389 lines
13 KiB
C++
389 lines
13 KiB
C++
/*
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Copyright (C) 1999-2006 Id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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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 GtkRadiant; 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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The following source code is licensed by Id Software and subject to the terms of
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its LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with
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GtkRadiant. If you did not receive a LIMITED USE SOFTWARE LICENSE AGREEMENT,
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please contact Id Software immediately at info@idsoftware.com.
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*/
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#pragma once
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#include "libxml/parser.h"
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#include "stream/textstream.h"
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#include "debugging/debugging.h"
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#include "dialog.h"
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#include <list>
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#include <map>
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void Widget_connectToggleDependency( QWidget* self, QCheckBox* toggleButton );
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void Widget_connectToggleDependency( QCheckBox* self, QCheckBox* toggleButton );
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class PreferencesPage
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{
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Dialog& m_dialog;
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class QGridLayout* m_grid;
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public:
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PreferencesPage( Dialog& dialog, QGridLayout* grid ) : m_dialog( dialog ), m_grid( grid ){
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}
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QCheckBox* appendCheckBox( const char* name, const char* flag, bool& data ){
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return m_dialog.addCheckBox( m_grid, name, flag, data );
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}
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QCheckBox* appendCheckBox( const char* name, const char* flag, const BoolImportCallback& importCallback, const BoolExportCallback& exportCallback ){
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return m_dialog.addCheckBox( m_grid, name, flag, importCallback, exportCallback );
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}
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QComboBox* appendCombo( const char* name, StringArrayRange values, const IntImportCallback& importCallback, const IntExportCallback& exportCallback ){
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return m_dialog.addCombo( m_grid, name, values, importCallback, exportCallback );
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}
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QComboBox* appendCombo( const char* name, int& data, StringArrayRange values ){
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return m_dialog.addCombo( m_grid, name, data, values );
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}
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void appendSlider( const char* name, int& data, int lower, int upper, int step_increment, int page_increment ){
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m_dialog.addSlider( m_grid, name, data, lower, upper, step_increment, page_increment );
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}
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void appendSlider( const char* name, float& data, double lower, double upper, double step_increment, double page_increment ){
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m_dialog.addSlider( m_grid, name, data, lower, upper, step_increment, page_increment );
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}
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void appendRadio( const char* name, StringArrayRange names, const IntImportCallback& importCallback, const IntExportCallback& exportCallback ){
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m_dialog.addRadio( m_grid, name, names, importCallback, exportCallback );
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}
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void appendRadio( const char* name, int& data, StringArrayRange names ){
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m_dialog.addRadio( m_grid, name, data, names );
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}
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void appendRadioIcons( const char* name, StringArrayRange icons, const IntImportCallback& importCallback, const IntExportCallback& exportCallback ){
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m_dialog.addRadioIcons( m_grid, name, icons, importCallback, exportCallback );
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}
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void appendRadioIcons( const char* name, int& data, StringArrayRange icons ){
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m_dialog.addRadioIcons( m_grid, name, data, icons );
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}
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QWidget* appendEntry( const char* name, const StringImportCallback& importCallback, const StringExportCallback& exportCallback ){
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return m_dialog.addTextEntry( m_grid, name, importCallback, exportCallback );
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}
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QWidget* appendEntry( const char* name, CopiedString& data ){
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return m_dialog.addEntry( m_grid, name, data );
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}
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void appendPathEntry( const char* name, bool browse_directory, const StringImportCallback& importCallback, const StringExportCallback& exportCallback ){
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m_dialog.addPathEntry( m_grid, name, browse_directory, importCallback, exportCallback );
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}
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void appendPathEntry( const char* name, CopiedString& data, bool directory ){
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m_dialog.addPathEntry( m_grid, name, data, directory );
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}
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QWidget* appendSpinner( const char* name, int& data, int lower, int upper ){
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return m_dialog.addSpinner( m_grid, name, data, lower, upper );
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}
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QWidget* appendSpinner( const char* name, int lower, int upper, const IntImportCallback& importCallback, const IntExportCallback& exportCallback ){
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return m_dialog.addSpinner( m_grid, name, lower, upper, importCallback, exportCallback );
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}
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QWidget* appendSpinner( const char* name, double lower, double upper, const FloatImportCallback& importCallback, const FloatExportCallback& exportCallback, int decimals = 2 ){
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return m_dialog.addSpinner( m_grid, name, lower, upper, importCallback, exportCallback, decimals );
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}
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QWidget* appendSpinner( const char* name, float& data, double lower, double upper, int decimals = 2 ){
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return m_dialog.addSpinner( m_grid, name, data, lower, upper, decimals );
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}
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};
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typedef Callback1<PreferencesPage&> PreferencesPageCallback;
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class PreferenceGroup
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{
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public:
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virtual PreferencesPage createPage( const char* treeName, const char* frameName ) = 0;
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};
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typedef Callback1<PreferenceGroup&> PreferenceGroupCallback;
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void PreferencesDialog_addGamePreferences( const PreferencesPageCallback& callback );
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void PreferencesDialog_addGamePage( const PreferenceGroupCallback& callback );
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void PreferencesDialog_addInterfacePreferences( const PreferencesPageCallback& callback );
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void PreferencesDialog_addInterfacePage( const PreferenceGroupCallback& callback );
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void PreferencesDialog_addDisplayPreferences( const PreferencesPageCallback& callback );
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void PreferencesDialog_addDisplayPage( const PreferenceGroupCallback& callback );
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void PreferencesDialog_addSettingsPreferences( const PreferencesPageCallback& callback );
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void PreferencesDialog_addSettingsPage( const PreferenceGroupCallback& callback );
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void PreferencesDialog_restartRequired( const char* staticName );
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template<typename Value>
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class LatchedValue
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{
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public:
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Value m_value;
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Value m_latched;
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const char* m_description;
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LatchedValue( Value value, const char* description ) : m_value( value ), m_latched( value ), m_description( description ){
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}
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void assign( Value value ){ // assign during initialization
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m_value = m_latched = value;
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}
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void import( Value value ){ // import during runtime
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m_latched = value;
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if ( m_latched != m_value ) {
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PreferencesDialog_restartRequired( m_description );
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}
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}
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};
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typedef LatchedValue<bool> LatchedBool;
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typedef LatchedValue<int> LatchedInt;
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template<typename T, typename R = MemberCaller1<LatchedValue<T>, T, &LatchedValue<T>::assign>>
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inline R LatchedAssignCaller( LatchedValue<T>& latchedValue ){
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return R( latchedValue );
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}
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template<typename T, typename R = MemberCaller1<LatchedValue<T>, T, &LatchedValue<T>::import>>
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inline R LatchedImportCaller( LatchedValue<T>& latchedValue ){
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return R( latchedValue );
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}
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/*!
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holds information for a given game
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I'm a bit unclear on that still
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it holds game specific configuration stuff
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such as base names, engine names, some game specific features to activate in the various modules
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it is not strictly a prefs thing since the user is not supposed to edit that (unless he is hacking
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support for a new game)
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what we do now is fully generate the information for this during the setup. We might want to
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generate a piece that just says "the game pack is there", but put the rest of the config somewhere
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else (i.e. not generated, copied over during setup .. for instance in the game tools directory)
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*/
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class CGameDescription
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{
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typedef std::map<CopiedString, CopiedString> GameDescription;
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public:
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CopiedString mGameFile; ///< the .game file that describes this game
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GameDescription m_gameDescription;
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CopiedString mGameToolsPath; ///< the explicit path to the game-dependent modules
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CopiedString mGameType; ///< the type of the engine
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const char* getKeyValue( const char* key ) const {
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GameDescription::const_iterator i = m_gameDescription.find( key );
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if ( i != m_gameDescription.end() ) {
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return ( *i ).second.c_str();
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}
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return "";
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}
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const char* getRequiredKeyValue( const char* key ) const {
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GameDescription::const_iterator i = m_gameDescription.find( key );
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if ( i != m_gameDescription.end() ) {
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return ( *i ).second.c_str();
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}
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ERROR_MESSAGE( "game attribute " << makeQuoted( key ) << " not found in " << makeQuoted( mGameFile ) );
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return "";
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}
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CGameDescription( xmlDocPtr pDoc, const CopiedString &GameFile );
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void Dump();
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};
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extern CGameDescription *g_pGameDescription;
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class StringOutputStream;
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/*!
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standalone dialog for games selection, and more generally global settings
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*/
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class CGameDialog : public Dialog
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{
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protected:
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mutable int m_nComboSelect; ///< intermediate int value for combo in dialog box
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public:
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/*!
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those settings are saved in the global prefs file
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I'm too lazy to wrap behind protected access, not sure this needs to be public
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NOTE: those are preference settings. if you change them it is likely that you would
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have to restart the editor for them to take effect
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*/
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/*@{*/
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/*!
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what game has been selected
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this is the name of the .game file
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*/
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LatchedValue<CopiedString> m_sGameFile;
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/*!
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prompt which game to load on startup
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*/
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bool m_bGamePrompt;
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/*!
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log console to radiant.log
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m_bForceLogConsole is an obscure forced latching situation
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*/
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bool m_bForceLogConsole;
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/*@}*/
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/*!
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the list of game descriptions we scanned from the game/ dir
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*/
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std::list<CGameDescription*> mGames;
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CGameDialog() :
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m_sGameFile( "", "Selected Game" ),
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m_bGamePrompt( false ),
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m_bForceLogConsole( false ){
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}
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virtual ~CGameDialog();
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void AddPacksURL( StringOutputStream &s );
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/*!
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initialize the game dialog, called at CPrefsDlg::Init
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will scan for games, load prefs, and do game selection dialog if needed
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*/
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void Init();
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/*!
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reset the global settings by removing the file
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*/
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void Reset();
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/*!
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run the dialog UI for the list of games
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*/
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void DoGameDialog();
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/*!
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Dialog API
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this is only called when the dialog is built at startup for main engine select
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*/
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void BuildDialog() override;
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void GameFileAssign( int value );
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void GameFileImport( int value );
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void GameFileExport( const IntImportCallback& importCallback ) const;
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/*!
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construction of the dialog frame
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this is the part to be re-used in prefs dialog
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for the standalone dialog, we include this in a modal box
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for prefs, we hook the frame in the main notebook
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build the frame on-demand (only once)
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*/
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/// \brief \p global controls if to use LatchedValue assignment callback (global settings dialog) or import (preferences dialog).
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void CreateGlobalFrame( PreferencesPage& page, bool global );
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/*!
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global preferences subsystem
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XML-based this time, hopefully this will generalize to other prefs
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LoadPrefs has hardcoded defaults
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NOTE: it may not be strictly 'CGameDialog' to put the global prefs here
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could have named the class differently I guess
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*/
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/*@{*/
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void LoadPrefs(); ///< load from file into variables
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void SavePrefs(); ///< save pref variables to file
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/*@}*/
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private:
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/*!
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scan for .game files, load them
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*/
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void ScanForGames();
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/*!
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inits g_Preferences.m_global_rc_path
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*/
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void InitGlobalPrefPath();
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/*!
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uses m_nComboItem to find the right mGames
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*/
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CGameDescription *GameDescriptionForComboItem();
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};
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/*!
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this holds global level preferences
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*/
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extern CGameDialog g_GamesDialog;
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class PrefsDlg : public Dialog
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{
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public:
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class QStackedWidget *m_notebook;
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class QTreeView *m_treeview;
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virtual ~PrefsDlg(){
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}
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/*!
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path for global settings
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win32: AppPath
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linux: ~/.radiant/[version]/
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*/
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CopiedString m_global_rc_path;
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/*!
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path to per-game settings
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used for various game dependant storage
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win32: GameToolsPath
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linux: ~/.radiant/[version]/[gamename]/
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*/
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CopiedString m_rc_path;
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/*!
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holds per-game settings
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m_rc_path+"local.pref"
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\todo FIXME at some point this should become XML property bag code too
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*/
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CopiedString m_inipath;
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// initialize the above paths
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void Init();
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protected:
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/*! Dialog API */
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void BuildDialog() override;
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void PostModal( QDialog::DialogCode code ) override;
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};
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extern PrefsDlg g_Preferences;
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struct preferences_globals_t
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{
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// disabled all INI / registry read write .. used when shutting down after registry cleanup
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bool disable_ini = false;
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};
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extern preferences_globals_t g_preferences_globals;
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void PreferencesDialog_constructWindow( QWidget* main_window );
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void PreferencesDialog_destroyWindow();
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void PreferencesDialog_showDialog();
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void GlobalPreferences_Init();
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void Preferences_Init();
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void Preferences_Load();
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void Preferences_Save();
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void Preferences_Reset();
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