void CPreferencesDlgBase::SavePreferences() { SavePreferences(m_prefs); // notify parent GetParent()->SendMessage(WM_PDB_ONAPPLY); }
bool AEEditorPrefs::CreateDefaultPreferences(String& path, JSONValue& prefs) { // Note there is some duplication here with the editor's // TypeScript preference code, this is due to the preferences for // the editor window needing to be available at window creation time // It could be better to split this all out to a native, scriptable // preferences object ATOMIC_LOGINFOF("Creating default Atomic Editor preferences: %s", path.CString()); SharedPtr<JSONFile> jsonFile(new JSONFile(context_)); JSONValue& root = jsonFile->GetRoot(); root.Clear(); root["recentProjects"] = JSONArray(); JSONValue editorWindow; GetDefaultWindowPreferences(editorWindow, true); JSONValue playerWindow; GetDefaultWindowPreferences(playerWindow, false); root["editorWindow"] = editorWindow; root["playerWindow"] = playerWindow; prefs = root; SavePreferences(prefs); return true; }
void CPreferencesDlgBase::OnOK() { CDialog::OnOK(); m_pphost.OnOK(); SavePreferences(); }
//Set default preferences and also save it to PREF_FILENAME int CFSXGUI::CreateDefaultPreferences(bool bAlsoSave) { m_Prefs.PTTVKey = VK_CAPITAL; m_Prefs.PTTJoyButton = 1; if (bAlsoSave) return SavePreferences(); return 1; }
void PreferenceManager::Update(JavaVM * javaVM) { if (preferenceMapUpdated) { JNIEnv * env = JNIUtils::GetJNIEnv(javaVM); SavePreferences(env); LOGD(LOGTAG_JNI,"Detaching thread"); javaVM->DetachCurrentThread(); } }
void DIALOG_BUILD_BOM::OnOkClick( wxCommandEvent& event ) { char ExportSeparatorSymbol = s_ExportSeparator[0]; if( m_OutputSeparatorCtrl->GetSelection() > 0 ) ExportSeparatorSymbol = s_ExportSeparator[m_OutputSeparatorCtrl->GetSelection()]; int ExportFileType = m_OutputFormCtrl->GetSelection(); SavePreferences(); Create_BOM_Lists( ExportFileType, m_ListSubCmpItems->GetValue(), ExportSeparatorSymbol, m_GetListBrowser->GetValue() ); }
void AEEditorPrefs::ValidateWindow() { Graphics* graphics = GetSubsystem<Graphics>(); IntVector2 windowPosition = graphics->GetWindowPosition(); int monitors = graphics->GetNumMonitors(); IntVector2 maxResolution; for (int i = 0; i < monitors; i++) { IntVector2 monitorResolution = graphics->GetMonitorResolution(i); maxResolution += monitorResolution; } if (windowPosition.x_ >= maxResolution.x_ || windowPosition.y_ >= maxResolution.y_ || (windowPosition.x_ + graphics->GetWidth()) < 0 || (windowPosition.y_ + graphics->GetHeight()) < 0) { JSONValue prefs; if (!LoadPreferences(prefs)) return; bool editor = context_->GetEditorContext(); JSONValue window; GetDefaultWindowPreferences(window, editor); prefs[editor ? "editorWindow" : "playerWindow"] = window; // TODO: add highDPI support bool highDPI = false; //Setting the mode to 0 width/height will use engine defaults for window size and layout graphics->SetMode(0, 0, graphics->GetFullscreen(), graphics->GetBorderless(), graphics->GetResizable(), highDPI, graphics->GetVSync(), graphics->GetTripleBuffer(), graphics->GetMultiSample(), 0, 0); SavePreferences(prefs); } }
/** ** Save preferences ** ** @param l Lua state. */ static int CclSavePreferences(lua_State *l) { LuaCheckArgs(l, 0); SavePreferences(); return 0; }
/** ** Handle keys in command mode. ** ** @param key Key scancode. ** ** @return True, if key is handled; otherwise false. */ static bool CommandKey(int key) { const char *ptr = strchr(UiGroupKeys.c_str(), key); // FIXME: don't handle unicode well. Should work on all latin keyboard. if (ptr) { key = '0' + ptr - UiGroupKeys.c_str(); if (key > '9') { key = SDLK_BACKQUOTE; } } switch (key) { // Return enters chat/input mode. case SDLK_RETURN: case SDLK_KP_ENTER: // RETURN UiBeginInput(); return true; // Unselect everything case SDLK_CARET: case SDLK_BACKQUOTE: UiUnselectAll(); break; // Group selection case '0': case '1': case '2': case '3': case '4': case '5': case '6': case '7': case '8': case '9': CommandKey_Group(key - '0'); break; case SDLK_F2: case SDLK_F3: case SDLK_F4: // Set/Goto place CommandKey_MapPosition(key - SDLK_F2); break; case SDLK_SPACE: // center on last action CenterOnMessage(); break; case SDLK_EQUALS: // plus is shift-equals. case SDLK_KP_PLUS: UiIncreaseGameSpeed(); break; case SDLK_MINUS: // - Slower case SDLK_KP_MINUS: UiDecreaseGameSpeed(); break; case SDLK_KP_MULTIPLY: UiSetDefaultGameSpeed(); break; case 'b': // ALT+B, CTRL+B Toggle big map if (!(KeyModifiers & (ModifierAlt | ModifierControl))) { break; } UiToggleBigMap(); break; case 'c': // ALT+C, CTRL+C C center on units UiCenterOnSelected(); break; case 'f': // ALT+F, CTRL+F toggle fullscreen if (!(KeyModifiers & (ModifierAlt | ModifierControl))) { break; } ToggleFullScreen(); SavePreferences(); break; case 'g': // ALT+G, CTRL+G grab mouse pointer if (!(KeyModifiers & (ModifierAlt | ModifierControl))) { break; } UiToggleGrabMouse(); break; case 'i': if (!(KeyModifiers & (ModifierAlt | ModifierControl))) { break; } // FALL THROUGH case SDLK_PERIOD: // ., ALT+I, CTRL+I: Find idle worker UiFindIdleWorker(); break; case 'm': // CTRL+M Turn music on / off if (KeyModifiers & ModifierControl) { UiToggleMusic(); SavePreferences(); break; } break; case 'p': // CTRL+P, ALT+P Toggle pause if (!(KeyModifiers & (ModifierAlt | ModifierControl))) { break; } // FALL THROUGH (CTRL+P, ALT+P) case SDLK_PAUSE: UiTogglePause(); break; case 's': // CTRL+S - Turn sound on / off if (KeyModifiers & ModifierControl) { UiToggleSound(); SavePreferences(); break; } break; case 't': // ALT+T, CTRL+T Track unit if (!(KeyModifiers & (ModifierAlt | ModifierControl))) { break; } UiTrackUnit(); break; case 'v': // ALT+V, CTRL+V: Viewport if (KeyModifiers & ModifierControl) { CycleViewportMode(-1); } else if (KeyModifiers & ModifierAlt) { CycleViewportMode(1); } break; case 'e': // CTRL+E Turn messages on / off if (KeyModifiers & ModifierControl) { ToggleShowMessages(); } #ifdef DEBUG else if (KeyModifiers & ModifierAlt) { ToggleShowBuilListMessages(); } #endif break; case SDLK_TAB: // TAB toggles minimap. // FIXME: more... // FIXME: shift+TAB if (KeyModifiers & ModifierAlt) { break; } UiToggleTerrain(); break; case SDLK_UP: case SDLK_KP8: KeyScrollState |= ScrollUp; break; case SDLK_DOWN: case SDLK_KP2: KeyScrollState |= ScrollDown; break; case SDLK_LEFT: case SDLK_KP4: KeyScrollState |= ScrollLeft; break; case SDLK_RIGHT: case SDLK_KP6: KeyScrollState |= ScrollRight; break; default: if (HandleCommandKey(key)) { break; } return false; } return true; }
void CPreferencesDlgBase::Initialize(CPreferences& prefs) { LoadPreferences(prefs); // this initializes the dialog data SavePreferences(prefs); // this writes it back to the prefs }
void CPreferencesDlgBase::OnApply() { m_pphost.OnApply(); SavePreferences(); }