#include "QF/sys.h" #include "Preferences.h" #include "Map.h" #include "QuakeEd.h" #include "Project.h" id preferences_i; #define DEFOWNER "QuakeEd2" float lightaxis[3] = { 1, 0.6, 0.75 }; @implementation Preferences void WriteStringDefault (id prefs, const char *name, const char *value) { NSString *key = [NSString stringWithCString: name]; NSString *val = [NSString stringWithCString: value]; [prefs setObject:val forKey:key]; } void WriteNumericDefault (id prefs, const char *name, float value) { char str[128]; sprintf (str, "%f", value); WriteStringDefault (prefs, name, str); } -init { [super init]; preferences_i = self; NSMutableDictionary *defaults = [NSMutableDictionary dictionary]; WriteStringDefault (defaults, "ProjectPath", ""); WriteStringDefault (defaults, "BspSoundPath", ""); WriteNumericDefault (defaults, "ShowBSPOutput", NO); WriteNumericDefault (defaults, "OffsetBrushCopy", NO); WriteNumericDefault (defaults, "StartWad", 0); WriteNumericDefault (defaults, "Xlight", 0); WriteNumericDefault (defaults, "Ylight", 0); WriteNumericDefault (defaults, "Zlight", 0); prefs = [[NSUserDefaults standardUserDefaults] retain]; [prefs registerDefaults:defaults]; return self; } int _atoi (const char *c) { if (!c) return 0; return atoi (c); } int _atof (const char *c) { if (!c) return 0; return atof (c); } // // Read in at start of program // -readDefaults { const char *string; float value = 0; string = [[prefs stringForKey: @"ProjectPath"] cString]; [self setProjectPath:string]; string = [[prefs stringForKey: @"BspSoundPath"] cString]; [self setBspSoundPath:string]; string = [[prefs stringForKey: @"ShowBSPOutput"] cString]; value = _atoi (string); [self setShowBSP:value]; string = [[prefs stringForKey: @"OffsetBrushCopy"] cString]; value = _atoi (string); [self setBrushOffset:value]; string = [[prefs stringForKey: @"StartWad"] cString]; value = _atoi (string); [self setStartWad:value]; string = [[prefs stringForKey: @"Xlight"] cString]; value = _atof (string); [self setXlight:value]; string = [[prefs stringForKey: @"Ylight"] cString]; value = _atof (string); [self setYlight:value]; string = [[prefs stringForKey: @"Zlight"] cString]; value = _atof (string); [self setZlight:value]; return self; } -setProjectPath:(const char *) path { if (!path) path = ""; strcpy (projectpath, path); [startproject_i setStringValue: [NSString stringWithCString:path]]; WriteStringDefault (prefs, "ProjectPath", path); return self; } -setCurrentProject:sender { [startproject_i setStringValue: [NSString stringWithCString:[project_i currentProjectFile]]]; [self UIChanged:self]; return self; } -(char *) getProjectPath { return projectpath; } // //=============================================== // BSP sound stuff //=============================================== // // Set the BSP sound using an OpenPanel // -setBspSound:sender { id panel; NSString *types[] = { @"snd" }; int rtn; NSArray *filenames; char path[1024], file[64]; panel = [NSOpenPanel new]; // XXX ExtractFilePath (bspSound, path); // XXX ExtractFileBase (bspSound, file); rtn =[panel runModalForDirectory: [NSString stringWithCString:path] file: [NSString stringWithCString:file] types: [NSArray arrayWithObjects: types count:1]]; if (rtn) { filenames =[panel filenames]; strcpy (bspSound,[[panel directory] cString]); strcat (bspSound, "/"); strcat (bspSound,[[filenames objectAtIndex:0] cString]); [self setBspSoundPath:bspSound]; [self playBspSound]; } return self; } // // Play the BSP sound // -playBspSound { [bspSound_i play]; return self; } // // Set the bspSound path // -setBspSoundPath:(const char *) path { if (!path) path = ""; strcpy (bspSound, path); if (bspSound_i) [bspSound_i release]; bspSound_i =[[NSSound alloc] initWithContentsOfFile: [NSString stringWithCString:bspSound]]; if (!bspSound_i) { strcpy (bspSound, "/NextLibrary/Sounds/Funk.snd"); bspSound_i =[[NSSound alloc] initWithContentsOfFile: [NSString stringWithCString:bspSound]]; } [bspSoundField_i setStringValue: [NSString stringWithCString:bspSound]]; WriteStringDefault (prefs, "BspSoundPath", bspSound); return self; } //=============================================== // Show BSP Output management //=============================================== // // Set the state // -setShowBSP:(int) state { showBSP = state; [showBSP_i setIntValue:state]; WriteNumericDefault (prefs, "ShowBSPOutput", showBSP); return self; } // // Get the state // -(int) getShowBSP { return showBSP; } //=============================================== // "Offset Brush ..." management //=============================================== // // Set the state // -setBrushOffset:(int) state { brushOffset = state; [brushOffset_i setIntValue:state]; WriteNumericDefault (prefs, "OffsetBrushCopy", state); return self; } // // Get the state // -(int) getBrushOffset { return brushOffset; } //=============================================== // StartWad //=============================================== -setStartWad:(int) value // set start wad (0-2) { startwad = value; if (startwad < 0 || startwad > 2) startwad = 0; [startwad_i selectCellAtRow: startwad column:0]; WriteNumericDefault (prefs, "StartWad", value); return self; } -(int) getStartWad { return startwad; } //=============================================== // X,Y,Z light values //=============================================== // // Set the state // -setXlight:(float) value { xlight = value; if (xlight < 0.25 || xlight > 1) xlight = 0.6; lightaxis[1] = xlight; [xlight_i setFloatValue:xlight]; WriteNumericDefault (prefs, "Xlight", xlight); return self; } -setYlight:(float) value { ylight = value; if (ylight < 0.25 || ylight > 1) ylight = 0.75; lightaxis[2] = ylight; [ylight_i setFloatValue:ylight]; WriteNumericDefault (prefs, "Ylight", ylight); return self; } -setZlight:(float) value { zlight = value; if (zlight < 0.25 || zlight > 1) zlight = 1; lightaxis[0] = zlight; [zlight_i setFloatValue:zlight]; WriteNumericDefault (prefs, "Zlight", zlight); return self; } // // Get the state // -(float) getXlight { return[xlight_i floatValue]; } -(float) getYlight { return[ylight_i floatValue]; } -(float) getZlight { return[zlight_i floatValue]; } /* ============ UIChanged Grab all the current UI state ============ */ -UIChanged:sender { Sys_Printf ("defaults updated"); [self setProjectPath:(char *)[startproject_i stringValue]]; [self setBspSoundPath:(char *)[bspSoundField_i stringValue]]; [self setShowBSP:[showBSP_i intValue]]; [self setBrushOffset:[brushOffset_i intValue]]; [self setStartWad:[startwad_i selectedRow]]; [self setXlight:[xlight_i floatValue]]; [self setYlight:[ylight_i floatValue]]; [self setZlight:[zlight_i floatValue]]; [map_i makeGlobalPerform:@selector (flushTextures)]; [quakeed_i updateAll]; return self; } @end