Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

251 lines
6.7 KiB

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines options that are written to the registry.
//
//=============================================================================//
#ifndef OPTIONS_H
#define OPTIONS_H
#pragma once
#pragma warning(push, 1)
#pragma warning(disable:4701 4702 4530)
#include <fstream>
#pragma warning(pop)
#include <afxtempl.h>
class CGameConfig;
class KeyValues;
enum TextureAlignment_t;
class COptionsGeneral
{
public:
int nMaxCameras;
int iUndoLevels;
BOOL bLockingTextures;
BOOL bScaleLockingTextures;
TextureAlignment_t eTextureAlignment;
BOOL bLoadwinpos;
BOOL bIndependentwin;
BOOL bEnablePerforceIntegration;
BOOL bGroupWhileIgnore;
BOOL bStretchArches;
BOOL bShowHelpers;
BOOL bCheckVisibleMapErrors;
int iTimeBetweenSaves;
int iMaxAutosaveSpace;
int iMaxAutosavesPerMap;
BOOL bClosedCorrectly;
char szAutosaveDir[MAX_PATH];
BOOL bShowCollisionModels;
BOOL bShowDetailObjects;
BOOL bShowNoDrawBrushes;
BOOL bEnableAutosave;
BOOL bShowHiddenTargetsAsBroken;
BOOL bRadiusCulling;
};
class COptionsTextures
{
public:
CStringArray TextureFiles;
int nTextureFiles;
float fBrightness;
};
class COptionsColors
{
public:
bool bUseCustom; // Whether to use the custom colors or not.
bool bScaleAxisColor; // Whether to use the intensity slider to scale the axis color in the 2D view.
bool bScaleGridColor; // Whether to use the intensity slider to scale the grid color in the 2D view.
bool bScaleGridDotColor; // Whether to use the intensity slider to scale the dotted grid color in the 2D view.
bool bScaleGrid10Color; // Whether to use the intensity slider to scale the 10 grid color in the 2D view.
bool bScaleGrid1024Color; // Whether to use the intensity slider to scale the 1024 grid color in the 2D view.
COLORREF clrAxis; // The 2D view axis color.
COLORREF clrGrid; // The 2D view grid color.
COLORREF clrGridDot; // The 2D view dotted grid color.
COLORREF clrGrid10; // The 2D view grid color for every 10th line.
COLORREF clrGrid1024; // The 2D view grid color for every 1024 units line.
COLORREF clrBackground; // The 2D view background color.
COLORREF clrBrush; // The color of brushes.
COLORREF clrEntity; // The default color of point entities & brush entities, can be overridden by the FGD.
COLORREF clrSelection; // The color of selected objects.
COLORREF clrVertex; // The color of vertices.
COLORREF clrToolHandle; // The color of tool handles.
COLORREF clrToolBlock; // The color of the block tool.
COLORREF clrToolSelection; // The color of the selection tool.
COLORREF clrToolMorph; // The color of the morph tool.
COLORREF clrToolPath; // The color of the path tool.
COLORREF clrToolDrag; // The color of tool bounds while it is being dragged.
COLORREF clrModelCollisionWireframe; // The color of a model's collision wireframe
COLORREF clrModelCollisionWireframeDisabled; // The color of a model's collision wireframe when set to "Not Solid" via the entity properties
};
class COptionsView2D
{
public:
BOOL bCrosshairs;
BOOL bGroupCarve;
BOOL bScrollbars;
BOOL bRotateConstrain;
BOOL bDrawVertices;
BOOL bDrawModels;
BOOL bWhiteOnBlack;
BOOL bGridHigh1024;
BOOL bGridHigh10;
BOOL bHideSmallGrid;
BOOL bNudge;
BOOL bOrientPrimitives;
BOOL bAutoSelect;
BOOL bSelectbyhandles;
BOOL bKeepclonegroup;
BOOL bGridHigh64;
BOOL bCenteroncamera;
BOOL bUsegroupcolors;
BOOL bGridDots;
int iDefaultGrid;
int iGridIntensity;
int iGridHighSpec;
};
class COptionsView3D
{
public:
BOOL bHardware; // Whether to use hardware acceleration (disabled for OpenGL).
BOOL bReverseY; // Wether to reverse the mouse's Y axis when mouse looking.
BOOL bUseMouseLook; // Whether to use the engine's default movement controls.
int iBackPlane; // Distance to far clipping plane in world units.
int nModelDistance; // Distance in world units within which studio models render.
int nDetailDistance; // Distance in world units within which detail props render.
BOOL bAnimateModels; // Whether to animate studio models.
int nForwardSpeedMax; // Max forward speed in world units per second.
int nTimeToMaxSpeed; // Time to max forward speed in milliseconds.
BOOL bFilterTextures; // Whether to filter textures.
BOOL bReverseSelection; // Whether to animate studio models.
bool bPreviewModelFade; // Whether to preview model fade in the 3D view.
int nFadeMode; // Fade - Low, Med, High
float fFOV; // FOV of 3D Camera
int iViewInstancesMode; // View Instances mode, none, tinted, normal
};
class COptionsConfigs
{
public:
COptionsConfigs(void);
virtual ~COptionsConfigs(void);
CGameConfig *AddConfig(void);
int LoadGameConfigs();
void SaveGameConfigs();
bool ResetGameConfigs( bool bOverwrite );
inline int GetGameConfigCount();
inline CGameConfig *GetGameConfig(int nIndex);
// find a game config based on ID:
CGameConfig *FindConfig(DWORD dwID, int *piIndex = NULL);
CGameConfig *FindConfigForGame(const char *szGame);
int nConfigs;
CTypedPtrArray<CPtrArray, CGameConfig*> Configs;
CString m_strConfigDir;
private:
int LoadGameConfigsBlock( KeyValues *pBlock );
int ImportOldGameConfigs(const char *pszFileName);
};
//-----------------------------------------------------------------------------
// Purpose: Functions for iterating the game configs.
//-----------------------------------------------------------------------------
int COptionsConfigs::GetGameConfigCount()
{
return nConfigs;
}
CGameConfig *COptionsConfigs::GetGameConfig(int nIndex)
{
return Configs.GetAt(nIndex);
}
class COptions
{
public:
COptions();
bool Init();
bool Read();
void SetDefaults();
void Write( BOOL fOverwrite, BOOL fSaveConfigs );
void SetClosedCorrectly(BOOL bClosed);
// This happens if it can't initialize the file system, or if they're missing gameinfo.txt.
// It forces them to choose or create a config that works.
bool RunConfigurationDialog();
void PerformChanges(DWORD = 0xffffffff);
// Accessors:
TextureAlignment_t GetTextureAlignment(void);
TextureAlignment_t SetTextureAlignment(TextureAlignment_t eTextureAlignment);
bool GetShowHelpers(void);
void SetShowHelpers(bool bShow);
BOOL SetLockingTextures(BOOL b);
BOOL IsLockingTextures(void);
BOOL SetScaleLockingTextures(BOOL b);
BOOL IsScaleLockingTextures(void);
// Attributes:
UINT uDaysSinceInstalled;
// Flags for PerformChanges:
enum
{
secTextures = 0x01,
secGeneral = 0x02,
secView2D = 0x04,
secView3D = 0x08,
secConfigs = 0x10
};
COptionsGeneral general;
COptionsView2D view2d;
COptionsView3D view3d;
COptionsTextures textures;
COptionsConfigs configs;
COptionsColors colors;
private:
void ReadColorSettings(void);
};
extern COptions Options;
#endif // OPTIONS_H