quakeforge/tools/Forge/Bundles/MapEdit/Preferences.h

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#ifndef Preferences_h
#define Preferences_h
#include <AppKit/AppKit.h>
extern id preferences_i;
extern float lightaxis[3];
// these are personal preferences saved in NeXT defaults, not project
// parameters saved in the quake.qe_project file
@interface Preferences: NSObject
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{
id bspSound_i; // actual sound object
// internal state
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NSString *projectpath;
NSString *bspSound;
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BOOL brushOffset;
BOOL showBSP;
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float xlight;
float ylight;
float zlight; // 0.0 - 1.0
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int startwad; // 0 - 2
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// UI targets
id startproject_i; // TextField
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id bspSoundField_i; // TextField of bspSound
id brushOffset_i; // Brush Offset checkbox
id showBSP_i; // Show BSP Output checkbox
id startwad_i; // which wad to load at startup
id xlight_i; // X-side lighting
id ylight_i; // Y-side lighting
id zlight_i; // Z-side lighting
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NSUserDefaults *prefs;
}
- (id) readDefaults;
//
// validate and set methods called by UI or defaults
//
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- (id) setProjectPath: (NSString *)path;
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- (id) setBspSoundPath: (NSString *)path; // set the path of the soundfile
- (id) setShowBSP: (int)state; // set the state of ShowBSP
- (id) setBrushOffset: (int)state; // set the state of BrushOffset
- (id) setStartWad: (int)value; // set start wad (0-2)
- (id) setXlight: (float)value; // set Xlight value for CameraView
- (id) setYlight: (float)value; // set Ylight value for CameraView
- (id) setZlight: (float)value; // set Zlight value for CameraView
//
// UI targets
//
- (id) setBspSound: sender; // use OpenPanel to select sound
- (id) setCurrentProject: sender; // make current project the default
- (id) UIChanged: sender; // target for all checks and fields
//
// methods used by other objects to retreive defaults
//
- (id) playBspSound;
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- (NSString *) getProjectPath;
- (int) getBrushOffset; // get the state
- (int) getShowBSP; // get the state
- (float) getXlight; // get Xlight value
- (float) getYlight; // get Ylight value
- (float) getZlight; // get Zlight value
- (int) getStartWad;
@end
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#endif // Preferences_h