Quake-III-Arena

Quake III Arena GPL Source Release
Log | Files | Refs

PrefsDlg.h (4272B)


      1 /*
      2 ===========================================================================
      3 Copyright (C) 1999-2005 Id Software, Inc.
      4 
      5 This file is part of Quake III Arena source code.
      6 
      7 Quake III Arena source code is free software; you can redistribute it
      8 and/or modify it under the terms of the GNU General Public License as
      9 published by the Free Software Foundation; either version 2 of the License,
     10 or (at your option) any later version.
     11 
     12 Quake III Arena source code is distributed in the hope that it will be
     13 useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
     14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     15 GNU General Public License for more details.
     16 
     17 You should have received a copy of the GNU General Public License
     18 along with Foobar; if not, write to the Free Software
     19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
     20 ===========================================================================
     21 */
     22 #if !defined(AFX_PREFSDLG_H__DC829122_812D_11D1_B548_00AA00A410FC__INCLUDED_)
     23 #define AFX_PREFSDLG_H__DC829122_812D_11D1_B548_00AA00A410FC__INCLUDED_
     24 
     25 #if _MSC_VER >= 1000
     26 #pragma once
     27 #endif // _MSC_VER >= 1000
     28 // PrefsDlg.h : header file
     29 //
     30 
     31 #include "resource.h"
     32 
     33 /////////////////////////////////////////////////////////////////////////////
     34 // CPrefsDlg dialog
     35 
     36 #define MAX_TEXTURE_QUALITY 3
     37 
     38 class CPrefsDlg : public CDialog
     39 {
     40 // Construction
     41 public:
     42   // these mirror what goes in the combo box
     43   enum {SHADER_NONE = 0, SHADER_COMMON, SHADER_ALL};
     44 	void LoadPrefs();
     45 	void SavePrefs();
     46   void SetGamePrefs();
     47 	CPrefsDlg(CWnd* pParent = NULL);   // standard constructor
     48 
     49 // Dialog Data
     50 	//{{AFX_DATA(CPrefsDlg)
     51 	enum { IDD = IDD_DLG_PREFS };
     52 	CSpinButtonCtrl	m_wndUndoSpin;
     53 	CSpinButtonCtrl	m_wndFontSpin;
     54 	CSliderCtrl	m_wndTexturequality;
     55 	CComboBox	m_wndWhatGame;
     56 	CSliderCtrl	m_wndCamSpeed;
     57 	CSpinButtonCtrl	m_wndSpin;
     58 	CString	m_strQuake2;
     59 	int		m_nMouse;
     60 	int		m_nView;
     61   BOOL   m_bTextureLock;
     62 	BOOL	m_bLoadLast;
     63 	BOOL	m_bRunBefore;
     64 	CString	m_strLastProject;
     65 	CString	m_strLastMap;
     66 	BOOL	m_bFace;
     67 	BOOL	m_bInternalBSP;
     68 	BOOL	m_bRightClick;
     69 	BOOL	m_bRunQuake;
     70 	BOOL	m_bSetGame;
     71 	BOOL	m_bVertex;
     72 	BOOL	m_bAutoSave;
     73   BOOL  m_bNewApplyHandling;
     74 	CString	m_strAutoSave;
     75 	BOOL	m_bPAK;
     76 	BOOL	m_bLoadLastMap;
     77 	BOOL	m_bGatewayHack;
     78 	BOOL	m_bTextureWindow;
     79 	BOOL	m_bSnapShots;
     80   float m_fTinySize;
     81   BOOL  m_bCleanTiny;
     82 	CString	m_strPAKFile;
     83 	int		m_nStatusSize;
     84 	BOOL	m_bCamXYUpdate;
     85 	BOOL	m_bNewLightDraw;
     86 	CString	m_strPrefabPath;
     87 	int		m_nWhatGame;
     88 	CString	m_strWhatGame;
     89 	BOOL	m_bALTEdge;
     90 	BOOL	m_bTextureBar;
     91 	BOOL	m_bFaceColors;
     92 	BOOL	m_bQE4Painting;
     93 	BOOL	m_bSnapTToGrid;
     94 	BOOL	m_bXZVis;
     95 	BOOL	m_bYZVis;
     96 	BOOL	m_bZVis;
     97 	BOOL	m_bSizePaint;
     98 	BOOL	m_bDLLEntities;
     99   BOOL  m_bRotateLock;
    100 	BOOL	m_bWideToolbar;
    101 	BOOL	m_bNoClamp;
    102 	CString	m_strUserPath;
    103 	int		m_nRotation;
    104 	BOOL	m_bSGIOpenGL;
    105 	BOOL	m_bBuggyICD;
    106 	BOOL	m_bHiColorTextures;
    107 	BOOL	m_bChaseMouse;
    108 	BOOL	m_bTextureScrollbar;
    109 	BOOL	m_bDisplayLists;
    110 	BOOL	m_bShowShaders;
    111 	int		m_nShader;
    112 	BOOL	m_bNoStipple;
    113 	int		m_nUndoLevels;
    114 	//}}AFX_DATA
    115 	int	m_nMouseButtons;
    116   int m_nAngleSpeed;
    117   int m_nMoveSpeed;
    118   int m_nAutoSave;
    119   bool m_bCubicClipping;
    120   int m_nCubicScale;
    121   BOOL  m_bSelectCurves;
    122   BOOL  m_bSelectTerrain;
    123   int m_nEntityShowState;
    124   int m_nTextureScale;
    125   BOOL m_bNormalizeColors;
    126   BOOL m_bSwitchClip;
    127   BOOL m_bSelectWholeEntities;
    128   int m_nTextureQuality;
    129 	BOOL	m_bGLLighting;
    130 
    131 	// brush primitive mode
    132 	//++timo moved into g_qeglobals
    133 //	BOOL m_bBrushPrimitMode;
    134 
    135 // Overrides
    136 	// ClassWizard generated virtual function overrides
    137 	//{{AFX_VIRTUAL(CPrefsDlg)
    138 	protected:
    139 	virtual void DoDataExchange(CDataExchange* pDX);    // DDX/DDV support
    140 	//}}AFX_VIRTUAL
    141 
    142 // Implementation
    143 protected:
    144 
    145 	// Generated message map functions
    146 	//{{AFX_MSG(CPrefsDlg)
    147 	afx_msg void OnBtnBrowse();
    148 	virtual BOOL OnInitDialog();
    149 	virtual void OnOK();
    150 	afx_msg void OnBtnBrowsepak();
    151 	afx_msg void OnBtnBrowseprefab();
    152 	afx_msg void OnBtnBrowseuserini();
    153 	afx_msg void OnSelchangeComboWhatgame();
    154 	//}}AFX_MSG
    155 	DECLARE_MESSAGE_MAP()
    156 };
    157 
    158 //{{AFX_INSERT_LOCATION}}
    159 // Microsoft Developer Studio will insert additional declarations immediately before the previous line.
    160 
    161 #endif // !defined(AFX_PREFSDLG_H__DC829122_812D_11D1_B548_00AA00A410FC__INCLUDED_)