prefsdlg.cpp

来自「quake3工具源码。包括生成bsp文件」· C++ 代码 · 共 557 行 · 第 1/2 页

CPP
557
字号
// PrefsDlg.cpp : implementation file
//

#include "stdafx.h"
#include "PrefsDlg.h"
#include "shlobj.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

#define PREF_SECTION      "Prefs"
#define INTERNAL_SECTION  "Internals"
#define MOUSE_KEY         "MouseButtons"
#define WINDOW_KEY        "QE4StyleWindows"
#define LAYOUT_KEY        "WindowLayout"
#define Q2_KEY            "Quake2Dir"
#define RUNQ2_KEY         "RunQuake2Run"
#define TLOCK_KEY         "TextureLock"
#define RLOCK_KEY         "RotateLock"
#define LOADLAST_KEY      "LoadLast"
#define LOADLASTMAP_KEY   "LoadLastMap"
#define LASTPROJ_KEY      "LastProject"
#define LASTMAP_KEY       "LastMap"
#define RUN_KEY           "RunBefore"
#define _3DFX_KEY         "Use3Dfx"
#define FACE_KEY          "NewFaceGrab"
#define BSP_KEY           "InternalBSP"
#define RCLICK_KEY        "NewRightClick"
#define VERTEX_KEY        "NewVertex"
#define AUTOSAVE_KEY      "Autosave"
#define AUTOSAVETIME_KEY  "AutosaveMinutes"
#define PAK_KEY           "UsePAK"
#define NEWAPPLY_KEY      "ApplyDismissesSurface"
#define HACK_KEY          "Gatewayescapehack"
#define TEXTURE_KEY       "NewTextureWindowStuff"
#define TINYBRUSH_KEY     "CleanTinyBrushes"
#define TINYSIZE_KEY      "CleanTinyBrusheSize"
#define SNAPSHOT_KEY      "Snapshots"
#define PAKFILE_KEY       "PAKFile"
#define STATUS_KEY        "StatusPointSize"
#define MOVESPEED_KEY     "MoveSpeed"
#define ANGLESPEED_KEY    "AngleSpeed"
#define SETGAME_KEY       "UseSetGame"
#define CAMXYUPDATE_KEY   "CamXYUpdate"
#define LIGHTDRAW_KEY     "NewLightStyle"
#define WHATGAME_KEY      "WhichGame"
#define CUBICCLIP_KEY     "CubicClipping"
#define CUBICSCALE_KEY    "CubicScale"
#define ALTEDGE_KEY       "ALTEdgeDrag"
#define TEXTUREBAR_KEY    "UseTextureBar"
#define FACECOLORS_KEY    "FaceColors"
#define QE4PAINT_KEY      "QE4Paint"
#define SNAPT_KEY         "SnapT"
#define XZVIS_KEY         "XZVIS"
#define YZVIS_KEY         "YZVIS"
#define ZVIS_KEY          "ZVIS"
#define SIZEPAINT_KEY     "SizePainting"
#define DLLENTITIES_KEY   "DLLEntities"
#define WIDETOOLBAR_KEY   "WideToolBar"
#define NOCLAMP_KEY       "NoClamp"
#define PREFAB_KEY        "PrefabPath"
#define USERINI_KEY       "UserINIPath"
#define ROTATION_KEY      "Rotation"
#define SGIOPENGL_KEY     "SGIOpenGL"
#define BUGGYICD_KEY      "BuggyICD"
#define HICOLOR_KEY       "HiColorTextures"
#define CHASEMOUSE_KEY    "ChaseMouse"
#define ENTITYSHOW_KEY    "EntityShow"
#define TEXTURESCALE_KEY  "TextureScale"
#define TEXTURESCROLLBAR_KEY  "TextureScrollbar"
#define DISPLAYLISTS_KEY  "UseDisplayLists"
#define NORMALIZECOLORS_KEY  "NormalizeColors"
#define SHADERS_KEY       "UseShaders"
#define SWITCHCLIP_KEY     "SwitchClipKey"
#define SELWHOLEENTS_KEY		"SelectWholeEntitiesKey"
#define TEXTURESUBSET_KEY		"UseTextureSubsetLoading"
#define TEXTUREQUALITY_KEY 	"TextureQuality"
#define SHOWSHADERS_KEY 	"ShowShaders"
#define SHADERTEST_KEY 	  "ShaderTest"
#define GLLIGHTING_KEY "UseGLLighting"
#define LOADSHADERS_KEY "LoadShaders"
#define NOSTIPPLE_KEY "NoStipple"
#define UNDOLEVELS_KEY "UndoLevels"

#define MOUSE_DEF 1
#define WINDOW_DEF 0
#define Q2_DEF "c:\\quake2\\quake2.exe"
#define Q3_DEF "c:\\Program Files\\Quake III Arena\\quake3.exe"
#define PAKFILE_DEF "c:\\quake2\\baseq2\\pak0.pak"
#define RUNQ2_DEF 0
#define TLOCK_DEF 1
#define LOADLAST_DEF 1
#define RUN_DEF 0

/////////////////////////////////////////////////////////////////////////////
// CPrefsDlg dialog


CPrefsDlg::CPrefsDlg(CWnd* pParent /*=NULL*/)
	: CDialog(CPrefsDlg::IDD, pParent)
{
	//{{AFX_DATA_INIT(CPrefsDlg)
	m_strQuake2 = _T("c:\\quake3\\");
	m_nMouse = 1;
	m_nView = 0;
	m_bLoadLast = FALSE;
	m_bFace = FALSE;
	m_bInternalBSP = FALSE;
	m_bRightClick = FALSE;
	m_bRunQuake = FALSE;
	m_bSetGame = FALSE;
	m_bVertex = FALSE;
	m_bAutoSave = TRUE;
  m_bNewApplyHandling = FALSE;
	m_strAutoSave = _T("5");
	m_bPAK = FALSE;
	m_bLoadLastMap = FALSE;
	m_bTextureWindow = FALSE;
	m_bSnapShots = FALSE;
  m_fTinySize = 0.5;
  m_bCleanTiny = FALSE;
	m_strPAKFile = _T("c:\\quake2\\baseq2\\pak0.pak");
	m_nStatusSize = 10;
	m_bCamXYUpdate = FALSE;
	m_bNewLightDraw = FALSE;
	m_strPrefabPath = _T("");
	m_nWhatGame = 0;
	m_strWhatGame = _T("Quake3");
	m_bALTEdge = FALSE;
	m_bTextureBar = FALSE;
	m_bFaceColors = FALSE;
	m_bQE4Painting = TRUE;
	m_bSnapTToGrid = FALSE;
  m_bXZVis = FALSE;
  m_bYZVis = FALSE;
  m_bZVis = FALSE;
	m_bSizePaint = FALSE;
	m_bDLLEntities = FALSE;
	m_bWideToolbar = TRUE;
	m_bNoClamp = FALSE;
	m_strUserPath = _T("");
	m_nRotation = 0;
	m_bSGIOpenGL = FALSE;
	m_bBuggyICD = FALSE;
	m_bHiColorTextures = TRUE;
	m_bChaseMouse = FALSE;
	m_bTextureScrollbar = TRUE;
	m_bDisplayLists = TRUE;
	m_bShowShaders = FALSE;
	m_nShader = -1;
	m_bNoStipple = FALSE;
	//}}AFX_DATA_INIT
  //LoadPrefs();
  m_bSelectCurves = TRUE;
  m_nEntityShowState = 0;
  m_nTextureScale = 2;
  m_bSwitchClip = FALSE;
  m_bSelectWholeEntities = TRUE;
  m_nTextureQuality = 3;
  m_bShowShaders = TRUE;
  m_bGLLighting = FALSE;
  m_nShader = 0;
  m_nUndoLevels = 64;
}




void CPrefsDlg::DoDataExchange(CDataExchange* pDX)
{
	CDialog::DoDataExchange(pDX);
	//{{AFX_DATA_MAP(CPrefsDlg)
	DDX_Control(pDX, IDC_SPIN_UNDO, m_wndUndoSpin);
	DDX_Control(pDX, IDC_SPIN_POINTSIZE, m_wndFontSpin);
	DDX_Control(pDX, IDC_SLIDER_TEXTUREQUALITY, m_wndTexturequality);
	DDX_Control(pDX, IDC_COMBO_WHATGAME, m_wndWhatGame);
	DDX_Control(pDX, IDC_SLIDER_CAMSPEED, m_wndCamSpeed);
	DDX_Control(pDX, IDC_SPIN_AUTOSAVE, m_wndSpin);
	DDX_Text(pDX, IDC_EDIT_QUAKE2, m_strQuake2);
	DDX_Radio(pDX, IDC_RADIO_MOUSE, m_nMouse);
	DDX_Radio(pDX, IDC_RADIO_VIEWTYPE, m_nView);
	DDX_Check(pDX, IDC_CHECK_LOADLAST, m_bLoadLast);
	DDX_Check(pDX, IDC_CHECK_FACE, m_bFace);
	DDX_Check(pDX, IDC_CHECK_INTERNALBSP, m_bInternalBSP);
	DDX_Check(pDX, IDC_CHECK_RIGHTCLICK, m_bRightClick);
	DDX_Check(pDX, IDC_CHECK_RUNQUAKE, m_bRunQuake);
	DDX_Check(pDX, IDC_CHECK_SETGAME, m_bSetGame);
	DDX_Check(pDX, IDC_CHECK_VERTEX, m_bVertex);
	DDX_Check(pDX, IDC_CHECK_AUTOSAVE, m_bAutoSave);
	DDX_Text(pDX, IDC_EDIT_AUTOSAVE, m_strAutoSave);
	DDX_Check(pDX, IDC_CHECK_PAK, m_bPAK);
	DDX_Check(pDX, IDC_CHECK_LOADLASTMAP, m_bLoadLastMap);
	DDX_Check(pDX, IDC_CHECK_TEXTUREWINDOW, m_bTextureWindow);
	DDX_Check(pDX, IDC_CHECK_SNAPSHOTS, m_bSnapShots);
	DDX_Text(pDX, IDC_EDIT_PAKFILE, m_strPAKFile);
	DDX_Text(pDX, IDC_EDIT_STATUSPOINTSIZE, m_nStatusSize);
	DDV_MinMaxInt(pDX, m_nStatusSize, 2, 14);
	DDX_Check(pDX, IDC_CHECK_CAMXYUPDATE, m_bCamXYUpdate);
	DDX_Check(pDX, IDC_CHECK_LIGHTDRAW, m_bNewLightDraw);
	DDX_Text(pDX, IDC_EDIT_PREFABPATH, m_strPrefabPath);
	DDX_CBString(pDX, IDC_COMBO_WHATGAME, m_strWhatGame);
	DDX_Check(pDX, IDC_CHECK_ALTDRAG, m_bALTEdge);
	DDX_Check(pDX, IDC_CHECK_TEXTURETOOLBAR, m_bTextureBar);
	DDX_Check(pDX, IDC_CHECK_FACECOLOR, m_bFaceColors);
	DDX_Check(pDX, IDC_CHECK_QE4PAINTING, m_bQE4Painting);
	DDX_Check(pDX, IDC_CHECK_SNAPT, m_bSnapTToGrid);
	DDX_Check(pDX, IDC_CHECK_SIZEPAINT, m_bSizePaint);
	DDX_Check(pDX, IDC_CHECK_DLLENTITIES, m_bDLLEntities);
	DDX_Check(pDX, IDC_CHECK_WIDETOOLBAR, m_bWideToolbar);
	DDX_Check(pDX, IDC_CHECK_NOCLAMP, m_bNoClamp);
	DDX_Text(pDX, IDC_EDIT_USERPATH, m_strUserPath);
	DDX_Text(pDX, IDC_EDIT_ROTATION, m_nRotation);
	DDX_Check(pDX, IDC_CHECK_SGIOPENGL, m_bSGIOpenGL);
	DDX_Check(pDX, IDC_CHECK_BUGGYICD, m_bBuggyICD);
	DDX_Check(pDX, IDC_CHECK_HICOLOR, m_bHiColorTextures);
	DDX_Check(pDX, IDC_CHECK_MOUSECHASE, m_bChaseMouse);
	DDX_Check(pDX, IDC_CHECK_TEXTURESCROLLBAR, m_bTextureScrollbar);
	DDX_Check(pDX, IDC_CHECK_DISPLAYLISTS, m_bDisplayLists);
	DDX_CBIndex(pDX, IDC_COMBO_SHADERS, m_nShader);
	DDX_Check(pDX, IDC_CHECK_NOSTIPPLE, m_bNoStipple);
	DDX_Text(pDX, IDC_EDIT_UNDOLEVELS, m_nUndoLevels);
	DDV_MinMaxInt(pDX, m_nUndoLevels, 1, 64);
	//}}AFX_DATA_MAP
}


BEGIN_MESSAGE_MAP(CPrefsDlg, CDialog)
	//{{AFX_MSG_MAP(CPrefsDlg)
	ON_BN_CLICKED(IDC_BTN_BROWSE, OnBtnBrowse)
	ON_BN_CLICKED(IDC_BTN_BROWSEPAK, OnBtnBrowsepak)
	ON_BN_CLICKED(IDC_BTN_BROWSEPREFAB, OnBtnBrowseprefab)
	ON_BN_CLICKED(IDC_BTN_BROWSEUSERINI, OnBtnBrowseuserini)
	ON_CBN_SELCHANGE(IDC_COMBO_WHATGAME, OnSelchangeComboWhatgame)
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CPrefsDlg message handlers

void CPrefsDlg::OnBtnBrowse() 
{
  UpdateData(TRUE);
  CFileDialog dlg(true, NULL, NULL, OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT, "Executables (*.exe)|*.exe||", this);
  if (dlg.DoModal() == IDOK)
  {
    m_strQuake2 = dlg.GetPathName();
    UpdateData(FALSE);
  }
}

BOOL CPrefsDlg::OnInitDialog() 
{
	CDialog::OnInitDialog();
  m_wndSpin.SetRange(1,60);
  m_wndCamSpeed.SetRange(10, 800);
  m_wndCamSpeed.SetPos(m_nMoveSpeed);

  this->m_wndTexturequality.SetRange(0, 3);
  this->m_wndTexturequality.SetPos(m_nTextureQuality);

  m_wndFontSpin.SetRange(4,24);
  m_wndUndoSpin.SetRange(1,64);

  m_wndWhatGame.AddString("Quake2"); 
  m_wndWhatGame.AddString("Quake3"); 

  GetDlgItem(IDC_CHECK_HICOLOR)->EnableWindow(TRUE);
  GetDlgItem(IDC_CHECK_NOCLAMP)->EnableWindow(TRUE);

  //GetDlgItem(IDC_CHECK_NOCLAMP)->EnableWindow(FALSE);

  m_wndWhatGame.SelectString(-1,m_strWhatGame);
  if (strstr(m_strWhatGame, "Quake3") != NULL)
  {
    GetDlgItem(IDC_EDIT_PAKFILE)->EnableWindow(FALSE);
    GetDlgItem(IDC_BTN_BROWSEPAK)->EnableWindow(FALSE);

⌨️ 快捷键说明

复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?