q3cellshading/q3radiant/PrefsDlg.cpp
gmiranda db8ca37fa3 Initial commit
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@2 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-05 14:05:49 +00:00

578 lines
24 KiB
C++

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