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path: root/q3radiant/PrefsDlg.h
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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_)