mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-18 00:21:31 +00:00
8e13a8327d
This even fixes a bug where an inaccessible bspSound was being opened.
296 lines
6.3 KiB
Objective-C
296 lines
6.3 KiB
Objective-C
#include <unistd.h>
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "Preferences.h"
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#include "Map.h"
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#include "QuakeEd.h"
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#include "Project.h"
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id preferences_i;
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#define DEFOWNER "QuakeEd2"
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float lightaxis[3] = {1, 0.6, 0.75};
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@implementation Preferences
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void
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WriteStringDefault (id prefs, NSString *name, NSString *value)
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{
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[prefs setObject: value forKey: name];
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}
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void
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WriteNumericDefault (id prefs, NSString *name, float value)
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{
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WriteStringDefault (prefs, name, [NSString stringWithFormat: @"%f", value]);
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}
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- (id) init
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{
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[super init];
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preferences_i = self;
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NSMutableDictionary *defaults = [NSMutableDictionary dictionary];
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WriteStringDefault (defaults, @"ProjectPath", @"");
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WriteStringDefault (defaults, @"BspSoundPath", @"");
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WriteNumericDefault (defaults, @"ShowBSPOutput", NO);
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WriteNumericDefault (defaults, @"OffsetBrushCopy", NO);
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WriteNumericDefault (defaults, @"StartWad", 0);
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WriteNumericDefault (defaults, @"Xlight", 0);
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WriteNumericDefault (defaults, @"Ylight", 0);
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WriteNumericDefault (defaults, @"Zlight", 0);
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prefs = [[NSUserDefaults standardUserDefaults] retain];
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[prefs registerDefaults: defaults];
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return self;
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}
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// Read in at start of program
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- (id) readDefaults
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{
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[self setProjectPath: [prefs stringForKey: @"ProjectPath"]];
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[self setBspSoundPath: [prefs stringForKey: @"BspSoundPath"]];
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[self setShowBSP: [[prefs stringForKey: @"ShowBSPOutput"] intValue]];
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[self setBrushOffset: [[prefs stringForKey: @"OffsetBrushCopy"] intValue]];
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[self setStartWad: [[prefs stringForKey: @"StartWad"] intValue]];
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[self setXlight: [[prefs stringForKey: @"Xlight"] floatValue]];
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[self setYlight: [[prefs stringForKey: @"Ylight"] floatValue]];
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[self setZlight: [[prefs stringForKey: @"Zlight"] floatValue]];
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return self;
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}
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- (id) setProjectPath: (NSString *)path
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{
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[path retain];
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[projectpath release];
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projectpath = path;
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[startproject_i setStringValue: projectpath];
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WriteStringDefault (prefs, @"ProjectPath", projectpath);
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return self;
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}
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- (id) setCurrentProject: sender
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{
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[startproject_i setStringValue: [project_i currentProjectFile]];
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[self UIChanged: self];
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return self;
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}
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- (NSString *) getProjectPath
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{
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return projectpath;
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}
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// ===============================================
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// BSP sound stuff
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// ===============================================
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//
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// Set the BSP sound using an OpenPanel
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- (id) setBspSound: sender
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{
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id panel;
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NSString *types[] = {@"snd"};
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int rtn;
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NSArray *filenames;
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NSString *path, *file;
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panel = [NSOpenPanel new];
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path = [bspSound stringByDeletingLastPathComponent];
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file = [bspSound lastPathComponent];
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rtn = [panel runModalForDirectory: path file: file
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types: [NSArray arrayWithObjects: types
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count: 1]
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];
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if (rtn) {
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filenames = [panel filenames];
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[self setBspSoundPath: [filenames objectAtIndex: 0]];
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[self playBspSound];
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}
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return self;
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}
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// Play the BSP sound
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- (id) playBspSound
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{
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[bspSound_i play];
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return self;
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}
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// Set the bspSound path
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- (id) setBspSoundPath: (NSString *)path
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{
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NSFileManager *fm = [NSFileManager defaultManager];
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[path retain];
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[bspSound release];
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bspSound = path;
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if (bspSound_i) {
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[bspSound_i release];
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bspSound_i = nil;
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}
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if ([fm isReadableFileAtPath: bspSound]) {
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bspSound_i = [[NSSound alloc] initWithContentsOfFile: bspSound
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byReference: YES];
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}
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if (!bspSound_i)
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return self;
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[bspSoundField_i setStringValue: bspSound];
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WriteStringDefault (prefs, @"BspSoundPath", bspSound);
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return self;
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}
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// ===============================================
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// Show BSP Output management
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// ===============================================
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// Set the state
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- (id) setShowBSP: (int)state
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{
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showBSP = state;
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[showBSP_i setIntValue: state];
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WriteNumericDefault (prefs, @"ShowBSPOutput", showBSP);
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return self;
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}
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// Get the state
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- (int) getShowBSP
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{
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return showBSP;
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}
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// ===============================================
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// "Offset Brush ..." management
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// ===============================================
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// Set the state
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- (id) setBrushOffset: (int)state
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{
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brushOffset = state;
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[brushOffset_i setIntValue: state];
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WriteNumericDefault (prefs, @"OffsetBrushCopy", state);
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return self;
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}
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// Get the state
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- (int) getBrushOffset
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{
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return brushOffset;
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}
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// ===============================================
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// StartWad
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// ===============================================
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- (id) setStartWad: (int)value // set start wad (0-2)
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{
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startwad = value;
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if (startwad < 0 || startwad > 2)
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startwad = 0;
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[startwad_i selectCellAtRow: startwad column: 0];
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WriteNumericDefault (prefs, @"StartWad", value);
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return self;
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}
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- (int) getStartWad
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{
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return startwad;
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}
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// ===============================================
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// X,Y,Z light values
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// ===============================================
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//
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// Set the state
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- (id) setXlight: (float)value
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{
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xlight = value;
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if (xlight < 0.25 || xlight > 1)
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xlight = 0.6;
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lightaxis[1] = xlight;
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[xlight_i setFloatValue: xlight];
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WriteNumericDefault (prefs, @"Xlight", xlight);
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return self;
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}
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- (id) setYlight: (float)value
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{
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ylight = value;
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if (ylight < 0.25 || ylight > 1)
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ylight = 0.75;
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lightaxis[2] = ylight;
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[ylight_i setFloatValue: ylight];
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WriteNumericDefault (prefs, @"Ylight", ylight);
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return self;
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}
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- (id) setZlight: (float)value
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{
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zlight = value;
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if (zlight < 0.25 || zlight > 1)
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zlight = 1;
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lightaxis[0] = zlight;
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[zlight_i setFloatValue: zlight];
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WriteNumericDefault (prefs, @"Zlight", zlight);
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return self;
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}
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// Get the state
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- (float) getXlight
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{
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return [xlight_i floatValue];
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}
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- (float) getYlight
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{
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return [ylight_i floatValue];
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}
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- (float) getZlight
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{
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return [zlight_i floatValue];
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}
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/*
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============
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UIChanged
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Grab all the current UI state
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============
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*/
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- (id) UIChanged: sender
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{
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Sys_Printf ("defaults updated\n");
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[self setProjectPath: [startproject_i stringValue]];
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[self setBspSoundPath: [bspSoundField_i stringValue]];
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[self setShowBSP: [showBSP_i intValue]];
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[self setBrushOffset: [brushOffset_i intValue]];
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[self setStartWad: [startwad_i selectedRow]];
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[self setXlight: [xlight_i floatValue]];
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[self setYlight: [ylight_i floatValue]];
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[self setZlight: [zlight_i floatValue]];
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[map_i makeGlobalPerform: @selector (flushTextures)];
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[quakeed_i updateAll];
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return self;
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}
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@end
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