT_KEY, m_bSnapTToGrid );
SetCvarInt( XZVIS_KEY, m_bXZVis );
SetCvarInt( YZVIS_KEY, m_bYZVis );
SetCvarInt( ZVIS_KEY, m_bZVis );
SetCvarInt( SIZEPAINT_KEY, m_bSizePaint );
SetCvarInt( WIDETOOLBAR_KEY, m_bWideToolbar );
SetCvarInt( NOCLAMP_KEY, m_bNoClamp );
SetCvarInt( ROTATION_KEY, m_nRotation );
SetCvarInt( HICOLOR_KEY, m_bHiColorTextures );
SetCvarInt( CHASEMOUSE_KEY, m_bChaseMouse );
SetCvarInt( ENTITYSHOW_KEY, m_nEntityShowState );
SetCvarInt( TEXTURESCALE_KEY, m_nTextureScale );
SetCvarInt( TEXTURESCROLLBAR_KEY, m_bTextureScrollbar );
SetCvarInt( DISPLAYLISTS_KEY, m_bDisplayLists );
SetCvarInt( SWITCHCLIP_KEY, m_bSwitchClip );
SetCvarInt( SELWHOLEENTS_KEY, m_bSelectWholeEntities );
SetCvarInt( TEXTUREQUALITY_KEY, m_nTextureQuality );
SetCvarInt( GLLIGHTING_KEY, m_bGLLighting );
SetCvarInt( NOSTIPPLE_KEY, m_bNoStipple );
SetCvarInt( UNDOLEVELS_KEY, m_nUndoLevels );
SetCvarString( MAPS_KEY, m_strMaps );
SetCvarString( MODELS_KEY, m_strModels );
SetCvarInt( NEWMAPFORMAT_KEY, m_bNewMapFormat );
common->WriteFlaggedCVarsToFile( "editor.cfg", CVAR_TOOL, "sett" );
}
void CPrefsDlg::SetGamePrefs() {
m_bHiColorTextures = TRUE;
m_bWideToolbar = TRUE;
SavePrefs();
}