示例#1
0
void app_resize( SDL_ResizeEvent * resize )
#endif
{
	DebugPrintf("Window size changed.\n");

	// TODO - need to save resize.w/h somewhere

	if (!bIgnoreWM_SIZE)
		return;

	// we should save the size
	// then startup at this size next time

	if( MyGameStatus == STATUS_Title )
	{
		LastMenu = CurrentMenu;	
		VduClear();
	}

	// resize d3d to match the window size..
	// TODO does d3d do the resizing on it's own now?

	if( MyGameStatus == STATUS_Title )
	{
		FadeHoloLight(HoloLightBrightness);
		DarkenRoom2(RoomDarkness);
		ProcessVduItems( CurrentMenu );
		InitialTexturesSet = false;
	}

	SetGamePrefs();
}
示例#2
0
void CPrefsDlg::OnSelchangeComboWhatgame() 
{
  int n = m_wndWhatGame.GetCurSel();
  if (n >= 0)
  {
    m_wndWhatGame.GetLBText(n, m_strWhatGame);
  }
  SetGamePrefs();
}
示例#3
0
void CPrefsDlg::LoadPrefs()
{
    CString strBuff;
    CString strPrefab = g_strAppPath;
    AddSlash(strPrefab);
    strPrefab += "Prefabs\\";

    m_nMouseButtons = 3;

    m_bTextureLock = GetCvarInt( TLOCK_KEY, TLOCK_DEF );
    m_bRotateLock = GetCvarInt( RLOCK_KEY, TLOCK_DEF );
    m_strLastProject = GetCvarString( LASTPROJ_KEY, "" );
    m_strLastMap = GetCvarString( LASTMAP_KEY, "" );
    m_bLoadLast = GetCvarInt( LOADLAST_KEY, LOADLAST_DEF );
    m_bRunBefore = GetCvarInt( RUN_KEY, RUN_DEF );
    m_bFace = GetCvarInt( FACE_KEY, 1 );
    m_bRightClick = GetCvarInt( RCLICK_KEY, 1 );
    m_bVertex = GetCvarInt( VERTEX_KEY, 1 );
    m_bAutoSave = GetCvarInt( AUTOSAVE_KEY, 1 );
    m_bNewApplyHandling = GetCvarInt( NEWAPPLY_KEY, 0 );
    m_bLoadLastMap = GetCvarInt( LOADLASTMAP_KEY, 0 );
    m_bGatewayHack = GetCvarInt( HACK_KEY, 0 );
    m_bTextureWindow = GetCvarInt( TEXTURE_KEY, 0 );
    m_bCleanTiny = GetCvarInt( TINYBRUSH_KEY, 0 );
    strBuff = GetCvarString( TINYSIZE_KEY, "0.5" );
    m_fTinySize = atof(strBuff );
    m_nAutoSave = GetCvarInt( AUTOSAVETIME_KEY, 5 );
    if ( m_nAutoSave <= 0 )
    {
        m_nAutoSave = 1;
    }
    m_strAutoSave.Format("%i", m_nAutoSave );
    m_bSnapShots = GetCvarInt( SNAPSHOT_KEY, 0 );
    m_nStatusSize = GetCvarInt( STATUS_KEY, 10 );
    m_nMoveSpeed = GetCvarInt( MOVESPEED_KEY, 400 );
    m_nAngleSpeed = GetCvarInt( ANGLESPEED_KEY, 300 );
    m_bCamXYUpdate = GetCvarInt( CAMXYUPDATE_KEY, 1 );
    m_bNewLightDraw = GetCvarInt( LIGHTDRAW_KEY, 1 );
    m_bCubicClipping = ( GetCvarInt( CUBICCLIP_KEY, 1) != 0  );
    m_nCubicScale = GetCvarInt( CUBICSCALE_KEY, 13 );
    m_bALTEdge = GetCvarInt( ALTEDGE_KEY, 0 );
    m_bQE4Painting = GetCvarInt( QE4PAINT_KEY, 1 );
    m_bSnapTToGrid = GetCvarInt( SNAPT_KEY, 0 );
    m_bXZVis = GetCvarInt( XZVIS_KEY, 0 );
    m_bYZVis = GetCvarInt( YZVIS_KEY, 0 );
    m_bZVis = GetCvarInt( ZVIS_KEY, 1 );
    m_bSizePaint = GetCvarInt( SIZEPAINT_KEY, 0 );
    m_bWideToolbar = GetCvarInt( WIDETOOLBAR_KEY, 1 );
    m_bNoClamp = GetCvarInt( NOCLAMP_KEY, 0 );
    m_nRotation = GetCvarInt( ROTATION_KEY, 45 );
    m_bHiColorTextures = GetCvarInt( HICOLOR_KEY, 1 );
    m_bChaseMouse = GetCvarInt( CHASEMOUSE_KEY, 1 );
    m_nEntityShowState = GetCvarInt( ENTITYSHOW_KEY, 0 );
    m_nTextureScale = GetCvarInt( TEXTURESCALE_KEY, 50 );
    m_bTextureScrollbar = GetCvarInt( TEXTURESCROLLBAR_KEY, TRUE );
    m_bDisplayLists = GetCvarInt( DISPLAYLISTS_KEY, TRUE );
    m_bSwitchClip = GetCvarInt( SWITCHCLIP_KEY, TRUE );
    m_bSelectWholeEntities = GetCvarInt( SELWHOLEENTS_KEY, TRUE );
    m_nTextureQuality = GetCvarInt( TEXTUREQUALITY_KEY, 6 );
    m_bGLLighting = GetCvarInt( GLLIGHTING_KEY, FALSE );
    m_bNoStipple = GetCvarInt( NOSTIPPLE_KEY, 0 );
    m_nUndoLevels = GetCvarInt( UNDOLEVELS_KEY, 63 );
    m_strMaps = GetCvarString( MAPS_KEY, "" );
    m_strModels = GetCvarString( MODELS_KEY, "" );
    m_bNoStipple = GetCvarInt( NEWMAPFORMAT_KEY, 1 );

    if ( m_bRunBefore == FALSE )
    {
        SetGamePrefs();
    }
}
示例#4
0
void CPrefsDlg::LoadPrefs()
{
  CString strBuff;
  CString strPrefab = g_strAppPath;
  AddSlash(strPrefab);
  strPrefab += "Prefabs\\";
  
  m_nMouse = AfxGetApp()->GetProfileInt(PREF_SECTION, MOUSE_KEY, MOUSE_DEF);
  if (m_nMouse == 0)
    m_nMouseButtons = 2;
  else
    m_nMouseButtons = 3;

  m_nView = AfxGetApp()->GetProfileInt(PREF_SECTION, WINDOW_KEY, WINDOW_DEF);
  m_strQuake2 = AfxGetApp()->GetProfileString(PREF_SECTION, Q2_KEY, Q2_DEF);
  m_bRunQuake = AfxGetApp()->GetProfileInt(PREF_SECTION, RUNQ2_KEY, RUNQ2_DEF);
  m_bTextureLock = AfxGetApp()->GetProfileInt(PREF_SECTION, TLOCK_KEY, TLOCK_DEF);
  m_bRotateLock = AfxGetApp()->GetProfileInt(PREF_SECTION, RLOCK_KEY, TLOCK_DEF);
  m_strLastProject = AfxGetApp()->GetProfileString(PREF_SECTION, LASTPROJ_KEY, "");
  m_strLastMap = AfxGetApp()->GetProfileString(PREF_SECTION, LASTMAP_KEY, "");
  m_bLoadLast = AfxGetApp()->GetProfileInt(PREF_SECTION, LOADLAST_KEY, LOADLAST_DEF);
  m_bRunBefore = AfxGetApp()->GetProfileInt(INTERNAL_SECTION, RUN_KEY, RUN_DEF);
  //m_b3Dfx = AfxGetApp()->GetProfileInt(PREF_SECTION, _3DFX_KEY, 0);
  m_bFace = AfxGetApp()->GetProfileInt(PREF_SECTION, FACE_KEY, 1);
  m_bInternalBSP = AfxGetApp()->GetProfileInt(PREF_SECTION, BSP_KEY, 1);
  m_bRightClick = AfxGetApp()->GetProfileInt(PREF_SECTION, RCLICK_KEY, 1);
  m_bVertex = AfxGetApp()->GetProfileInt(PREF_SECTION, VERTEX_KEY, 1);
  m_bAutoSave = AfxGetApp()->GetProfileInt(PREF_SECTION, AUTOSAVE_KEY, 1);
  m_bPAK = AfxGetApp()->GetProfileInt(PREF_SECTION, PAK_KEY, 1);
  m_bNewApplyHandling = AfxGetApp()->GetProfileInt(PREF_SECTION, NEWAPPLY_KEY, 0);
  m_bLoadLastMap = AfxGetApp()->GetProfileInt(PREF_SECTION, LOADLASTMAP_KEY, 0);
  m_bGatewayHack = AfxGetApp()->GetProfileInt(PREF_SECTION, HACK_KEY, 0);
  m_bTextureWindow = AfxGetApp()->GetProfileInt(PREF_SECTION, TEXTURE_KEY, 1);
  m_bCleanTiny = AfxGetApp()->GetProfileInt(PREF_SECTION, TINYBRUSH_KEY, 0);
  strBuff = AfxGetApp()->GetProfileString(PREF_SECTION, TINYSIZE_KEY, "0.5");
  m_fTinySize = atof(strBuff);
  m_nAutoSave = AfxGetApp()->GetProfileInt(PREF_SECTION, AUTOSAVETIME_KEY, 5);
  m_strAutoSave.Format("%i", m_nAutoSave);
  m_bSnapShots = AfxGetApp()->GetProfileInt(PREF_SECTION, SNAPSHOT_KEY, 1);
  m_numSnapShots = AfxGetApp()->GetProfileInt(PREF_SECTION, NUMSNAPSHOT_KEY, 10);
  m_strPAKFile = AfxGetApp()->GetProfileString(PREF_SECTION, PAKFILE_KEY, PAKFILE_DEF);
  m_nStatusSize = AfxGetApp()->GetProfileInt(PREF_SECTION, STATUS_KEY, 10);
  m_nMoveSpeed = AfxGetApp()->GetProfileInt(PREF_SECTION, MOVESPEED_KEY, 400);
  m_nAngleSpeed = AfxGetApp()->GetProfileInt(PREF_SECTION, ANGLESPEED_KEY, 300);
  m_bSetGame = AfxGetApp()->GetProfileInt(PREF_SECTION, SETGAME_KEY, 0);
	m_bCamXYUpdate = AfxGetApp()->GetProfileInt(PREF_SECTION, CAMXYUPDATE_KEY, 1);
  m_bNewLightDraw = AfxGetApp()->GetProfileInt(PREF_SECTION, LIGHTDRAW_KEY, 1);
  m_bCubicClipping = AfxGetApp()->GetProfileInt(PREF_SECTION, CUBICCLIP_KEY, 1);
  m_nCubicScale = AfxGetApp()->GetProfileInt(PREF_SECTION, CUBICSCALE_KEY, 13);
  m_bALTEdge = AfxGetApp()->GetProfileInt(PREF_SECTION, ALTEDGE_KEY, 0);
  m_bTextureBar = AfxGetApp()->GetProfileInt(PREF_SECTION, TEXTUREBAR_KEY, 0);
  m_strWhatGame = AfxGetApp()->GetProfileString(PREF_SECTION, WHATGAME_KEY, "Quake3");
  m_bFaceColors = AfxGetApp()->GetProfileInt(PREF_SECTION, FACECOLORS_KEY, 0);
  m_bQE4Painting = AfxGetApp()->GetProfileInt(PREF_SECTION, QE4PAINT_KEY, 1);
  m_bSnapTToGrid = AfxGetApp()->GetProfileInt(PREF_SECTION, SNAPT_KEY, 0);
  m_bXZVis = AfxGetApp()->GetProfileInt(PREF_SECTION, XZVIS_KEY, 0);
  m_bYZVis = AfxGetApp()->GetProfileInt(PREF_SECTION, YZVIS_KEY, 0);
  m_bZVis = AfxGetApp()->GetProfileInt(PREF_SECTION, ZVIS_KEY, 1);
  m_bSizePaint = AfxGetApp()->GetProfileInt(PREF_SECTION, SIZEPAINT_KEY, 0);
  m_bDLLEntities = AfxGetApp()->GetProfileInt(PREF_SECTION, DLLENTITIES_KEY, 0);
  m_bWideToolbar = AfxGetApp()->GetProfileInt(PREF_SECTION, WIDETOOLBAR_KEY, 0);
  m_bNoClamp = AfxGetApp()->GetProfileInt(PREF_SECTION, NOCLAMP_KEY, 0);
  m_strPrefabPath = AfxGetApp()->GetProfileString(PREF_SECTION, PREFAB_KEY, strPrefab);
  m_strUserPath = AfxGetApp()->GetProfileString(PREF_SECTION, USERINI_KEY, "");
  m_nRotation = AfxGetApp()->GetProfileInt(PREF_SECTION, ROTATION_KEY, 45);
  m_bSGIOpenGL = AfxGetApp()->GetProfileInt(PREF_SECTION, SGIOPENGL_KEY, 0);
  m_bBuggyICD = AfxGetApp()->GetProfileInt(PREF_SECTION, BUGGYICD_KEY, 0);
  m_bHiColorTextures = AfxGetApp()->GetProfileInt(PREF_SECTION, HICOLOR_KEY, 1);
  m_bChaseMouse = AfxGetApp()->GetProfileInt(PREF_SECTION, CHASEMOUSE_KEY, 1);
  m_nEntityShowState = AfxGetApp()->GetProfileInt(PREF_SECTION, ENTITYSHOW_KEY, 0);
  m_nTextureScale = AfxGetApp()->GetProfileInt(PREF_SECTION, TEXTURESCALE_KEY, 50);
  m_bTextureScrollbar = AfxGetApp()->GetProfileInt(PREF_SECTION, TEXTURESCROLLBAR_KEY, TRUE);
  m_bDisplayLists = AfxGetApp()->GetProfileInt(PREF_SECTION, DISPLAYLISTS_KEY, TRUE);
  m_bUseShaders = AfxGetApp()->GetProfileInt(PREF_SECTION, SHADERS_KEY, FALSE);
  m_bSwitchClip = AfxGetApp()->GetProfileInt(PREF_SECTION, SWITCHCLIP_KEY, TRUE);
  m_bSelectWholeEntities = AfxGetApp()->GetProfileInt(PREF_SECTION, SELWHOLEENTS_KEY, TRUE);
  m_nTextureQuality = AfxGetApp()->GetProfileInt(PREF_SECTION, TEXTUREQUALITY_KEY, 6);
  m_bShowShaders = AfxGetApp()->GetProfileInt(PREF_SECTION, SHOWSHADERS_KEY, TRUE);
  m_bShaderTest = AfxGetApp()->GetProfileInt(PREF_SECTION, SHADERTEST_KEY, TRUE);

  if (m_bRunBefore == FALSE)
  {
    SetGamePrefs();
  }
}