/* =========================================================================== 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 . 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(); }