mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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88 lines
No EOL
2.9 KiB
C++
88 lines
No EOL
2.9 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "MEOptions.h"
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/**
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* Constructor for MEOptions.
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*/
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MEOptions::MEOptions ( ) {
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registry.Init("Software\\id Software\\DOOM3\\Tools\\MaterialEditor");
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materialTreeWidth = 0;
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stageWidth = 0;
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previewPropertiesWidth = 0;
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materialEditHeight = 0;
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materialPropHeadingWidth = 0;
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previewPropHeadingWidth = 0;
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}
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/**
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* Destructor for MEOptions.
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*/
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MEOptions::~MEOptions() {
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}
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/**
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* Saves the material editor options to the registry.
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*/
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bool MEOptions::Save (void) {
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registry.SetFloat("materialTreeWidth", materialTreeWidth);
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registry.SetFloat("stageWidth", stageWidth);
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registry.SetFloat("previewPropertiesWidth", previewPropertiesWidth);
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registry.SetFloat("materialEditHeight", materialEditHeight);
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registry.SetFloat("materialPropHeadingWidth", materialPropHeadingWidth);
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registry.SetFloat("previewPropHeadingWidth", previewPropHeadingWidth);
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return registry.Save();
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}
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/**
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* Loads the material editor options from the registry.
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*/
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bool MEOptions::Load (void) {
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if(!registry.Load()) {
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return false;
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}
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materialTreeWidth = (int)registry.GetFloat("materialTreeWidth");
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stageWidth = (int)registry.GetFloat("stageWidth");
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previewPropertiesWidth = (int)registry.GetFloat("previewPropertiesWidth");
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materialEditHeight = (int)registry.GetFloat("materialEditHeight");
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materialPropHeadingWidth = (int)registry.GetFloat("materialPropHeadingWidth");
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previewPropHeadingWidth = (int)registry.GetFloat("previewPropHeadingWidth");
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return true;
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} |