db8ca37fa3
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@2 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
578 lines
24 KiB
C++
578 lines
24 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// PrefsDlg.cpp : implementation file
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//
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#include "stdafx.h"
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#include "PrefsDlg.h"
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#include "shlobj.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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#define PREF_SECTION "Prefs"
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#define INTERNAL_SECTION "Internals"
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#define MOUSE_KEY "MouseButtons"
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#define WINDOW_KEY "QE4StyleWindows"
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#define LAYOUT_KEY "WindowLayout"
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#define Q2_KEY "Quake2Dir"
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#define RUNQ2_KEY "RunQuake2Run"
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#define TLOCK_KEY "TextureLock"
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#define RLOCK_KEY "RotateLock"
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#define LOADLAST_KEY "LoadLast"
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#define LOADLASTMAP_KEY "LoadLastMap"
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#define LASTPROJ_KEY "LastProject"
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#define LASTMAP_KEY "LastMap"
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#define RUN_KEY "RunBefore"
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#define _3DFX_KEY "Use3Dfx"
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#define FACE_KEY "NewFaceGrab"
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#define BSP_KEY "InternalBSP"
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#define RCLICK_KEY "NewRightClick"
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#define VERTEX_KEY "NewVertex"
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#define AUTOSAVE_KEY "Autosave"
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#define AUTOSAVETIME_KEY "AutosaveMinutes"
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#define PAK_KEY "UsePAK"
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#define NEWAPPLY_KEY "ApplyDismissesSurface"
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#define HACK_KEY "Gatewayescapehack"
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#define TEXTURE_KEY "NewTextureWindowStuff"
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#define TINYBRUSH_KEY "CleanTinyBrushes"
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#define TINYSIZE_KEY "CleanTinyBrusheSize"
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#define SNAPSHOT_KEY "Snapshots"
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#define PAKFILE_KEY "PAKFile"
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#define STATUS_KEY "StatusPointSize"
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#define MOVESPEED_KEY "MoveSpeed"
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#define ANGLESPEED_KEY "AngleSpeed"
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#define SETGAME_KEY "UseSetGame"
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#define CAMXYUPDATE_KEY "CamXYUpdate"
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#define LIGHTDRAW_KEY "NewLightStyle"
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#define WHATGAME_KEY "WhichGame"
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#define CUBICCLIP_KEY "CubicClipping"
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#define CUBICSCALE_KEY "CubicScale"
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#define ALTEDGE_KEY "ALTEdgeDrag"
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#define TEXTUREBAR_KEY "UseTextureBar"
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#define FACECOLORS_KEY "FaceColors"
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#define QE4PAINT_KEY "QE4Paint"
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#define SNAPT_KEY "SnapT"
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#define XZVIS_KEY "XZVIS"
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#define YZVIS_KEY "YZVIS"
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#define ZVIS_KEY "ZVIS"
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#define SIZEPAINT_KEY "SizePainting"
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#define DLLENTITIES_KEY "DLLEntities"
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#define WIDETOOLBAR_KEY "WideToolBar"
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#define NOCLAMP_KEY "NoClamp"
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#define PREFAB_KEY "PrefabPath"
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#define USERINI_KEY "UserINIPath"
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#define ROTATION_KEY "Rotation"
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#define SGIOPENGL_KEY "SGIOpenGL"
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#define BUGGYICD_KEY "BuggyICD"
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#define HICOLOR_KEY "HiColorTextures"
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#define CHASEMOUSE_KEY "ChaseMouse"
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#define ENTITYSHOW_KEY "EntityShow"
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#define TEXTURESCALE_KEY "TextureScale"
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#define TEXTURESCROLLBAR_KEY "TextureScrollbar"
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#define DISPLAYLISTS_KEY "UseDisplayLists"
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#define NORMALIZECOLORS_KEY "NormalizeColors"
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#define SHADERS_KEY "UseShaders"
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#define SWITCHCLIP_KEY "SwitchClipKey"
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#define SELWHOLEENTS_KEY "SelectWholeEntitiesKey"
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#define TEXTURESUBSET_KEY "UseTextureSubsetLoading"
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#define TEXTUREQUALITY_KEY "TextureQuality"
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#define SHOWSHADERS_KEY "ShowShaders"
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#define SHADERTEST_KEY "ShaderTest"
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#define GLLIGHTING_KEY "UseGLLighting"
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#define LOADSHADERS_KEY "LoadShaders"
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#define NOSTIPPLE_KEY "NoStipple"
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#define UNDOLEVELS_KEY "UndoLevels"
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#define MOUSE_DEF 1
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#define WINDOW_DEF 0
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#define Q2_DEF "c:\\quake2\\quake2.exe"
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#define Q3_DEF "c:\\Program Files\\Quake III Arena\\quake3.exe"
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#define PAKFILE_DEF "c:\\quake2\\baseq2\\pak0.pak"
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#define RUNQ2_DEF 0
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#define TLOCK_DEF 1
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#define LOADLAST_DEF 1
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#define RUN_DEF 0
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/////////////////////////////////////////////////////////////////////////////
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// CPrefsDlg dialog
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CPrefsDlg::CPrefsDlg(CWnd* pParent /*=NULL*/)
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: CDialog(CPrefsDlg::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CPrefsDlg)
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m_strQuake2 = _T("c:\\quake3\\");
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m_nMouse = 1;
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m_nView = 0;
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m_bLoadLast = FALSE;
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m_bFace = FALSE;
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m_bInternalBSP = FALSE;
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m_bRightClick = FALSE;
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m_bRunQuake = FALSE;
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m_bSetGame = FALSE;
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m_bVertex = FALSE;
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m_bAutoSave = TRUE;
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m_bNewApplyHandling = FALSE;
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m_strAutoSave = _T("5");
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m_bPAK = FALSE;
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m_bLoadLastMap = FALSE;
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m_bTextureWindow = FALSE;
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m_bSnapShots = FALSE;
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m_fTinySize = 0.5;
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m_bCleanTiny = FALSE;
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m_strPAKFile = _T("c:\\quake2\\baseq2\\pak0.pak");
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m_nStatusSize = 10;
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m_bCamXYUpdate = FALSE;
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m_bNewLightDraw = FALSE;
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m_strPrefabPath = _T("");
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m_nWhatGame = 0;
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m_strWhatGame = _T("Quake3");
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m_bALTEdge = FALSE;
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m_bTextureBar = FALSE;
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m_bFaceColors = FALSE;
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m_bQE4Painting = TRUE;
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m_bSnapTToGrid = FALSE;
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m_bXZVis = FALSE;
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m_bYZVis = FALSE;
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m_bZVis = FALSE;
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m_bSizePaint = FALSE;
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m_bDLLEntities = FALSE;
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m_bWideToolbar = TRUE;
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m_bNoClamp = FALSE;
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m_strUserPath = _T("");
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m_nRotation = 0;
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m_bSGIOpenGL = FALSE;
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m_bBuggyICD = FALSE;
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m_bHiColorTextures = TRUE;
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m_bChaseMouse = FALSE;
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m_bTextureScrollbar = TRUE;
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m_bDisplayLists = TRUE;
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m_bShowShaders = FALSE;
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m_nShader = -1;
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m_bNoStipple = FALSE;
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//}}AFX_DATA_INIT
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//LoadPrefs();
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m_bSelectCurves = TRUE;
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m_bSelectTerrain = TRUE;
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m_nEntityShowState = 0;
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m_nTextureScale = 2;
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m_bSwitchClip = FALSE;
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m_bSelectWholeEntities = TRUE;
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m_nTextureQuality = 3;
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m_bShowShaders = TRUE;
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m_bGLLighting = FALSE;
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m_nShader = 0;
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m_nUndoLevels = 64;
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}
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void CPrefsDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CPrefsDlg)
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DDX_Control(pDX, IDC_SPIN_UNDO, m_wndUndoSpin);
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DDX_Control(pDX, IDC_SPIN_POINTSIZE, m_wndFontSpin);
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DDX_Control(pDX, IDC_SLIDER_TEXTUREQUALITY, m_wndTexturequality);
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DDX_Control(pDX, IDC_COMBO_WHATGAME, m_wndWhatGame);
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DDX_Control(pDX, IDC_SLIDER_CAMSPEED, m_wndCamSpeed);
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DDX_Control(pDX, IDC_SPIN_AUTOSAVE, m_wndSpin);
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DDX_Text(pDX, IDC_EDIT_QUAKE2, m_strQuake2);
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DDX_Radio(pDX, IDC_RADIO_MOUSE, m_nMouse);
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DDX_Radio(pDX, IDC_RADIO_VIEWTYPE, m_nView);
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DDX_Check(pDX, IDC_CHECK_LOADLAST, m_bLoadLast);
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DDX_Check(pDX, IDC_CHECK_FACE, m_bFace);
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DDX_Check(pDX, IDC_CHECK_INTERNALBSP, m_bInternalBSP);
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DDX_Check(pDX, IDC_CHECK_RIGHTCLICK, m_bRightClick);
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DDX_Check(pDX, IDC_CHECK_RUNQUAKE, m_bRunQuake);
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DDX_Check(pDX, IDC_CHECK_SETGAME, m_bSetGame);
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DDX_Check(pDX, IDC_CHECK_VERTEX, m_bVertex);
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DDX_Check(pDX, IDC_CHECK_AUTOSAVE, m_bAutoSave);
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DDX_Text(pDX, IDC_EDIT_AUTOSAVE, m_strAutoSave);
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DDX_Check(pDX, IDC_CHECK_PAK, m_bPAK);
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DDX_Check(pDX, IDC_CHECK_LOADLASTMAP, m_bLoadLastMap);
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DDX_Check(pDX, IDC_CHECK_TEXTUREWINDOW, m_bTextureWindow);
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DDX_Check(pDX, IDC_CHECK_SNAPSHOTS, m_bSnapShots);
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DDX_Text(pDX, IDC_EDIT_PAKFILE, m_strPAKFile);
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DDX_Text(pDX, IDC_EDIT_STATUSPOINTSIZE, m_nStatusSize);
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DDV_MinMaxInt(pDX, m_nStatusSize, 2, 14);
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DDX_Check(pDX, IDC_CHECK_CAMXYUPDATE, m_bCamXYUpdate);
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DDX_Check(pDX, IDC_CHECK_LIGHTDRAW, m_bNewLightDraw);
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DDX_Text(pDX, IDC_EDIT_PREFABPATH, m_strPrefabPath);
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DDX_CBString(pDX, IDC_COMBO_WHATGAME, m_strWhatGame);
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DDX_Check(pDX, IDC_CHECK_ALTDRAG, m_bALTEdge);
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DDX_Check(pDX, IDC_CHECK_TEXTURETOOLBAR, m_bTextureBar);
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DDX_Check(pDX, IDC_CHECK_FACECOLOR, m_bFaceColors);
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DDX_Check(pDX, IDC_CHECK_QE4PAINTING, m_bQE4Painting);
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DDX_Check(pDX, IDC_CHECK_SNAPT, m_bSnapTToGrid);
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DDX_Check(pDX, IDC_CHECK_SIZEPAINT, m_bSizePaint);
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DDX_Check(pDX, IDC_CHECK_DLLENTITIES, m_bDLLEntities);
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DDX_Check(pDX, IDC_CHECK_WIDETOOLBAR, m_bWideToolbar);
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DDX_Check(pDX, IDC_CHECK_NOCLAMP, m_bNoClamp);
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DDX_Text(pDX, IDC_EDIT_USERPATH, m_strUserPath);
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DDX_Text(pDX, IDC_EDIT_ROTATION, m_nRotation);
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DDX_Check(pDX, IDC_CHECK_SGIOPENGL, m_bSGIOpenGL);
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DDX_Check(pDX, IDC_CHECK_BUGGYICD, m_bBuggyICD);
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DDX_Check(pDX, IDC_CHECK_HICOLOR, m_bHiColorTextures);
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DDX_Check(pDX, IDC_CHECK_MOUSECHASE, m_bChaseMouse);
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DDX_Check(pDX, IDC_CHECK_TEXTURESCROLLBAR, m_bTextureScrollbar);
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DDX_Check(pDX, IDC_CHECK_DISPLAYLISTS, m_bDisplayLists);
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DDX_CBIndex(pDX, IDC_COMBO_SHADERS, m_nShader);
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DDX_Check(pDX, IDC_CHECK_NOSTIPPLE, m_bNoStipple);
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DDX_Text(pDX, IDC_EDIT_UNDOLEVELS, m_nUndoLevels);
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DDV_MinMaxInt(pDX, m_nUndoLevels, 1, 64);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CPrefsDlg, CDialog)
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//{{AFX_MSG_MAP(CPrefsDlg)
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ON_BN_CLICKED(IDC_BTN_BROWSE, OnBtnBrowse)
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ON_BN_CLICKED(IDC_BTN_BROWSEPAK, OnBtnBrowsepak)
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ON_BN_CLICKED(IDC_BTN_BROWSEPREFAB, OnBtnBrowseprefab)
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ON_BN_CLICKED(IDC_BTN_BROWSEUSERINI, OnBtnBrowseuserini)
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ON_CBN_SELCHANGE(IDC_COMBO_WHATGAME, OnSelchangeComboWhatgame)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CPrefsDlg message handlers
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void CPrefsDlg::OnBtnBrowse()
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{
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UpdateData(TRUE);
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CFileDialog dlg(true, NULL, NULL, OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT, "Executables (*.exe)|*.exe||", this);
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if (dlg.DoModal() == IDOK)
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{
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m_strQuake2 = dlg.GetPathName();
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UpdateData(FALSE);
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}
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}
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BOOL CPrefsDlg::OnInitDialog()
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{
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CDialog::OnInitDialog();
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m_wndSpin.SetRange(1,60);
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m_wndCamSpeed.SetRange(10, 800);
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m_wndCamSpeed.SetPos(m_nMoveSpeed);
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this->m_wndTexturequality.SetRange(0, 3);
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this->m_wndTexturequality.SetPos(m_nTextureQuality);
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m_wndFontSpin.SetRange(4,24);
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m_wndUndoSpin.SetRange(1,64);
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m_wndWhatGame.AddString("Quake2");
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m_wndWhatGame.AddString("Quake3");
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GetDlgItem(IDC_CHECK_HICOLOR)->EnableWindow(TRUE);
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GetDlgItem(IDC_CHECK_NOCLAMP)->EnableWindow(TRUE);
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//GetDlgItem(IDC_CHECK_NOCLAMP)->EnableWindow(FALSE);
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m_wndWhatGame.SelectString(-1,m_strWhatGame);
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if (strstr(m_strWhatGame, "Quake3") != NULL)
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{
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GetDlgItem(IDC_EDIT_PAKFILE)->EnableWindow(FALSE);
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GetDlgItem(IDC_BTN_BROWSEPAK)->EnableWindow(FALSE);
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GetDlgItem(IDC_CHECK_INTERNALBSP)->EnableWindow(FALSE);
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}
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else
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{
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GetDlgItem(IDC_EDIT_PAKFILE)->EnableWindow(TRUE);
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GetDlgItem(IDC_BTN_BROWSEPAK)->EnableWindow(TRUE);
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GetDlgItem(IDC_CHECK_INTERNALBSP)->EnableWindow(TRUE);
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}
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void CPrefsDlg::OnOK()
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{
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m_nMoveSpeed = m_wndCamSpeed.GetPos();
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m_nAngleSpeed = (float)m_nMoveSpeed * 0.50;
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this->m_nTextureQuality = m_wndTexturequality.GetPos();
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SavePrefs();
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if (g_pParentWnd)
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g_pParentWnd->SetGridStatus();
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Sys_UpdateWindows(W_ALL);
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Undo_SetMaxSize(m_nUndoLevels);
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CDialog::OnOK();
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}
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void CPrefsDlg::LoadPrefs()
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{
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CString strBuff;
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CString strPrefab = g_strAppPath;
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AddSlash(strPrefab);
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strPrefab += "Prefabs\\";
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m_nMouse = AfxGetApp()->GetProfileInt(PREF_SECTION, MOUSE_KEY, MOUSE_DEF);
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if (m_nMouse == 0)
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m_nMouseButtons = 2;
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else
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m_nMouseButtons = 3;
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m_nView = AfxGetApp()->GetProfileInt(PREF_SECTION, WINDOW_KEY, WINDOW_DEF);
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m_strQuake2 = AfxGetApp()->GetProfileString(PREF_SECTION, Q2_KEY, Q2_DEF);
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m_bRunQuake = AfxGetApp()->GetProfileInt(PREF_SECTION, RUNQ2_KEY, RUNQ2_DEF);
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m_bTextureLock = AfxGetApp()->GetProfileInt(PREF_SECTION, TLOCK_KEY, TLOCK_DEF);
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m_bRotateLock = AfxGetApp()->GetProfileInt(PREF_SECTION, RLOCK_KEY, TLOCK_DEF);
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m_strLastProject = AfxGetApp()->GetProfileString(PREF_SECTION, LASTPROJ_KEY, "");
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m_strLastMap = AfxGetApp()->GetProfileString(PREF_SECTION, LASTMAP_KEY, "");
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m_bLoadLast = AfxGetApp()->GetProfileInt(PREF_SECTION, LOADLAST_KEY, LOADLAST_DEF);
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m_bRunBefore = AfxGetApp()->GetProfileInt(INTERNAL_SECTION, RUN_KEY, RUN_DEF);
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//m_b3Dfx = AfxGetApp()->GetProfileInt(PREF_SECTION, _3DFX_KEY, 0);
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m_bFace = AfxGetApp()->GetProfileInt(PREF_SECTION, FACE_KEY, 1);
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m_bInternalBSP = AfxGetApp()->GetProfileInt(PREF_SECTION, BSP_KEY, 0);
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m_bRightClick = AfxGetApp()->GetProfileInt(PREF_SECTION, RCLICK_KEY, 1);
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m_bVertex = AfxGetApp()->GetProfileInt(PREF_SECTION, VERTEX_KEY, 1);
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m_bAutoSave = AfxGetApp()->GetProfileInt(PREF_SECTION, AUTOSAVE_KEY, 1);
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m_bPAK = AfxGetApp()->GetProfileInt(PREF_SECTION, PAK_KEY, 1);
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m_bNewApplyHandling = AfxGetApp()->GetProfileInt(PREF_SECTION, NEWAPPLY_KEY, 0);
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m_bLoadLastMap = AfxGetApp()->GetProfileInt(PREF_SECTION, LOADLASTMAP_KEY, 0);
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m_bGatewayHack = AfxGetApp()->GetProfileInt(PREF_SECTION, HACK_KEY, 0);
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m_bTextureWindow = AfxGetApp()->GetProfileInt(PREF_SECTION, TEXTURE_KEY, 0);
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m_bCleanTiny = AfxGetApp()->GetProfileInt(PREF_SECTION, TINYBRUSH_KEY, 0);
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strBuff = AfxGetApp()->GetProfileString(PREF_SECTION, TINYSIZE_KEY, "0.5");
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m_fTinySize = atof(strBuff);
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m_nAutoSave = AfxGetApp()->GetProfileInt(PREF_SECTION, AUTOSAVETIME_KEY, 5);
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m_strAutoSave.Format("%i", m_nAutoSave);
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m_bSnapShots = AfxGetApp()->GetProfileInt(PREF_SECTION, SNAPSHOT_KEY, 0);
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m_strPAKFile = AfxGetApp()->GetProfileString(PREF_SECTION, PAKFILE_KEY, PAKFILE_DEF);
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m_nStatusSize = AfxGetApp()->GetProfileInt(PREF_SECTION, STATUS_KEY, 10);
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m_nMoveSpeed = AfxGetApp()->GetProfileInt(PREF_SECTION, MOVESPEED_KEY, 400);
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m_nAngleSpeed = AfxGetApp()->GetProfileInt(PREF_SECTION, ANGLESPEED_KEY, 300);
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m_bSetGame = AfxGetApp()->GetProfileInt(PREF_SECTION, SETGAME_KEY, 0);
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m_bCamXYUpdate = AfxGetApp()->GetProfileInt(PREF_SECTION, CAMXYUPDATE_KEY, 1);
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m_bNewLightDraw = AfxGetApp()->GetProfileInt(PREF_SECTION, LIGHTDRAW_KEY, 1);
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m_bCubicClipping = AfxGetApp()->GetProfileInt(PREF_SECTION, CUBICCLIP_KEY, 1);
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m_nCubicScale = AfxGetApp()->GetProfileInt(PREF_SECTION, CUBICSCALE_KEY, 13);
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m_bALTEdge = AfxGetApp()->GetProfileInt(PREF_SECTION, ALTEDGE_KEY, 0);
|
|
m_bTextureBar = AfxGetApp()->GetProfileInt(PREF_SECTION, TEXTUREBAR_KEY, 0);
|
|
m_strWhatGame = AfxGetApp()->GetProfileString(PREF_SECTION, WHATGAME_KEY, "Quake3");
|
|
m_bFaceColors = AfxGetApp()->GetProfileInt(PREF_SECTION, FACECOLORS_KEY, 0);
|
|
m_bQE4Painting = AfxGetApp()->GetProfileInt(PREF_SECTION, QE4PAINT_KEY, 1);
|
|
m_bSnapTToGrid = AfxGetApp()->GetProfileInt(PREF_SECTION, SNAPT_KEY, 0);
|
|
m_bXZVis = AfxGetApp()->GetProfileInt(PREF_SECTION, XZVIS_KEY, 0);
|
|
m_bYZVis = AfxGetApp()->GetProfileInt(PREF_SECTION, YZVIS_KEY, 0);
|
|
m_bZVis = AfxGetApp()->GetProfileInt(PREF_SECTION, ZVIS_KEY, 1);
|
|
m_bSizePaint = AfxGetApp()->GetProfileInt(PREF_SECTION, SIZEPAINT_KEY, 0);
|
|
m_bDLLEntities = AfxGetApp()->GetProfileInt(PREF_SECTION, DLLENTITIES_KEY, 0);
|
|
m_bWideToolbar = AfxGetApp()->GetProfileInt(PREF_SECTION, WIDETOOLBAR_KEY, 1);
|
|
m_bNoClamp = AfxGetApp()->GetProfileInt(PREF_SECTION, NOCLAMP_KEY, 0);
|
|
m_strPrefabPath = AfxGetApp()->GetProfileString(PREF_SECTION, PREFAB_KEY, strPrefab);
|
|
m_strUserPath = AfxGetApp()->GetProfileString(PREF_SECTION, USERINI_KEY, "");
|
|
m_nRotation = AfxGetApp()->GetProfileInt(PREF_SECTION, ROTATION_KEY, 45);
|
|
m_bSGIOpenGL = AfxGetApp()->GetProfileInt(PREF_SECTION, SGIOPENGL_KEY, 0);
|
|
m_bBuggyICD = AfxGetApp()->GetProfileInt(PREF_SECTION, BUGGYICD_KEY, 0);
|
|
m_bHiColorTextures = AfxGetApp()->GetProfileInt(PREF_SECTION, HICOLOR_KEY, 1);
|
|
m_bChaseMouse = AfxGetApp()->GetProfileInt(PREF_SECTION, CHASEMOUSE_KEY, 1);
|
|
m_nEntityShowState = AfxGetApp()->GetProfileInt(PREF_SECTION, ENTITYSHOW_KEY, 0);
|
|
m_nTextureScale = AfxGetApp()->GetProfileInt(PREF_SECTION, TEXTURESCALE_KEY, 50);
|
|
m_bTextureScrollbar = AfxGetApp()->GetProfileInt(PREF_SECTION, TEXTURESCROLLBAR_KEY, TRUE);
|
|
m_bDisplayLists = AfxGetApp()->GetProfileInt(PREF_SECTION, DISPLAYLISTS_KEY, TRUE);
|
|
m_bSwitchClip = AfxGetApp()->GetProfileInt(PREF_SECTION, SWITCHCLIP_KEY, TRUE);
|
|
m_bSelectWholeEntities = AfxGetApp()->GetProfileInt(PREF_SECTION, SELWHOLEENTS_KEY, TRUE);
|
|
m_nTextureQuality = AfxGetApp()->GetProfileInt(PREF_SECTION, TEXTUREQUALITY_KEY, 6);
|
|
m_bShowShaders = AfxGetApp()->GetProfileInt(PREF_SECTION, SHOWSHADERS_KEY, TRUE);
|
|
m_bGLLighting = AfxGetApp()->GetProfileInt(PREF_SECTION, GLLIGHTING_KEY, FALSE);
|
|
m_nShader = AfxGetApp()->GetProfileInt(PREF_SECTION, LOADSHADERS_KEY, 0);
|
|
m_bNoStipple = AfxGetApp()->GetProfileInt(PREF_SECTION, NOSTIPPLE_KEY, 0);
|
|
m_nUndoLevels = AfxGetApp()->GetProfileInt(PREF_SECTION, UNDOLEVELS_KEY, 0);
|
|
|
|
if (m_bRunBefore == FALSE)
|
|
{
|
|
SetGamePrefs();
|
|
}
|
|
}
|
|
|
|
|
|
void CPrefsDlg::SavePrefs()
|
|
{
|
|
if (GetSafeHwnd())
|
|
UpdateData(TRUE);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, MOUSE_KEY, m_nMouse);
|
|
if (m_nMouse == 0)
|
|
m_nMouseButtons = 2;
|
|
else
|
|
m_nMouseButtons = 3;
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, WINDOW_KEY, m_nView);
|
|
AfxGetApp()->WriteProfileString(PREF_SECTION, Q2_KEY, m_strQuake2);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, RUNQ2_KEY, m_bRunQuake);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, TLOCK_KEY, m_bTextureLock);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, RLOCK_KEY, m_bRotateLock);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, LOADLAST_KEY, m_bLoadLast);
|
|
AfxGetApp()->WriteProfileString(PREF_SECTION, LASTPROJ_KEY, m_strLastProject);
|
|
AfxGetApp()->WriteProfileString(PREF_SECTION, LASTMAP_KEY, m_strLastMap);
|
|
AfxGetApp()->WriteProfileInt(INTERNAL_SECTION, RUN_KEY, m_bRunBefore);
|
|
//AfxGetApp()->WriteProfileInt(PREF_SECTION, _3DFX_KEY, m_b3Dfx);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, FACE_KEY, m_bFace);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, BSP_KEY, m_bInternalBSP);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, RCLICK_KEY, m_bRightClick);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, VERTEX_KEY, m_bVertex);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, AUTOSAVE_KEY, m_bAutoSave);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, PAK_KEY, m_bPAK);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, LOADLASTMAP_KEY, m_bLoadLastMap);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, TEXTURE_KEY, m_bTextureWindow);
|
|
m_nAutoSave = atoi(m_strAutoSave);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, AUTOSAVETIME_KEY, m_nAutoSave);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, SNAPSHOT_KEY, m_bSnapShots);
|
|
AfxGetApp()->WriteProfileString(PREF_SECTION, PAKFILE_KEY, m_strPAKFile);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, STATUS_KEY, m_nStatusSize);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, SETGAME_KEY, m_bSetGame);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, CAMXYUPDATE_KEY, m_bCamXYUpdate);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, LIGHTDRAW_KEY, m_bNewLightDraw);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, MOVESPEED_KEY, m_nMoveSpeed);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, ANGLESPEED_KEY, m_nAngleSpeed);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, CUBICCLIP_KEY, m_bCubicClipping);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, CUBICSCALE_KEY, m_nCubicScale);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, ALTEDGE_KEY, m_bALTEdge);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, TEXTUREBAR_KEY, m_bTextureBar);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, FACECOLORS_KEY, m_bFaceColors);
|
|
AfxGetApp()->WriteProfileString(PREF_SECTION, WHATGAME_KEY, m_strWhatGame);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, QE4PAINT_KEY, m_bQE4Painting);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, SNAPT_KEY, m_bSnapTToGrid);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, XZVIS_KEY, m_bXZVis);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, YZVIS_KEY, m_bYZVis);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, ZVIS_KEY, m_bZVis);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, SIZEPAINT_KEY, m_bSizePaint);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, DLLENTITIES_KEY, m_bDLLEntities);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, WIDETOOLBAR_KEY, m_bWideToolbar);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, NOCLAMP_KEY, m_bNoClamp);
|
|
AfxGetApp()->WriteProfileString(PREF_SECTION, PREFAB_KEY, m_strPrefabPath);
|
|
AfxGetApp()->WriteProfileString(PREF_SECTION, USERINI_KEY, m_strUserPath);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, ROTATION_KEY, m_nRotation);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, SGIOPENGL_KEY, m_bSGIOpenGL);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, BUGGYICD_KEY, m_bBuggyICD);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, HICOLOR_KEY, m_bHiColorTextures);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, CHASEMOUSE_KEY, m_bChaseMouse);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, ENTITYSHOW_KEY, m_nEntityShowState);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, TEXTURESCALE_KEY, m_nTextureScale);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, TEXTURESCROLLBAR_KEY, m_bTextureScrollbar);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, DISPLAYLISTS_KEY, m_bDisplayLists);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, SWITCHCLIP_KEY, m_bSwitchClip);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, SELWHOLEENTS_KEY, m_bSelectWholeEntities);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, TEXTUREQUALITY_KEY, m_nTextureQuality);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, SHOWSHADERS_KEY, m_bShowShaders);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, GLLIGHTING_KEY, m_bGLLighting);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, LOADSHADERS_KEY, m_nShader);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, NOSTIPPLE_KEY, m_bNoStipple);
|
|
AfxGetApp()->WriteProfileInt(PREF_SECTION, UNDOLEVELS_KEY, m_nUndoLevels);
|
|
}
|
|
|
|
|
|
|
|
void CPrefsDlg::OnBtnBrowsepak()
|
|
{
|
|
UpdateData(TRUE);
|
|
CFileDialog dlg(true, NULL, NULL, OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT, "PAK files (*.pak)|*.pak||", this);
|
|
if (dlg.DoModal() == IDOK)
|
|
{
|
|
m_strPAKFile = dlg.GetPathName();
|
|
UpdateData(FALSE);
|
|
}
|
|
}
|
|
|
|
void CPrefsDlg::OnBtnBrowseprefab()
|
|
{
|
|
UpdateData(TRUE);
|
|
BROWSEINFO bi;
|
|
CString strPath;
|
|
char* p = strPath.GetBuffer(MAX_PATH+1);
|
|
bi.hwndOwner = GetSafeHwnd();
|
|
bi.pidlRoot = NULL;
|
|
bi.pszDisplayName = p;
|
|
bi.lpszTitle = "Load textures from path";
|
|
bi.ulFlags = 0;
|
|
bi.lpfn = NULL;
|
|
bi.lParam = NULL;
|
|
bi.iImage = 0;
|
|
LPITEMIDLIST pidlBrowse;
|
|
pidlBrowse = SHBrowseForFolder(&bi);
|
|
if (pidlBrowse)
|
|
{
|
|
SHGetPathFromIDList(pidlBrowse, p);
|
|
strPath.ReleaseBuffer();
|
|
AddSlash(strPath);
|
|
m_strPrefabPath = strPath;
|
|
UpdateData(FALSE);
|
|
}
|
|
}
|
|
|
|
void CPrefsDlg::OnBtnBrowseuserini()
|
|
{
|
|
UpdateData(TRUE);
|
|
CFileDialog dlg(true, NULL, NULL, OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT, "INI files (*.ini)|*.ini||", this);
|
|
if (dlg.DoModal() == IDOK)
|
|
{
|
|
m_strUserPath = dlg.GetPathName();
|
|
UpdateData(FALSE);
|
|
}
|
|
}
|
|
|
|
void CPrefsDlg::OnSelchangeComboWhatgame()
|
|
{
|
|
int n = m_wndWhatGame.GetCurSel();
|
|
if (n >= 0)
|
|
{
|
|
m_wndWhatGame.GetLBText(n, m_strWhatGame);
|
|
}
|
|
SetGamePrefs();
|
|
}
|
|
|
|
void CPrefsDlg::SetGamePrefs()
|
|
{
|
|
if (strstr(m_strWhatGame, "Quake3") != NULL)
|
|
{
|
|
m_bHiColorTextures = TRUE;
|
|
m_bWideToolbar = TRUE;
|
|
m_strPAKFile = "PK3 files are loaded from the baseq3 path";
|
|
m_bInternalBSP = FALSE;
|
|
if (GetSafeHwnd())
|
|
{
|
|
GetDlgItem(IDC_EDIT_PAKFILE)->EnableWindow(FALSE);
|
|
GetDlgItem(IDC_BTN_BROWSEPAK)->EnableWindow(FALSE);
|
|
GetDlgItem(IDC_CHECK_INTERNALBSP)->EnableWindow(FALSE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_bHiColorTextures = FALSE;
|
|
m_bWideToolbar = FALSE;
|
|
m_strPAKFile = PAKFILE_DEF;
|
|
if (GetSafeHwnd())
|
|
{
|
|
GetDlgItem(IDC_EDIT_PAKFILE)->EnableWindow(TRUE);
|
|
GetDlgItem(IDC_BTN_BROWSEPAK)->EnableWindow(TRUE);
|
|
GetDlgItem(IDC_CHECK_INTERNALBSP)->EnableWindow(TRUE);
|
|
}
|
|
}
|
|
SavePrefs();
|
|
}
|