q3cellshading/q3radiant/PrefsDlg.h
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

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