Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Manages the set of application configuration options.
//
//=============================================================================//
#include "stdafx.h"
#include "Options.h"
#include "hammer.h"
#include "MainFrm.h"
#include "mapdoc.h"
#include "KeyValues.h"
#include "ConfigManager.h"
#include "GlobalFunctions.h"
#include "CustomMessages.h"
#include "OptionProperties.h"
#include <process.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
const char GAMECFG_SIG[] = "Game Configurations File\r\n\x1a";
const float GAMECFG_VERSION = 1.4f;
static const char *pszGeneral = "General";
static const char *pszView2D = "2D Views";
static const char *pszView3D = "3D Views";
static const char *g_szColors = "Custom2DColors";
const int iThisVersion = 2;
// So File | Open will be in the right directory.
char *g_pMapDir = NULL;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
COptionsConfigs::COptionsConfigs(void)
{
nConfigs = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
COptionsConfigs::~COptionsConfigs(void)
{
for (int i = 0; i < nConfigs; i++)
{
CGameConfig *pConfig = Configs[i];
if (!pConfig)
continue;
delete pConfig;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
CGameConfig *COptionsConfigs::AddConfig(void)
{
CGameConfig *pConfig = new CGameConfig;
Configs.SetAtGrow(nConfigs++, pConfig);
return pConfig;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : dwID -
// piIndex -
// Output :
//-----------------------------------------------------------------------------
CGameConfig *COptionsConfigs::FindConfig(DWORD dwID, int *piIndex)
{
for(int i = 0; i < nConfigs; i++)
{
if(Configs[i]->dwID == dwID)
{
if(piIndex)
piIndex[0] = i;
return Configs[i];
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Looks for a game configuration with a given mod directory.
//-----------------------------------------------------------------------------
CGameConfig *COptionsConfigs::FindConfigForGame(const char *szGame)
{
for (int i = 0; i < nConfigs; i++)
{
char *pszGameDir = Configs[i]->m_szModDir;
if ( Q_stricmp( pszGameDir, szGame ) == 0 )
return Configs[i];
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns the number of game configurations successfully imported.
//-----------------------------------------------------------------------------
int COptionsConfigs::ImportOldGameConfigs(const char *pszFileName)
{
int nConfigsRead = 0;
char szRootDir[MAX_PATH];
char szFullPath[MAX_PATH];
APP()->GetDirectory(DIR_PROGRAM, szRootDir);
Q_MakeAbsolutePath( szFullPath, MAX_PATH, pszFileName, szRootDir );
std::fstream file( szFullPath, std::ios::in | std::ios::binary );
if (file.is_open())
{
// Read sig.
char szSig[sizeof(GAMECFG_SIG)];
file.read(szSig, sizeof szSig);
if (!memcmp(szSig, GAMECFG_SIG, sizeof szSig))
{
// Read version.
float fThisVersion;
file.read((char *)&fThisVersion, sizeof(fThisVersion));
if ((fThisVersion >= 1.0) && (fThisVersion <= GAMECFG_VERSION))
{
// Read number of configs.
int nTotalConfigs;
file.read((char *)&nTotalConfigs, sizeof(nTotalConfigs));
// Load each config.
for (int i = 0; i < nTotalConfigs; i++)
{
CGameConfig *pConfig = AddConfig();
pConfig->Import(file, fThisVersion);
nConfigsRead++;
if (!g_pMapDir)
{
g_pMapDir = (char *)pConfig->szMapDir;
}
}
}
}
file.close();
}
return(nConfigsRead);
}
// Our call to "new" will be hosed without this header
#include "tier0/memdbgoff.h"
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool COptionsConfigs::ResetGameConfigs( bool bOverwrite )
{
CGameConfigManager mgr;
int nNumLoaded = 0;
mgr.SetBaseDirectory( m_strConfigDir );
if ( bOverwrite )
{
// Reset the configurations on the disk
mgr.ResetConfigs();
// Load the newly changed game configs
nNumLoaded = LoadGameConfigs();
}
else
{
// Simply get the keyvalue block from the manager and parse that
KeyValues *pDefaultConfigs = new KeyValues( "Defaults" );
if ( mgr.GetDefaultGameBlock( pDefaultConfigs ) == false )
return false;
// Load from the blocks
nNumLoaded = LoadGameConfigsBlock( pDefaultConfigs );
// Clean up
pDefaultConfigs->deleteThis();
}
return ( nNumLoaded > 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pBlock -
// Output : int
//-----------------------------------------------------------------------------
int COptionsConfigs::LoadGameConfigsBlock( KeyValues *pBlock )
{
if ( pBlock == NULL )
return 0;
int nConfigsRead = 0;
for ( KeyValues *pKey = pBlock->GetFirstTrueSubKey(); pKey; pKey = pKey->GetNextTrueSubKey() )
{
CGameConfig *pConfig = AddConfig();
if ( pConfig != NULL )
{
if ( pConfig->Load( pKey ) )
{
nConfigsRead++;
}
}
}
return nConfigsRead;
}
//-----------------------------------------------------------------------------
// Purpose: Loads all the game configs from disk.
// Output : Returns the number of game configurations successfully loaded.
//-----------------------------------------------------------------------------
int COptionsConfigs::LoadGameConfigs()
{
//
// Read game configs - this is from an external file so we can distribute it
// with the editor as a set of defaults.
//
// Older versions of the editor used a binary file. Try that first.
//
int nConfigsRead = ImportOldGameConfigs("GameCfg.wc");
if (nConfigsRead > 0)
{
// This will cause a double conversion, from .wc to .ini to .txt, but oh well...
char szRootDir[MAX_PATH];
char szFullPath[MAX_PATH];
APP()->GetDirectory(DIR_PROGRAM, szRootDir);
Q_MakeAbsolutePath( szFullPath, MAX_PATH, "GameCfg.wc", szRootDir );
remove( szFullPath );
char szSaveName[MAX_PATH];
strcpy(szSaveName, m_strConfigDir);
Q_AppendSlash(szSaveName, sizeof(szSaveName));
Q_strcat(szSaveName, "GameCfg.ini", sizeof(szSaveName));
SaveGameConfigs();
return(nConfigsRead);
}
CGameConfigManager mgr;
if ( !mgr.LoadConfigs( m_strConfigDir ) )
return 0;
KeyValues *pGame = mgr.GetGameBlock();
if (!pGame)
return 0;
// Install the message handler for error messages.
GDSetMessageFunc(Msg);
// Load from the blocks
nConfigsRead = LoadGameConfigsBlock( pGame );
return nConfigsRead;
}
//-----------------------------------------------------------------------------
// Purpose: Saves all the cgame configurations to disk.
// Input : *pszFileName -
//-----------------------------------------------------------------------------
void COptionsConfigs::SaveGameConfigs()
{
// Only do this if we've got configs to save!
if ( GetGameConfigCount() == 0 )
return;
CGameConfigManager mgr;
if ( mgr.LoadConfigs( m_strConfigDir ) == false )
return;
// Get the global configuration data
KeyValues *pGame = mgr.GetGameBlock();
// For each Hammer known configuation, update the values in the global configs
for ( int i = 0; i < nConfigs; i++ )
{
KeyValues *pConfig = pGame->FindKey(Configs.GetAt(i)->szName);
// Add the configuration if it wasn't found
if ( pConfig == NULL )
{
pConfig = pGame->CreateNewKey();
if ( pConfig == NULL )
{
// FIXME: fatal error
return;
}
}
// Update the changes
Configs.GetAt(i)->Save(pConfig);
}
// For each global configuration, remove any configs Hammer has deleted
bool bFoundConfig;
KeyValues *pConfig = pGame->GetFirstTrueSubKey();
while ( pConfig != NULL )
{
// Search through all the configs Hammer knows of for a matching name
bFoundConfig = false;
for ( int i = 0; i < nConfigs; i++ )
{
if ( !Q_stricmp( pConfig->GetName(), Configs.GetAt(i)->szName ) )
{
bFoundConfig = true;
break;
}
}
// Move along to the next config
if ( bFoundConfig )
{
pConfig = pConfig->GetNextTrueSubKey();
continue;
}
// Delete the configuration block if we didn't find it
KeyValues *pNextConfig = pConfig->GetNextTrueSubKey();
pGame->RemoveSubKey( pConfig );
pConfig->deleteThis();
pConfig = pNextConfig;
}
// Save the resulting changes
mgr.SaveConfigs( m_strConfigDir );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
COptions::COptions(void)
{
}
//-----------------------------------------------------------------------------
// Purpose: Looks for the Valve Hammer Editor registry settings and returns whether
// they were found.
//-----------------------------------------------------------------------------
static bool HammerSettingsFound(void)
{
bool bFound = false;
HKEY hkeySoftware;
if (RegOpenKeyEx(HKEY_CURRENT_USER, "Software", 0, KEY_READ | KEY_WRITE, &hkeySoftware) == ERROR_SUCCESS)
{
HKEY hkeyValve;
if (RegOpenKeyEx(hkeySoftware, "Valve", 0, KEY_READ | KEY_WRITE, &hkeyValve) == ERROR_SUCCESS)
{
HKEY hkeyHammer;
if (RegOpenKeyEx(hkeyValve, "Hammer", 0, KEY_READ | KEY_WRITE, &hkeyHammer) == ERROR_SUCCESS)
{
HKEY hkeyConfigured;
if (RegOpenKeyEx(hkeyHammer, "Configured", 0, KEY_READ | KEY_WRITE, &hkeyConfigured) == ERROR_SUCCESS)
{
bFound = true;
RegCloseKey(hkeyConfigured);
}
RegCloseKey(hkeyHammer);
}
RegCloseKey(hkeyValve);
}
RegCloseKey(hkeySoftware);
}
return bFound;
}
//-----------------------------------------------------------------------------
// Purpose: Looks for the Valve Hammer Editor registry settings and returns whether
// they were found.
//-----------------------------------------------------------------------------
static bool ValveHammerEditorSettingsFound(void)
{
bool bFound = false;
HKEY hkeySoftware;
if (RegOpenKeyEx(HKEY_CURRENT_USER, "Software", 0, KEY_READ | KEY_WRITE, &hkeySoftware) == ERROR_SUCCESS)
{
HKEY hkeyValve;
if (RegOpenKeyEx(hkeySoftware, "Valve", 0, KEY_READ | KEY_WRITE, &hkeyValve) == ERROR_SUCCESS)
{
HKEY hkeyHammer;
if (RegOpenKeyEx(hkeyValve, "Valve Hammer Editor", 0, KEY_READ | KEY_WRITE, &hkeyHammer) == ERROR_SUCCESS)
{
HKEY hkeyConfigured;
if (RegOpenKeyEx(hkeyHammer, "Configured", 0, KEY_READ | KEY_WRITE, &hkeyConfigured) == ERROR_SUCCESS)
{
bFound = true;
RegCloseKey(hkeyConfigured);
}
RegCloseKey(hkeyHammer);
}
RegCloseKey(hkeyValve);
}
RegCloseKey(hkeySoftware);
}
return bFound;
}
//-----------------------------------------------------------------------------
// Purpose: Looks for the Worldcraft registry settings and returns whether they
// were found.
//-----------------------------------------------------------------------------
static bool WorldcraftSettingsFound(void)
{
bool bFound = false;
HKEY hkeySoftware;
if (RegOpenKeyEx(HKEY_CURRENT_USER, "Software", 0, KEY_READ | KEY_WRITE, &hkeySoftware) == ERROR_SUCCESS)
{
HKEY hkeyValve;
if (RegOpenKeyEx(hkeySoftware, "Valve", 0, KEY_READ | KEY_WRITE, &hkeyValve) == ERROR_SUCCESS)
{
HKEY hkeyWorldcraft;
if (RegOpenKeyEx(hkeyValve, "Worldcraft", 0, KEY_READ | KEY_WRITE, &hkeyWorldcraft) == ERROR_SUCCESS)
{
bFound = true;
RegCloseKey(hkeyWorldcraft);
}
RegCloseKey(hkeyValve);
}
RegCloseKey(hkeySoftware);
}
return bFound;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool COptions::Init(void)
{
//
// If the we have no registry settings and the "Valve Hammer Editor" registry tree exists,
// import settings from there. If that isn't found, try "Worldcraft".
//
bool bWCSettingsFound = false;
bool bVHESettingsFound = false;
if (!HammerSettingsFound())
{
bVHESettingsFound = ValveHammerEditorSettingsFound();
if (!bVHESettingsFound)
{
bWCSettingsFound = WorldcraftSettingsFound();
}
}
if (bVHESettingsFound)
{
APP()->BeginImportVHESettings();
}
else if (bWCSettingsFound)
{
APP()->BeginImportWCSettings();
}
SetDefaults();
if (!Read())
{
return false;
}
if (bVHESettingsFound || bWCSettingsFound)
{
APP()->EndImportSettings();
}
//
// Notify appropriate windows of new settings.
// dvs: is all this necessary?
//
CMainFrame *pMainWnd = GetMainWnd();
if (pMainWnd != NULL)
{
pMainWnd->SetBrightness(textures.fBrightness);
pMainWnd->UpdateAllDocViews( MAPVIEW_OPTIONS_CHANGED );
// FIXME: can't do this before the filesystem is initialized
//pMainWnd->GlobalNotify(WM_GAME_CHANGED);
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Enables or disables texture locking.
// Input : b - TRUE to enable texture locking, FALSE to disable.
// Output : Returns the previous value of the texture locking flag.
//-----------------------------------------------------------------------------
BOOL COptions::SetLockingTextures(BOOL b)
{
BOOL bOld = general.bLockingTextures;
general.bLockingTextures = b;
return(bOld);
}
//-----------------------------------------------------------------------------
// Purpose: Returns TRUE if texture locking is enabled, FALSE if not.
//-----------------------------------------------------------------------------
BOOL COptions::IsLockingTextures(void)
{
return(general.bLockingTextures);
}
BOOL COptions::SetScaleLockingTextures(BOOL b)
{
BOOL bOld = general.bScaleLockingTextures;
general.bScaleLockingTextures = b;
return(bOld);
}
BOOL COptions::IsScaleLockingTextures(void)
{
return general.bScaleLockingTextures;
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether new faces should be world aligned or face aligned.
//-----------------------------------------------------------------------------
TextureAlignment_t COptions::GetTextureAlignment(void)
{
return(general.eTextureAlignment);
}
//-----------------------------------------------------------------------------
// Purpose: Sets whether new faces should be world aligned or face aligned.
// Input : eTextureAlignment - TEXTURE_ALIGN_WORLD or TEXTURE_ALIGN_FACE.
// Output : Returns the old setting for texture alignment.
//-----------------------------------------------------------------------------
TextureAlignment_t COptions::SetTextureAlignment(TextureAlignment_t eTextureAlignment)
{
TextureAlignment_t eOld = general.eTextureAlignment;
general.eTextureAlignment = eTextureAlignment;
return(eOld);
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether helpers should be hidden or shown.
//-----------------------------------------------------------------------------
bool COptions::GetShowHelpers(void)
{
return (general.bShowHelpers == TRUE);
}
bool COptions::IsVGUIModelBrowserEnabled()
{
return (general.bUseVGUIModelBrowser == TRUE);
}
//-----------------------------------------------------------------------------
// Purpose: Sets whether helpers should be hidden or shown.
//-----------------------------------------------------------------------------
void COptions::SetShowHelpers(bool bShow)
{
general.bShowHelpers = bShow ? TRUE : FALSE;
}
//-----------------------------------------------------------------------------
// Purpose: Loads the application configuration settings.
// Output : Returns TRUE on success, FALSE on failure.
//-----------------------------------------------------------------------------
bool COptions::Read(void)
{
if (!APP()->GetProfileInt("Configured", "Configured", 0))
{
return false;
}
DWORD dwTime = APP()->GetProfileInt("Configured", "Installed", time(NULL));
CTimeSpan ts(time(NULL) - dwTime);
uDaysSinceInstalled = ts.GetDays();
int i, iSize;
CString str;
// read texture info - it's stored in the general section from
// an old version, but this doesn't matter much.
iSize = APP()->GetProfileInt(pszGeneral, "TextureFileCount", 0);
if(iSize)
{
// make sure default is removed
textures.nTextureFiles = 0;
textures.TextureFiles.RemoveAll();
// read texture file names
for(i = 0; i < iSize; i++)
{
str.Format("TextureFile%d", i);
str = APP()->GetProfileString(pszGeneral, str);
if(GetFileAttributes(str) == 0xffffffff)
{
// can't find
continue;
}
textures.TextureFiles.Add(str);
textures.nTextureFiles++;
}
}
else
{
// SetDefaults() added 'textures.wad' to the list
}
textures.fBrightness = float(APP()->GetProfileInt(pszGeneral, "Brightness", 10)) / 10.0;
// load general info
general.nMaxCameras = APP()->GetProfileInt(pszGeneral, "Max Cameras", 100);
general.iUndoLevels = APP()->GetProfileInt(pszGeneral, "Undo Levels", 50);
general.bLockingTextures = APP()->GetProfileInt(pszGeneral, "Locking Textures", TRUE);
general.bScaleLockingTextures = APP()->GetProfileInt(pszGeneral, "Scale Locking Textures", FALSE);
general.eTextureAlignment = (TextureAlignment_t)APP()->GetProfileInt(pszGeneral, "Texture Alignment", TEXTURE_ALIGN_WORLD);
general.bLoadwinpos = APP()->GetProfileInt(pszGeneral, "Load Default Positions", TRUE);
general.bIndependentwin = APP()->GetProfileInt(pszGeneral, "Independent Windows", FALSE);
general.bGroupWhileIgnore = APP()->GetProfileInt(pszGeneral, "GroupWhileIgnore", FALSE);
general.bStretchArches = APP()->GetProfileInt(pszGeneral, "StretchArches", TRUE);
general.bShowHelpers = APP()->GetProfileInt(pszGeneral, "Show Helpers", TRUE);
general.bCheckVisibleMapErrors = APP()->GetProfileInt(pszGeneral, "Visible Map Errors", FALSE);
general.iTimeBetweenSaves = APP()->GetProfileInt(pszGeneral, "Time Between Saves", 15);
general.iMaxAutosaveSpace = APP()->GetProfileInt(pszGeneral, "Max Autosave Space", 100);
general.iMaxAutosavesPerMap = APP()->GetProfileInt(pszGeneral, "Max Saves Per Map", 5);
general.bEnableAutosave = APP()->GetProfileInt(pszGeneral, "Autosaves Enabled", 1);
general.bClosedCorrectly = APP()->GetProfileInt(pszGeneral, "Closed Correctly", TRUE);
general.bUseVGUIModelBrowser = APP()->GetProfileInt(pszGeneral, "VGUI Model Browser", TRUE);
general.bShowHiddenTargetsAsBroken = APP()->GetProfileInt(pszGeneral, "Show Hidden Targets As Broken", TRUE);
general.bRadiusCulling = APP()->GetProfileInt(pszGeneral, "Use Radius Culling", FALSE);
char szDefaultAutosavePath[MAX_PATH];
V_strcpy_safe( szDefaultAutosavePath, APP()->GetProfileString( pszGeneral, "Directory", "C:" ) );
V_strcpy_safe( szDefaultAutosavePath, "\\HammerAutosave\\" );
strcpy( general.szAutosaveDir, APP()->GetProfileString("General", "Autosave Dir", szDefaultAutosavePath));
if ( Q_strlen( general.szAutosaveDir ) == 0 )
{
strcpy( general.szAutosaveDir, szDefaultAutosavePath );
}
APP()->SetDirectory( DIR_AUTOSAVE, general.szAutosaveDir );
// read view2d
view2d.bCrosshairs = APP()->GetProfileInt(pszView2D, "Crosshairs", FALSE);
view2d.bGroupCarve = APP()->GetProfileInt(pszView2D, "GroupCarve", TRUE);
view2d.bScrollbars = APP()->GetProfileInt(pszView2D, "Scrollbars", TRUE);
view2d.bRotateConstrain = APP()->GetProfileInt(pszView2D, "RotateConstrain", FALSE);
view2d.bDrawVertices = APP()->GetProfileInt(pszView2D, "Draw Vertices", TRUE);
view2d.bDrawModels = APP()->GetProfileInt(pszView2D, "Draw Models", TRUE);
view2d.bWhiteOnBlack = APP()->GetProfileInt(pszView2D, "WhiteOnBlack", TRUE);
view2d.bGridHigh1024 = APP()->GetProfileInt(pszView2D, "GridHigh1024", TRUE);
view2d.bGridHigh10 = APP()->GetProfileInt(pszView2D, "GridHigh10", TRUE);
view2d.bHideSmallGrid = APP()->GetProfileInt(pszView2D, "HideSmallGrid", TRUE);
view2d.bNudge = APP()->GetProfileInt(pszView2D, "Nudge", FALSE);
view2d.bOrientPrimitives = APP()->GetProfileInt(pszView2D, "OrientPrimitives", FALSE);
view2d.bAutoSelect = APP()->GetProfileInt(pszView2D, "AutoSelect", FALSE);
view2d.bSelectbyhandles = APP()->GetProfileInt(pszView2D, "SelectByHandles", FALSE);
view2d.iGridIntensity = APP()->GetProfileInt(pszView2D, "GridIntensity", 30);
view2d.iDefaultGrid = APP()->GetProfileInt(pszView2D, "Default Grid", 64);
view2d.iGridHighSpec = APP()->GetProfileInt(pszView2D, "GridHighSpec", 8);
view2d.bKeepclonegroup = APP()->GetProfileInt(pszView2D, "Keepclonegroup", TRUE);
view2d.bGridHigh64 = APP()->GetProfileInt(pszView2D, "Gridhigh64", TRUE);
view2d.bGridDots = APP()->GetProfileInt(pszView2D, "GridDots", FALSE);
view2d.bCenteroncamera = APP()->GetProfileInt(pszView2D, "Centeroncamera", FALSE);
view2d.bUsegroupcolors = APP()->GetProfileInt(pszView2D, "Usegroupcolors", TRUE);
// read view3d
view3d.bHardware = APP()->GetProfileInt(pszView3D, "Hardware", FALSE);
view3d.bReverseY = APP()->GetProfileInt(pszView3D, "Reverse Y", TRUE);
view3d.iBackPlane = APP()->GetProfileInt(pszView3D, "BackPlane", 5000);
view3d.bUseMouseLook = APP()->GetProfileInt(pszView3D, "UseMouseLook", TRUE);
view3d.nModelDistance = APP()->GetProfileInt(pszView3D, "ModelDistance", 400);
view3d.nDetailDistance = APP()->GetProfileInt(pszView3D, "DetailDistance", 1200);
view3d.bAnimateModels = APP()->GetProfileInt(pszView3D, "AnimateModels", FALSE);
view3d.nForwardSpeedMax = APP()->GetProfileInt(pszView3D, "ForwardSpeedMax", 1000);
view3d.nTimeToMaxSpeed = APP()->GetProfileInt(pszView3D, "TimeToMaxSpeed", 500);
view3d.bFilterTextures = APP()->GetProfileInt(pszView3D, "FilterTextures", TRUE);
view3d.bReverseSelection = APP()->GetProfileInt(pszView3D, "ReverseSelection", FALSE);
view3d.fFOV = 90;
view3d.fLightConeLength = 10;
ReadColorSettings();
//
// If we can't load any game configurations, pop up the options screen.
//
if (configs.LoadGameConfigs() == 0)
{
if (!RunConfigurationDialog())
return false;
}
//
// By default use the first config.
//
if (configs.nConfigs > 0)
{
g_pGameConfig = configs.Configs.GetAt(0);
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool COptions::RunConfigurationDialog()
{
CString strText;
strText.LoadString(IDS_NO_CONFIGS_AVAILABLE);
if (MessageBox(NULL, strText, "First Time Setup", MB_ICONQUESTION | MB_YESNO) == IDYES)
{
APP()->OpenURL(ID_HELP_FIRST_TIME_SETUP, GetMainWnd()->GetSafeHwnd());
}
COptionProperties dlg("Configure Hammer");
do
{
if (dlg.DoModal() != IDOK)
{
return false;
}
if (configs.nConfigs == 0)
{
MessageBox(NULL, "You must create at least one game configuration before using Hammer.", "First Time Setup", MB_ICONEXCLAMATION | MB_OK);
}
} while (configs.nConfigs == 0);
Options.Write( TRUE, TRUE );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptions::ReadColorSettings(void)
{
colors.bUseCustom = (APP()->GetProfileInt(g_szColors, "UseCustom", 0) != 0);
if (colors.bUseCustom)
{
colors.clrAxis = APP()->GetProfileColor(g_szColors, "Grid0", 0 , 100, 100);
colors.bScaleAxisColor = (APP()->GetProfileInt(g_szColors, "ScaleGrid0", 0) != 0);
colors.clrGrid = APP()->GetProfileColor(g_szColors, "Grid", 50 , 50, 50);
colors.bScaleGridColor = (APP()->GetProfileInt(g_szColors, "ScaleGrid", 1) != 0);
colors.clrGrid10 = APP()->GetProfileColor(g_szColors, "Grid10", 40 , 40, 40);
colors.bScaleGrid10Color = (APP()->GetProfileInt(g_szColors, "ScaleGrid10", 1) != 0);
colors.clrGrid1024 = APP()->GetProfileColor(g_szColors, "Grid1024", 40 , 40, 40);
colors.bScaleGrid1024Color = (APP()->GetProfileInt(g_szColors, "ScaleGrid1024", 1) != 0);
colors.clrGridDot = APP()->GetProfileColor(g_szColors, "GridDot", 128, 128, 128);
colors.bScaleGridDotColor = (APP()->GetProfileInt(g_szColors, "ScaleGridDot", 1) != 0);
colors.clrBrush = APP()->GetProfileColor(g_szColors, "LineColor", 0, 0, 0);
colors.clrEntity = APP()->GetProfileColor(g_szColors, "Entity", 220, 30, 220);
colors.clrVertex = APP()->GetProfileColor(g_szColors, "Vertex", 0, 0, 0);
colors.clrBackground = APP()->GetProfileColor(g_szColors, "Background", 0, 0, 0);
colors.clrToolHandle = APP()->GetProfileColor(g_szColors, "HandleColor", 0, 0, 0);
colors.clrToolBlock = APP()->GetProfileColor(g_szColors, "BoxColor", 0, 0, 0);
colors.clrToolSelection = APP()->GetProfileColor(g_szColors, "ToolSelect", 0, 0, 0);
colors.clrToolMorph = APP()->GetProfileColor(g_szColors, "Morph", 255, 0, 0);
colors.clrToolPath = APP()->GetProfileColor(g_szColors, "Path", 255, 0, 0);
colors.clrSelection = APP()->GetProfileColor(g_szColors, "Selection", 220, 0, 0);
colors.clrToolDrag = APP()->GetProfileColor(g_szColors, "ToolDrag", 255, 255, 0);
}
else
{
if (Options.view2d.bWhiteOnBlack)
{
// BLACK BACKGROUND
colors.clrBackground = RGB(0, 0, 0);
colors.clrGrid = RGB(255, 255, 255);
colors.clrGridDot = RGB(255, 255, 255);
colors.clrGrid1024 = RGB(100, 50, 5);
colors.clrGrid10 = RGB(255, 255, 255);
colors.clrAxis = RGB(0, 100, 100);
colors.clrBrush = RGB(255, 255, 255);
colors.clrVertex = RGB(255, 255, 255);
colors.clrToolHandle = RGB(255, 255, 255);
colors.clrToolBlock = RGB(255, 255, 255);
colors.clrToolDrag = RGB(255, 255, 0);
}
else
{
// WHITE BACKGROUND
colors.clrBackground = RGB(255, 255, 255);
colors.clrGrid = RGB(50, 50, 50);
colors.clrGridDot = RGB(40, 40, 40);
colors.clrGrid1024 = RGB(200, 100, 10);
colors.clrGrid10 = RGB(40, 40, 40);
colors.clrAxis = RGB(0, 100, 100);
colors.clrBrush = RGB(0, 0, 0);
colors.clrVertex = RGB(0, 0, 0);
colors.clrToolHandle = RGB(0, 0, 0);
colors.clrToolBlock = RGB(0, 0, 0);
colors.clrToolDrag = RGB(0, 0, 255);
}
colors.bScaleAxisColor = false;
colors.bScaleGridColor = true;
colors.bScaleGrid10Color = true;
colors.bScaleGrid1024Color = false;
colors.bScaleGridDotColor = true;
colors.clrToolSelection = RGB(255, 255, 0);
colors.clrSelection = RGB(255, 0, 0);
colors.clrToolMorph = RGB(255, 0, 0);
colors.clrToolPath = RGB(255, 0, 0);
colors.clrEntity = RGB(220, 30, 220);
colors.clrModelCollisionWireframe = RGB( 255, 255, 0 );
colors.clrModelCollisionWireframeDisabled = RGB( 220, 30, 220 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : fOverwrite -
//-----------------------------------------------------------------------------
void COptions::Write( BOOL fOverwrite, BOOL fSaveConfigs )
{
APP()->WriteProfileInt("Configured", "Configured", iThisVersion);
int i, iSize;
CString str;
// write texture info - remember, it's stored in general
iSize = textures.nTextureFiles;
APP()->WriteProfileInt(pszGeneral, "TextureFileCount", iSize);
for(i = 0; i < iSize; i++)
{
str.Format("TextureFile%d", i);
APP()->WriteProfileString(pszGeneral, str, textures.TextureFiles[i]);
}
APP()->WriteProfileInt(pszGeneral, "Brightness", int(textures.fBrightness * 10));
// write general
APP()->WriteProfileInt(pszGeneral, "Max Cameras", general.nMaxCameras);
APP()->WriteProfileInt(pszGeneral, "Undo Levels", general.iUndoLevels);
APP()->WriteProfileInt(pszGeneral, "Locking Textures", general.bLockingTextures);
APP()->WriteProfileInt(pszGeneral, "Scale Locking Textures", general.bScaleLockingTextures);
APP()->WriteProfileInt(pszGeneral, "Texture Alignment", general.eTextureAlignment);
APP()->WriteProfileInt(pszGeneral, "Independent Windows", general.bIndependentwin);
APP()->WriteProfileInt(pszGeneral, "Load Default Positions", general.bLoadwinpos);
APP()->WriteProfileInt(pszGeneral, "GroupWhileIgnore", general.bGroupWhileIgnore);
APP()->WriteProfileInt(pszGeneral, "StretchArches", general.bStretchArches);
APP()->WriteProfileInt(pszGeneral, "Show Helpers", general.bShowHelpers);
APP()->WriteProfileInt(pszGeneral, "Visible Map Errors", general.bCheckVisibleMapErrors);
APP()->WriteProfileInt(pszGeneral, "Time Between Saves", general.iTimeBetweenSaves);
APP()->WriteProfileInt(pszGeneral, "Max Autosave Space", general.iMaxAutosaveSpace);
APP()->WriteProfileInt(pszGeneral, "Max Saves Per Map", general.iMaxAutosavesPerMap);
APP()->WriteProfileInt(pszGeneral, "Autosaves Enabled", general.bEnableAutosave);
APP()->WriteProfileInt(pszGeneral, "Closed Correctly", general.bClosedCorrectly);
APP()->WriteProfileString(pszGeneral, "Autosave Dir", general.szAutosaveDir);
APP()->SetDirectory( DIR_AUTOSAVE, general.szAutosaveDir );
APP()->WriteProfileInt(pszGeneral, "VGUI Model Browser", general.bUseVGUIModelBrowser );
APP()->WriteProfileInt(pszGeneral, "Show Hidden Targets As Broken", general.bShowHiddenTargetsAsBroken);
APP()->WriteProfileInt(pszGeneral, "Use Radius Culling", general.bRadiusCulling);
// write view2d
APP()->WriteProfileInt(pszView2D, "Crosshairs", view2d.bCrosshairs);
APP()->WriteProfileInt(pszView2D, "GroupCarve", view2d.bGroupCarve);
APP()->WriteProfileInt(pszView2D, "Scrollbars", view2d.bScrollbars);
APP()->WriteProfileInt(pszView2D, "RotateConstrain", view2d.bRotateConstrain);
APP()->WriteProfileInt(pszView2D, "Draw Vertices", view2d.bDrawVertices);
APP()->WriteProfileInt(pszView2D, "Draw Models", view2d.bDrawModels);
APP()->WriteProfileInt(pszView2D, "Default Grid", view2d.iDefaultGrid);
APP()->WriteProfileInt(pszView2D, "WhiteOnBlack", view2d.bWhiteOnBlack);
APP()->WriteProfileInt(pszView2D, "GridHigh1024", view2d.bGridHigh1024);
APP()->WriteProfileInt(pszView2D, "GridHigh10", view2d.bGridHigh10);
APP()->WriteProfileInt(pszView2D, "GridIntensity", view2d.iGridIntensity);
APP()->WriteProfileInt(pszView2D, "HideSmallGrid", view2d.bHideSmallGrid);
APP()->WriteProfileInt(pszView2D, "Nudge", view2d.bNudge);
APP()->WriteProfileInt(pszView2D, "OrientPrimitives", view2d.bOrientPrimitives);
APP()->WriteProfileInt(pszView2D, "AutoSelect", view2d.bAutoSelect);
APP()->WriteProfileInt(pszView2D, "SelectByHandles", view2d.bSelectbyhandles);
APP()->WriteProfileInt(pszView2D, "GridHighSpec", view2d.iGridHighSpec);
APP()->WriteProfileInt(pszView2D, "KeepCloneGroup", view2d.bKeepclonegroup);
APP()->WriteProfileInt(pszView2D, "Gridhigh64", view2d.bGridHigh64);
APP()->WriteProfileInt(pszView2D, "GridDots", view2d.bGridDots);
APP()->WriteProfileInt(pszView2D, "Centeroncamera", view2d.bCenteroncamera);
APP()->WriteProfileInt(pszView2D, "Usegroupcolors", view2d.bUsegroupcolors);
// write view3d
APP()->WriteProfileInt(pszView3D, "Hardware", view3d.bHardware);
APP()->WriteProfileInt(pszView3D, "Reverse Y", view3d.bReverseY);
APP()->WriteProfileInt(pszView3D, "BackPlane", view3d.iBackPlane);
APP()->WriteProfileInt(pszView3D, "UseMouseLook", view3d.bUseMouseLook);
APP()->WriteProfileInt(pszView3D, "ModelDistance", view3d.nModelDistance);
APP()->WriteProfileInt(pszView3D, "DetailDistance", view3d.nDetailDistance);
APP()->WriteProfileInt(pszView3D, "AnimateModels", view3d.bAnimateModels);
APP()->WriteProfileInt(pszView3D, "ForwardSpeedMax", view3d.nForwardSpeedMax);
APP()->WriteProfileInt(pszView3D, "TimeToMaxSpeed", view3d.nTimeToMaxSpeed);
APP()->WriteProfileInt(pszView3D, "FilterTextures", view3d.bFilterTextures);
APP()->WriteProfileInt(pszView3D, "ReverseSelection", view3d.bReverseSelection);
//
// We don't write custom color settings because there is no GUI for them yet.
//
// Write out the game configurations
if ( fSaveConfigs )
{
configs.SaveGameConfigs();
}
}
void COptions::SetClosedCorrectly(BOOL bClosed)
{
APP()->WriteProfileInt( pszGeneral, "Closed Correctly", bClosed );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptions::SetDefaults(void)
{
BOOL bWrite = FALSE;
if (APP()->GetProfileInt("Configured", "Configured", 0) != iThisVersion)
{
bWrite = TRUE;
}
if (APP()->GetProfileInt("Configured", "Installed", 42151) == 42151)
{
APP()->WriteProfileInt("Configured", "Installed", time(NULL));
}
uDaysSinceInstalled = 0;
// textures
textures.nTextureFiles = 1;
textures.TextureFiles.Add("textures.wad");
textures.fBrightness = 1.0;
// general
general.bIndependentwin = FALSE;
general.bLoadwinpos = TRUE;
general.iUndoLevels = 50;
general.nMaxCameras = 100;
general.bGroupWhileIgnore = FALSE;
general.bStretchArches = TRUE;
general.bLockingTextures = TRUE;
general.bScaleLockingTextures = FALSE;
general.bShowHelpers = TRUE;
general.iTimeBetweenSaves = 15;
general.iMaxAutosaveSpace = 100;
general.iMaxAutosavesPerMap = 5;
general.bEnableAutosave = TRUE;
general.bClosedCorrectly = TRUE;
general.bUseVGUIModelBrowser = TRUE;
general.bShowCollisionModels = FALSE;
general.bShowDetailObjects = TRUE;
general.bShowNoDrawBrushes = TRUE;
// view2d
view2d.bCrosshairs = FALSE;
view2d.bGroupCarve = TRUE;
view2d.bScrollbars = TRUE;
view2d.bRotateConstrain = FALSE;
view2d.bDrawVertices = TRUE;
view2d.bDrawModels = TRUE;
view2d.iDefaultGrid = 64;
view2d.bWhiteOnBlack = TRUE;
view2d.bGridHigh1024 = TRUE;
view2d.bGridHigh10 = TRUE;
view2d.iGridIntensity = 30;
view2d.bHideSmallGrid = TRUE;
view2d.bNudge = FALSE;
view2d.bOrientPrimitives = FALSE;
view2d.bAutoSelect = FALSE;
view2d.bSelectbyhandles = FALSE;
view2d.iGridHighSpec = 8;
view2d.bKeepclonegroup = TRUE;
view2d.bGridHigh64 = FALSE;
view2d.bGridDots = FALSE;
view2d.bCenteroncamera = FALSE;
view2d.bUsegroupcolors = TRUE;
// view3d
view3d.bUseMouseLook = TRUE;
view3d.bHardware = FALSE;
view3d.bReverseY = FALSE;
view3d.iBackPlane = 5000;
view3d.nModelDistance = 400;
view3d.nDetailDistance = 1200;
view3d.bAnimateModels = FALSE;
view3d.nForwardSpeedMax = 1000;
view3d.nTimeToMaxSpeed = 500;
view3d.bFilterTextures = TRUE;
view3d.bReverseSelection = FALSE;
view3d.bPreviewModelFade = false;
if ( bWrite )
{
Write( FALSE, FALSE );
}
}
//-----------------------------------------------------------------------------
// Purpose: This is called by the user interface itself when changes are made.
// tells the COptions object to notify the parts of the interface.
// Input : dwOptionsChanged - Flags indicating which options changed.
//-----------------------------------------------------------------------------
void COptions::PerformChanges(DWORD dwOptionsChanged)
{
CMainFrame *pMainWnd = GetMainWnd();
if (dwOptionsChanged & secTextures)
{
if (pMainWnd != NULL)
{
pMainWnd->SetBrightness(textures.fBrightness);
}
}
if (dwOptionsChanged & secView2D)
{
ReadColorSettings();
if (pMainWnd != NULL)
{
pMainWnd->UpdateAllDocViews( MAPVIEW_UPDATE_ONLY_2D | MAPVIEW_OPTIONS_CHANGED | MAPVIEW_RENDER_NOW );
}
}
if (dwOptionsChanged & secView3D)
{
if (pMainWnd != NULL)
{
pMainWnd->UpdateAllDocViews(MAPVIEW_UPDATE_ONLY_3D | MAPVIEW_OPTIONS_CHANGED | MAPVIEW_RENDER_NOW );
}
}
if (dwOptionsChanged & secConfigs)
{
if (pMainWnd != NULL)
{
pMainWnd->GlobalNotify(WM_GAME_CHANGED);
}
}
}