db8ca37fa3
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@2 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
161 lines
4.3 KiB
C++
161 lines
4.3 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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#if !defined(AFX_PREFSDLG_H__DC829122_812D_11D1_B548_00AA00A410FC__INCLUDED_)
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#define AFX_PREFSDLG_H__DC829122_812D_11D1_B548_00AA00A410FC__INCLUDED_
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#if _MSC_VER >= 1000
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#pragma once
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#endif // _MSC_VER >= 1000
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// PrefsDlg.h : header file
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//
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#include "resource.h"
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/////////////////////////////////////////////////////////////////////////////
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// CPrefsDlg dialog
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#define MAX_TEXTURE_QUALITY 3
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class CPrefsDlg : public CDialog
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{
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// Construction
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public:
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// these mirror what goes in the combo box
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enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
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void LoadPrefs();
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void SavePrefs();
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void SetGamePrefs();
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CPrefsDlg(CWnd* pParent = NULL); // standard constructor
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// Dialog Data
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//{{AFX_DATA(CPrefsDlg)
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enum { IDD = IDD_DLG_PREFS };
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CSpinButtonCtrl m_wndUndoSpin;
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CSpinButtonCtrl m_wndFontSpin;
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CSliderCtrl m_wndTexturequality;
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CComboBox m_wndWhatGame;
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CSliderCtrl m_wndCamSpeed;
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CSpinButtonCtrl m_wndSpin;
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CString m_strQuake2;
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int m_nMouse;
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int m_nView;
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BOOL m_bTextureLock;
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BOOL m_bLoadLast;
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BOOL m_bRunBefore;
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CString m_strLastProject;
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CString m_strLastMap;
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BOOL m_bFace;
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BOOL m_bInternalBSP;
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BOOL m_bRightClick;
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BOOL m_bRunQuake;
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BOOL m_bSetGame;
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BOOL m_bVertex;
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BOOL m_bAutoSave;
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BOOL m_bNewApplyHandling;
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CString m_strAutoSave;
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BOOL m_bPAK;
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BOOL m_bLoadLastMap;
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BOOL m_bGatewayHack;
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BOOL m_bTextureWindow;
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BOOL m_bSnapShots;
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float m_fTinySize;
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BOOL m_bCleanTiny;
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CString m_strPAKFile;
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int m_nStatusSize;
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BOOL m_bCamXYUpdate;
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BOOL m_bNewLightDraw;
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CString m_strPrefabPath;
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int m_nWhatGame;
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CString m_strWhatGame;
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BOOL m_bALTEdge;
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BOOL m_bTextureBar;
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BOOL m_bFaceColors;
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BOOL m_bQE4Painting;
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BOOL m_bSnapTToGrid;
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BOOL m_bXZVis;
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BOOL m_bYZVis;
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BOOL m_bZVis;
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BOOL m_bSizePaint;
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BOOL m_bDLLEntities;
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BOOL m_bRotateLock;
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BOOL m_bWideToolbar;
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BOOL m_bNoClamp;
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CString m_strUserPath;
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int m_nRotation;
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BOOL m_bSGIOpenGL;
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BOOL m_bBuggyICD;
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BOOL m_bHiColorTextures;
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BOOL m_bChaseMouse;
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BOOL m_bTextureScrollbar;
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BOOL m_bDisplayLists;
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BOOL m_bShowShaders;
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int m_nShader;
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BOOL m_bNoStipple;
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int m_nUndoLevels;
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//}}AFX_DATA
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int m_nMouseButtons;
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int m_nAngleSpeed;
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int m_nMoveSpeed;
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int m_nAutoSave;
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bool m_bCubicClipping;
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int m_nCubicScale;
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BOOL m_bSelectCurves;
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BOOL m_bSelectTerrain;
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int m_nEntityShowState;
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int m_nTextureScale;
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BOOL m_bNormalizeColors;
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BOOL m_bSwitchClip;
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BOOL m_bSelectWholeEntities;
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int m_nTextureQuality;
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BOOL m_bGLLighting;
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// brush primitive mode
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//++timo moved into g_qeglobals
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// BOOL m_bBrushPrimitMode;
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CPrefsDlg)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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// Generated message map functions
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//{{AFX_MSG(CPrefsDlg)
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afx_msg void OnBtnBrowse();
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virtual BOOL OnInitDialog();
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virtual void OnOK();
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afx_msg void OnBtnBrowsepak();
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afx_msg void OnBtnBrowseprefab();
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afx_msg void OnBtnBrowseuserini();
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afx_msg void OnSelchangeComboWhatgame();
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Developer Studio will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_PREFSDLG_H__DC829122_812D_11D1_B548_00AA00A410FC__INCLUDED_)
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