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+/*
+===========================================================================
+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_)