Preference option for the Texture Directory List

This commit is contained in:
Pan7 2015-09-29 13:16:56 +02:00
parent f99c5019a3
commit de0e3e2b8c
3 changed files with 51 additions and 10 deletions

View File

@ -2716,6 +2716,8 @@ void MainFrame::Create(){
m_pTexWnd = new TexWnd();
{
GtkWidget* frame = create_framed_texwnd( m_pTexWnd );
if( g_PrefsDlg.m_bShowTexDirList )
{
gint pos = 0;
GtkWidget* texDirList = create_texdirlist_widget( &pos );
@ -2728,6 +2730,10 @@ void MainFrame::Create(){
gtk_paned_set_position( GTK_PANED( texSplit ), pos );
gtk_widget_show( texSplit );
} else
{
gtk_paned_pack2( GTK_PANED( vsplit2 ), frame, TRUE, TRUE );
}
}
// console
@ -4680,6 +4686,7 @@ void MainFrame::OnPrefs() {
bool bPluginToolbar = g_PrefsDlg.m_bPluginToolbar;
bool bDetachableMenus = g_PrefsDlg.m_bDetachableMenus;
bool bFloatingZ = g_PrefsDlg.m_bFloatingZ;
bool bShowTexDirList = g_PrefsDlg.m_bShowTexDirList;
g_PrefsDlg.LoadPrefs();
@ -4691,7 +4698,8 @@ void MainFrame::OnPrefs() {
(g_PrefsDlg.m_bLatchedPluginToolbar != bPluginToolbar ) ||
(g_PrefsDlg.m_nLatchedShader != nShader ) ||
(g_PrefsDlg.m_nLatchedTextureQuality != nTextureQuality ) ||
(g_PrefsDlg.m_bLatchedFloatingZ != bFloatingZ)) {
(g_PrefsDlg.m_bLatchedFloatingZ != bFloatingZ ) ||
(g_PrefsDlg.m_bShowTexDirList != bShowTexDirList)) {
gtk_MessageBoxNew(m_pWidget, "You must restart Radiant for the "
"changes to take effect.", "Restart Radiant",
MB_OK | MB_ICONINFORMATION);

View File

@ -119,6 +119,7 @@
#define SHADERTEST_KEY "ShaderTest"
#define GLLIGHTING_KEY "UseGLLighting"
#define LOADSHADERS_KEY "LoadShaders"
#define SHOWTEXDIRLIST_KEY "ShowTextureDirectoryList"
#define NOSTIPPLE_KEY "NoStipple"
#define UNDOLEVELS_KEY "UndoLevels"
#define VERTEXMODE_KEY "VertexSplit"
@ -1695,6 +1696,11 @@ void PrefsDlg::BuildDialog(){
gtk_tree_store_append( store, &tab, &group );
gtk_tree_store_set( store, &tab, 0, _( "Texture Settings" ), 1, (gpointer)PTAB_TEXTURE, -1 );
}
{
GtkTreeIter tab;
gtk_tree_store_append( store, &tab, &group );
gtk_tree_store_set( store, &tab, 0, _( "Texture Directory List" ), 1, (gpointer)PTAB_TEXTURE_DIR, -1 );
}
}
{
@ -2126,6 +2132,28 @@ void PrefsDlg::BuildDialog(){
// Add the page to the notebook
gtk_notebook_append_page( GTK_NOTEBOOK( notebook ), pageframe, preflabel );
/******** Texture dir list group *********/
preflabel = gtk_label_new( _( "Texture directory list" ) );
gtk_widget_show( preflabel );
pageframe = gtk_frame_new( _( "Texture directory list" ) );
gtk_container_set_border_width( GTK_CONTAINER( pageframe ), 5 );
gtk_widget_show( pageframe );
vbox = gtk_box_new( GTK_ORIENTATION_VERTICAL, 5 );
gtk_container_set_border_width( GTK_CONTAINER( vbox ), 5 );
gtk_container_add( GTK_CONTAINER( pageframe ), vbox );
gtk_widget_show( vbox );
check = gtk_check_button_new_with_label( _( "Show Texture Directory List" ) );
gtk_box_pack_start( GTK_BOX( vbox ), check, FALSE, FALSE, 0 );
gtk_widget_show( check );
AddDialogData( check, &m_bShowTexDirList, DLG_CHECK_BOOL );
// Add the page to the notebook
gtk_notebook_append_page( GTK_NOTEBOOK( notebook ), pageframe, preflabel );
/******** Layout group *********/
preflabel = gtk_label_new( _( "Layout" ) );
gtk_widget_show( preflabel );
@ -2988,6 +3016,9 @@ void PrefsDlg::LoadPrefs(){
mLocalPrefs.GetPref( LOADSHADERS_KEY, &m_nLatchedShader, 0 );
m_nShader = m_nLatchedShader;
mLocalPrefs.GetPref( SHOWTEXDIRLIST_KEY, &m_bShowTexDirList, TRUE );
mLocalPrefs.GetPref( NOCLAMP_KEY, &m_bNoClamp, FALSE );
mLocalPrefs.GetPref( SNAP_KEY, &m_bSnap, TRUE );
mLocalPrefs.GetPref( USERINI_KEY, &m_strUserPath, "" );

View File

@ -509,7 +509,7 @@ enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
// Gef: updated preferences dialog
/*! Preference notebook page numbers */
enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_LAYOUT, PTAB_MOUSE,
enum {PTAB_FRONT = 0, PTAB_GAME_SETTINGS, PTAB_2D, PTAB_CAMERA, PTAB_TEXTURE, PTAB_TEXTURE_DIR, PTAB_LAYOUT, PTAB_MOUSE,
PTAB_EDITING, PTAB_STARTUP, PTAB_PATHS, PTAB_BRUSH, PTAB_MISC, PTAB_BSPMONITOR} pref_tabs;
GtkWidget *notebook;
@ -723,6 +723,8 @@ int m_nLatchedTextureQuality;
// texture compression format
int m_nTextureCompressionFormat;
bool m_bShowTexDirList;
int m_nLightRadiuses;
bool m_bQ3Map2Texturing;