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https://github.com/nillerusr/source-engine.git
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Configuration utility
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//
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//===========================================================================//
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#include <windows.h>
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#include <io.h>
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#include <stdio.h>
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#include <vgui/ILocalize.h>
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#include <vgui/ISurface.h>
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#include <vgui/IVGui.h>
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#include <vgui_controls/Panel.h>
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#include "appframework/tier3app.h"
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#include "tier0/icommandline.h"
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#include "inputsystem/iinputsystem.h"
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#include "matsys_controls/QCGenerator.h"
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#include "filesystem_init.h"
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#include "CQCGenMain.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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#define QCGENERATOR_MAIN_PATH_ID "MAIN"
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#define QCGENERATOR_WRITE_PATH "DEFAULT_WRITE_PATH"
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CQCGenMain *g_pMainFrame = 0;
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// Dummy window
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static WNDCLASS staticWndclass = { NULL };
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static ATOM staticWndclassAtom = 0;
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static HWND staticHwnd = 0;
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// List of our game configs, as read from the gameconfig.txt file
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//HANDLE g_dwChangeHandle = NULL;
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char pszPath[MAX_PATH];
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char pszScene[MAX_PATH];
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//-----------------------------------------------------------------------------
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// Purpose: Copy a string into a CUtlVector of characters
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//-----------------------------------------------------------------------------
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void UtlStrcpy( CUtlVector<char> &dest, const char *pSrc )
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{
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dest.EnsureCount( (int) (strlen( pSrc ) + 1) );
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Q_strncpy( dest.Base(), pSrc, dest.Count() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const char
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//-----------------------------------------------------------------------------
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const char *GetBaseDirectory( void )
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{
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static char path[MAX_PATH] = {0};
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if ( path[0] == 0 )
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{
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GetModuleFileName( (HMODULE)GetAppInstance(), path, sizeof( path ) );
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Q_StripLastDir( path, sizeof( path ) ); // Get rid of the filename.
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Q_StripTrailingSlash( path );
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}
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return path;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Setup all our VGUI info
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//-----------------------------------------------------------------------------
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void InitializeVGUI( void )
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{
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vgui::ivgui()->SetSleep(false);
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// Init the surface
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vgui::Panel *pPanel = new vgui::Panel( NULL, "TopPanel" );
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pPanel->SetVisible(true);
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vgui::surface()->SetEmbeddedPanel(pPanel->GetVPanel());
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// load the scheme
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vgui::scheme()->LoadSchemeFromFile( "resource/sourcescheme.res", NULL );
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// localization
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g_pVGuiLocalize->AddFile( "resource/platform_%language%.txt");
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g_pVGuiLocalize->AddFile( "resource/vgui_%language%.txt");
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g_pVGuiLocalize->AddFile( "QCGenerator_english.txt");
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// Start vgui
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vgui::ivgui()->Start();
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// add our main window
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g_pMainFrame = new CQCGenMain( pPanel, pszPath, pszScene, "CQCGenMain" );
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// show main window
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g_pMainFrame->MoveToCenterOfScreen();
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g_pMainFrame->Activate();
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g_pMainFrame->SetSizeable( true );
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g_pMainFrame->SetMenuButtonVisible( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop VGUI
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//-----------------------------------------------------------------------------
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void ShutdownVGUI( void )
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{
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delete g_pMainFrame;
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}
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//-----------------------------------------------------------------------------
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// The application object
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//-----------------------------------------------------------------------------
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class CQCGeneratorApp : public CVguiSteamApp
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{
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typedef CVguiSteamApp BaseClass;
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public:
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// Methods of IApplication
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virtual bool Create();
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virtual bool PreInit();
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virtual int Main();
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virtual void PostShutdown();
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virtual void Destroy() {}
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};
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DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CQCGeneratorApp );
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//-----------------------------------------------------------------------------
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// The application object
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//-----------------------------------------------------------------------------
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bool CQCGeneratorApp::Create()
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{
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AppSystemInfo_t appSystems[] =
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{
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{ "inputsystem.dll", INPUTSYSTEM_INTERFACE_VERSION },
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{ "vgui2.dll", VGUI_IVGUI_INTERFACE_VERSION },
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{ "", "" } // Required to terminate the list
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};
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return AddSystems( appSystems );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Entry point
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//-----------------------------------------------------------------------------
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bool CQCGeneratorApp::PreInit()
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{
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if ( !BaseClass::PreInit() )
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return false;
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FileSystem_SetErrorMode( FS_ERRORMODE_AUTO );
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// We only want to use the gameinfo.txt that is in the bin\vconfig directory.
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char dirName[MAX_PATH];
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Q_strncpy( dirName, GetBaseDirectory(), sizeof( dirName ) );
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Q_AppendSlash( dirName, sizeof( dirName ) );
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Q_strncat( dirName, "QCGenerator", sizeof( dirName ), COPY_ALL_CHARACTERS );
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if ( !BaseClass::SetupSearchPaths( dirName, true, true ) )
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{
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::MessageBox( NULL, "Error", "Unable to initialize file system\n", MB_OK );
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return false;
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}
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// the "base dir" so we can scan mod name
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g_pFullFileSystem->AddSearchPath( GetBaseDirectory(), QCGENERATOR_MAIN_PATH_ID );
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// the main platform dir
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g_pFullFileSystem->AddSearchPath( "platform", "PLATFORM", PATH_ADD_TO_HEAD );
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g_pFullFileSystem->AddSearchPath( ".\\QCGenerator\\", QCGENERATOR_WRITE_PATH, PATH_ADD_TO_HEAD );
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return true;
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}
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void CQCGeneratorApp::PostShutdown()
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{
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BaseClass::PostShutdown();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Entry point
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//-----------------------------------------------------------------------------
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int CQCGeneratorApp::Main()
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{
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if ( CommandLine()->ParmValue( "-path" ) )
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{
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Q_strcpy( pszPath, CommandLine()->ParmValue( "-path" ) );
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}
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else
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{
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::MessageBox( NULL, "Usage: QCGenerator.exe -path [path to smd files] -scene [name of scene]\n", "Error", MB_OK );
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return 0;
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}
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if ( CommandLine()->ParmValue( "-scene" ) )
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{
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Q_strcpy( pszScene, CommandLine()->ParmValue( "-scene" ) );
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}
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else
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{
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::MessageBox( NULL, "Usage: QCGenerator.exe -path [path to smd files] -scene [name of scene]\n", "Error", MB_OK );
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return 0;
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}
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// Run app frame loop
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InitializeVGUI();
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// Run the app
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while (vgui::ivgui()->IsRunning())
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{
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Sleep( 10 );
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vgui::ivgui()->RunFrame();
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}
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ShutdownVGUI();
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return 1;
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}
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