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