This commit is contained in:
FluorescentCIAAfricanAmerican
2020-04-22 12:56:21 -04:00
commit 3bf9df6b27
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include <windows.h>
#include <vgui/IVGui.h>
#include <vgui_controls/DirectorySelectDialog.h>
#include <vgui/IInput.h>
#include <KeyValues.h>
#include "vconfig_main.h"
#include "ManageGamesDialog.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
CManageGamesDialog *g_pManageGamesDialog = NULL;
class CModalDirectorySelectDialog : public vgui::DirectorySelectDialog
{
public:
CModalDirectorySelectDialog( vgui::Panel *parent, const char *title )
: vgui::DirectorySelectDialog( parent, title )
{
m_PrevAppFocusPanel = vgui::input()->GetAppModalSurface();
}
~CModalDirectorySelectDialog( void )
{
vgui::input()->SetAppModalSurface( m_PrevAppFocusPanel );
}
public:
vgui::VPANEL m_PrevAppFocusPanel;
};
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CManageGamesDialog::CManageGamesDialog( Panel *parent, const char *name, int configID ) : BaseClass( parent, name ), m_nConfigID( configID )
{
Assert( !g_pManageGamesDialog );
g_pManageGamesDialog = this;
SetSize(384, 420);
SetMinimumSize(200, 50);
SetMinimizeButtonVisible( false );
m_pGameNameEntry= new vgui::TextEntry( this, "GameName" );
m_pGameDirEntry = new vgui::TextEntry( this, "GamePath" );
LoadControlSettings( "ManageGamesDialog.res" );
SetDeleteSelfOnClose( true );
SetSizeable( false );
MoveToCenterOfScreen();
}
//-----------------------------------------------------------------------------
// Destructor
//-----------------------------------------------------------------------------
CManageGamesDialog::~CManageGamesDialog( void )
{
g_pManageGamesDialog = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the game directory
//-----------------------------------------------------------------------------
void CManageGamesDialog::SetGameDir( const char *szDir )
{
// Strip any trailing slashes
char szGameDir[MAX_PATH];
Q_strncpy( szGameDir, szDir, MAX_PATH );
Q_StripTrailingSlash( szGameDir );
m_pGameDirEntry->SetText( szGameDir );
}
//-----------------------------------------------------------------------------
// Purpose: Set the game name
//-----------------------------------------------------------------------------
void CManageGamesDialog::SetGameName( const char *szDir )
{
m_pGameNameEntry->SetText( szDir );
}
//-----------------------------------------------------------------------------
// Purpose: Ensures the parameter name is unique
// Input : *name - name to test
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CManageGamesDialog::IsGameNameUnique( const char *name )
{
// Check all names
for ( int i = 0; i < g_Configs.Count(); i++ )
{
// Skip ourself
if ( i == m_nConfigID )
continue;
// Test it
if ( Q_stricmp( name, g_Configs[i]->m_Name.Base() ) == 0 )
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles dialog commands
//-----------------------------------------------------------------------------
void CManageGamesDialog::OnCommand( const char *command )
{
// Handle "OK" button
if ( Q_stricmp( command, "Select" ) == 0 )
{
char textBuffer[1024];
// Save out the data
m_pGameNameEntry->GetText( textBuffer, sizeof( textBuffer ) );
// Make sure we're not setting this to a duplicate
if ( IsGameNameUnique( textBuffer ) == false )
{
// Select the text
m_pGameNameEntry->SelectAllText( true );
// Pop a message box and refuse to close
VGUIMessageBox( this, "Error", "Game name %s already exists! Please enter a unique name.", textBuffer );
BaseClass::OnCommand( command );
return;
}
KeyValues *actionSignal = new KeyValues("ManageSelect");
if ( actionSignal == NULL )
{
Assert( 0 );
return;
}
// See if we need to add a new config
if ( m_nConfigID == NEW_CONFIG_ID )
{
// Create a new data container and point to it
m_nConfigID = g_Configs.AddToTail( new CGameConfig() );
// Send an overidden action signal to notify that we've added, not edited a field
actionSignal->SetName("AddSelect");
}
// Otherwise take the name
UtlStrcpy( g_Configs[m_nConfigID]->m_Name, textBuffer );
// Take the game directory
m_pGameDirEntry->GetText( textBuffer, sizeof( textBuffer ) );
// Strip off the trailing slash always
Q_StripTrailingSlash( textBuffer );
UtlStrcpy( g_Configs[m_nConfigID]->m_ModDir, textBuffer );
// Tell the parent we altered its data so it can refresh
PostActionSignal( actionSignal );
Close();
}
// Modified to allow more than one browse button
else if ( Q_stricmp( command, "BrowseDir" ) == 0 )
{
// Create a new dialog
CModalDirectorySelectDialog *pDlg = vgui::SETUP_PANEL( new CModalDirectorySelectDialog( this, "Select Game Directory" ) );
char textBuffer[1024];
m_pGameDirEntry->GetText( textBuffer, sizeof( textBuffer ) );
// Get the currently set dir and use that as the start
pDlg->ExpandTreeToPath( textBuffer );
pDlg->MoveToCenterOfScreen();
pDlg->AddActionSignalTarget( this );
pDlg->SetDeleteSelfOnClose( true );
pDlg->DoModal();
}
BaseClass::OnCommand( command );
}
//-----------------------------------------------------------------------------
// Purpose: Notify us that the directory dialog has returned a new entry
//-----------------------------------------------------------------------------
void CManageGamesDialog::OnChooseDirectory( const char *dir )
{
SetGameDir( dir );
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef MANAGEGAMESDIALOG_H
#define MANAGEGAMESDIALOG_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include <vgui_controls/TextEntry.h>
#include <vgui_controls/PHandle.h>
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Main dialog for media browser
//-----------------------------------------------------------------------------
class CManageGamesDialog : public Frame
{
DECLARE_CLASS_SIMPLE( CManageGamesDialog, Frame );
public:
CManageGamesDialog( Panel *parent, const char *name, int configID );
virtual ~CManageGamesDialog();
void SetGameDir( const char *szDir );
void SetGameName( const char *szDir );
protected:
virtual void OnCommand( const char *command );
bool IsGameNameUnique( const char *name );
private:
int m_nConfigID;
vgui::TextEntry *m_pGameNameEntry;
vgui::TextEntry *m_pGameDirEntry;
MESSAGE_FUNC_CHARPTR( OnChooseDirectory, "DirectorySelected", dir );
};
extern CManageGamesDialog *g_pManageGamesDialog;
#endif // MANAGEGAMESDIALOG_H
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// Microsoft Visual C++ generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "afxres.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE
BEGIN
"#include ""afxres.h""\r\n"
"\0"
END
3 TEXTINCLUDE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_ICON1 ICON "icon1.ico"
IDI_ICON2 ICON "icon2.ico"
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Dialog for selecting game configurations
//
//=====================================================================================//
#include <windows.h>
#include <vgui/IVGui.h>
#include <vgui/IInput.h>
#include <vgui/ISystem.h>
#include <vgui_controls/ComboBox.h>
#include <vgui_controls/MessageBox.h>
#include <KeyValues.h>
#include "vconfig_main.h"
#include "VConfigDialog.h"
#include "ManageGamesDialog.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
CVConfigDialog *g_pVConfigDialog = NULL;
class CConversionInfoMessageBox : public vgui::Frame
{
public:
typedef vgui::Frame BaseClass;
CConversionInfoMessageBox( Panel *pParent, const char *pPanelName )
: BaseClass( pParent, pPanelName )
{
SetSize( 200, 200 );
SetMinimumSize( 250, 100 );
SetSizeable( false );
LoadControlSettings( "convinfobox.res" );
}
virtual void OnCommand( const char *command )
{
BaseClass::OnCommand( command );
// For some weird reason, this dialog can
if ( Q_stricmp( command, "ShowFAQ" ) == 0 )
{
system()->ShellExecute( "open", "http://www.valve-erc.com/srcsdk/faq.html#convertINI" );
}
}
};
class CModalPreserveMessageBox : public vgui::MessageBox
{
public:
CModalPreserveMessageBox(const char *title, const char *text, vgui::Panel *parent)
: vgui::MessageBox( title, text, parent )
{
m_PrevAppFocusPanel = vgui::input()->GetAppModalSurface();
}
~CModalPreserveMessageBox()
{
vgui::input()->SetAppModalSurface( m_PrevAppFocusPanel );
}
public:
vgui::VPANEL m_PrevAppFocusPanel;
};
//-----------------------------------------------------------------------------
// Purpose: Utility function to pop up a VGUI message box
//-----------------------------------------------------------------------------
void VGUIMessageBox( vgui::Panel *pParent, const char *pTitle, const char *pMsg, ... )
{
char msg[4096];
va_list marker;
va_start( marker, pMsg );
Q_vsnprintf( msg, sizeof( msg ), pMsg, marker );
va_end( marker );
vgui::MessageBox *dlg = new CModalPreserveMessageBox( pTitle, msg, pParent );
dlg->DoModal();
dlg->Activate();
dlg->RequestFocus();
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CVConfigDialog::CVConfigDialog( Panel *parent, const char *name ) : BaseClass( parent, name ), m_bChanged( false )
{
Assert( !g_pVConfigDialog );
g_pVConfigDialog = this;
SetSize(384, 420);
SetMinimumSize(200, 100);
SetMinimizeButtonVisible( true );
m_pConfigCombo = new ComboBox( this, "ConfigCombo", 8, false );
PopulateConfigList();
LoadControlSettings( "VConfigDialog.res" );
// See if we converted on load and notify
if ( g_ConfigManager.WasConvertedOnLoad() )
{
//VGUIMessageBox( this, "Update Occured", "Your game configurations have been updated.\n\nA backup file GameCfg.INI.OLD has been created.\n\nPlease visit http://www.valve-erc.com/srcsdk/faq.html#GameConfigUpdate for more information." );
CConversionInfoMessageBox *pDlg = new CConversionInfoMessageBox( this, "ConversionInfo" );
pDlg->RequestFocus();
pDlg->SetVisible( true );
pDlg->MoveToCenterOfScreen();
input()->SetAppModalSurface( pDlg->GetVPanel() );
}
}
//-----------------------------------------------------------------------------
// Destructor
//-----------------------------------------------------------------------------
CVConfigDialog::~CVConfigDialog()
{
delete m_pConfigCombo;
g_pVConfigDialog = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Populate the configuration list for selection
//-----------------------------------------------------------------------------
void CVConfigDialog::PopulateConfigList( bool bSelectActiveConfig /*=true*/ )
{
int activeItem = -1;
char szKeyValue[1024] = "\0";
if ( bSelectActiveConfig )
{
// Get the currently set game configuration
if ( GetVConfigRegistrySetting( GAMEDIR_TOKEN, szKeyValue, sizeof( szKeyValue ) ) == false )
{
//NOTE: We may want to pop an info dialog here if there was no initial VPROJECT setting
activeItem = 0;
}
}
else
{
activeItem = m_pConfigCombo->GetActiveItem();
}
// Purge all our items
m_pConfigCombo->DeleteAllItems();
KeyValues *kv = new KeyValues( "Items" );
// Add all configurations
for ( int i = 0; i < g_Configs.Count(); i++ )
{
// Set the text
kv->SetString( "ModDir", g_Configs[i]->m_ModDir.Base() );
// Add the item into the list
int index = m_pConfigCombo->AddItem( g_Configs[i]->m_Name.Base(), kv );
if ( bSelectActiveConfig )
{
if ( !Q_stricmp( g_Configs[i]->m_ModDir.Base(), szKeyValue ) )
{
activeItem = index;
}
}
}
// Make sure we have an active item
if ( activeItem < 0 )
{
// Give a warning if they have a mismatched directory!
VGUIMessageBox( this, "Invalid Game Directory", "The currently selected game directory: %s is invalid.\nChoose a new directory, or select 'Cancel' to exit.\n", szKeyValue );
// Default to the first config in the list
activeItem = 0;
}
// Set us to the active config
m_pConfigCombo->ActivateItem( activeItem );
kv->deleteThis();
}
//-----------------------------------------------------------------------------
// Purpose: Kills the whole app on close
//-----------------------------------------------------------------------------
void CVConfigDialog::OnClose( void )
{
BaseClass::OnClose();
ivgui()->Stop();
}
//-----------------------------------------------------------------------------
// Purpose: Select the item from the list (updating the environment variable as well)
// Input : index - item to select
//-----------------------------------------------------------------------------
void CVConfigDialog::SetGlobalConfig( const char *modDir )
{
// Set our environment variable
SetMayaScriptSettings( );
SetXSIScriptSettings( );
SetPathSettings( );
SetVConfigRegistrySetting( GAMEDIR_TOKEN, modDir );
}
//-----------------------------------------------------------------------------
// Purpose: Parse commands coming in from the VGUI dialog
//-----------------------------------------------------------------------------
void CVConfigDialog::OnCommand( const char *command )
{
if ( Q_stricmp( command, "Select" ) == 0 )
{
int activeID = m_pConfigCombo->GetActiveItem();
SetGlobalConfig( g_Configs[activeID]->m_ModDir.Base() );
// Save off our data
if ( m_bChanged )
{
SaveConfigs();
}
Close();
}
else if ( Q_stricmp( command, "Manage" ) == 0 )
{
int activeID = m_pConfigCombo->GetActiveItem();
// Launch the edit window
CManageGamesDialog *pDialog = new CManageGamesDialog( this, "ManageGamesDialog", activeID );
pDialog->AddActionSignalTarget( this );
pDialog->SetGameDir( g_Configs[activeID]->m_ModDir.Base() );
pDialog->SetGameName( g_Configs[activeID]->m_Name.Base() );
pDialog->DoModal();
}
else if ( Q_stricmp( command, "AddConfig" ) == 0 )
{
// Launch the edit window, specifying that we're adding a config
CManageGamesDialog *pDialog = new CManageGamesDialog( this, "ManageGamesDialog", NEW_CONFIG_ID );
pDialog->AddActionSignalTarget( this );
pDialog->DoModal();
}
else if ( Q_stricmp( command, "RemoveConfig" ) == 0 )
{
// Don't allow the list to completely vanish
// NOTE: We should display the list as being empty, i.e. "<EMPTY>"
if ( g_Configs.Count() <= 1 )
{
VGUIMessageBox( this, "Error", "Cannot remove last configuration from list!" );
return;
}
// Remove this config from our list
int activeID = m_pConfigCombo->GetActiveItem();
RemoveConfig( activeID );
ReloadConfigs( true );
// Select the next entry
m_pConfigCombo->ActivateItem( g_Configs.Count()-1 );
// Mark that we changed our configs
m_bChanged = true;
}
BaseClass::OnCommand( command );
}
//-----------------------------------------------------------------------------
// Purpose: Manage dialog has reported a need to update
//-----------------------------------------------------------------------------
void CVConfigDialog::OnManageSelect( void )
{
// Publish the config changes to the internal data in the configuration manager
UpdateConfigs();
// Update the configuration list
PopulateConfigList( false );
m_bChanged = true;
}
//-----------------------------------------------------------------------------
// Purpose: Manage dialog has reported that it has added a configuration
//-----------------------------------------------------------------------------
void CVConfigDialog::OnAddSelect( void )
{
// Add the last config we entered
AddConfig( g_Configs.Count()-1 );
// Re-populate the configuration list
ReloadConfigs();
// Select the last entry (which will be the new one)
m_pConfigCombo->ActivateItem( g_Configs.Count()-1 );
// Mark us as changed
m_bChanged = true;
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef VCONFIGDIALOG_H
#define VCONFIGDIALOG_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include <vgui_controls/ImageList.h>
#include <vgui_controls/SectionedListPanel.h>
#include <vgui_controls/PHandle.h>
#include <FileSystem.h>
#include "vgui/mousecode.h"
#include "vgui/IScheme.h"
#include "ConfigManager.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Main dialog for media browser
//-----------------------------------------------------------------------------
class CVConfigDialog : public Frame
{
DECLARE_CLASS_SIMPLE( CVConfigDialog, Frame );
public:
CVConfigDialog(Panel *parent, const char *name);
virtual ~CVConfigDialog();
void PopulateConfigList( bool bSelectActiveConfig = true );
protected:
virtual void OnClose();
virtual void OnCommand( const char *command );
private:
void SetGlobalConfig( const char *modDir );
vgui::ComboBox *m_pConfigCombo;
bool m_bChanged;
MESSAGE_FUNC( OnManageSelect, "ManageSelect" );
MESSAGE_FUNC( OnAddSelect, "AddSelect" );
};
extern CVConfigDialog *g_pVConfigDialog;
#endif // VCONFIGDIALOG_H
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Configuration utility
//
//===========================================================================//
#include <windows.h>
#include <io.h>
#include <stdio.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <vgui/IVGui.h>
#include <vgui_controls/Panel.h>
#include "tier0/icommandline.h"
#include "inputsystem/iinputsystem.h"
#include "appframework/tier3app.h"
#include "vconfig_main.h"
#include "VConfigDialog.h"
#include "ConfigManager.h"
#include "steam/steam_api.h"
#include <iregistry.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
#define VCONFIG_MAIN_PATH_ID "MAIN"
CVConfigDialog *g_pMainFrame = 0;
char g_engineDir[50];
// Dummy window
static WNDCLASS staticWndclass = { NULL };
static ATOM staticWndclassAtom = 0;
static HWND staticHwnd = 0;
// List of our game configs, as read from the gameconfig.txt file
CGameConfigManager g_ConfigManager;
CUtlVector<CGameConfig *> g_Configs;
HANDLE g_dwChangeHandle = NULL;
CSteamAPIContext g_SteamAPIContext;
CSteamAPIContext *steamapicontext = &g_SteamAPIContext;
//-----------------------------------------------------------------------------
// Purpose: Copy a string into a CUtlVector of characters
//-----------------------------------------------------------------------------
void UtlStrcpy( CUtlVector<char> &dest, const char *pSrc )
{
dest.EnsureCount( (int) (strlen( pSrc ) + 1) );
Q_strncpy( dest.Base(), pSrc, dest.Count() );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *GetBaseDirectory( void )
{
static char path[MAX_PATH] = {0};
if ( path[0] == 0 )
{
GetModuleFileName( (HMODULE)GetAppInstance(), path, sizeof( path ) );
Q_StripLastDir( path, sizeof( path ) ); // Get rid of the filename.
Q_StripTrailingSlash( path );
}
return path;
}
// Fetch the engine version for when running in steam.
void GetEngineVersion(char* pcEngineVer, int nSize)
{
IRegistry *reg = InstanceRegistry( "Source SDK" );
Assert( reg );
V_strncpy( pcEngineVer, reg->ReadString( "EngineVer", "orangebox" ), nSize );
ReleaseInstancedRegistry( reg );
}
//-----------------------------------------------------------------------------
// Purpose: Add a new configuration with proper defaults to a keyvalue block
//-----------------------------------------------------------------------------
bool AddConfig( int configID )
{
// Find the games block of the keyvalues
KeyValues *gameBlock = g_ConfigManager.GetGameBlock();
if ( gameBlock == NULL )
{
Assert( 0 );
return false;
}
// Set to defaults
defaultConfigInfo_t newInfo;
memset( &newInfo, 0, sizeof( newInfo ) );
// Data for building the new configuration
const char *pModName = g_Configs[configID]->m_Name.Base();
const char *pModDirectory = g_Configs[configID]->m_ModDir.Base();
// Mod name
Q_strncpy( newInfo.gameName, pModName, sizeof( newInfo.gameName ) );
// FGD
Q_strncpy( newInfo.FGD, "base.fgd", sizeof( newInfo.FGD ) );
// Get the base directory
Q_FileBase( pModDirectory, newInfo.gameDir, sizeof( newInfo.gameDir ) );
// Default executable
Q_strncpy( newInfo.exeName, "hl2.exe", sizeof( newInfo.exeName ) );
char szPath[MAX_PATH];
Q_strncpy( szPath, pModDirectory, sizeof( szPath ) );
Q_StripLastDir( szPath, sizeof( szPath ) );
Q_StripTrailingSlash( szPath );
char fullDir[MAX_PATH];
g_ConfigManager.GetRootGameDirectory( fullDir, sizeof( fullDir ), g_ConfigManager.GetRootDirectory() );
return g_ConfigManager.AddDefaultConfig( newInfo, gameBlock, szPath, fullDir );
}
//-----------------------------------------------------------------------------
// Purpose: Remove a configuration from the data block
//-----------------------------------------------------------------------------
bool RemoveConfig( int configID )
{
if ( !g_ConfigManager.IsLoaded() )
return false;
// Find the games block of the keyvalues
KeyValues *gameBlock = g_ConfigManager.GetGameBlock();
if ( gameBlock == NULL )
{
Assert( 0 );
return false;
}
int i = 0;
// Iterate through all subkeys
for ( KeyValues *pGame=gameBlock->GetFirstTrueSubKey(); pGame; pGame=pGame->GetNextTrueSubKey(), i++ )
{
if ( i == configID )
{
KeyValues *pOldGame = pGame;
pGame = pGame->GetNextTrueSubKey();
gameBlock->RemoveSubKey( pOldGame );
pOldGame->deleteThis();
if ( pGame == NULL )
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Updates the internal data of the keyvalue buffer with the edited info
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool UpdateConfigs( void )
{
if ( !g_ConfigManager.IsLoaded() )
return false;
// Find the games block of the keyvalues
KeyValues *gameBlock = g_ConfigManager.GetGameBlock();
if ( gameBlock == NULL )
{
Assert( 0 );
return false;
}
int i = 0;
// Stomp parsed data onto the contained keyvalues
for ( KeyValues *pGame=gameBlock->GetFirstTrueSubKey(); pGame != NULL; pGame=pGame->GetNextTrueSubKey(), i++ )
{
pGame->SetName( g_Configs[i]->m_Name.Base() );
pGame->SetString( TOKEN_GAME_DIRECTORY, g_Configs[i]->m_ModDir.Base() );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Saves out changes to the config file
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool SaveConfigs( void )
{
// Move the internal changes up to the base data stored in the config manager
if ( UpdateConfigs() == false )
return false;
// Save out the data
if ( g_ConfigManager.SaveConfigs() == false )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Read the information we use out of the configs
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool ParseConfigs( void )
{
if ( !g_ConfigManager.IsLoaded() )
return false;
// Find the games block of the keyvalues
KeyValues *gameBlock = g_ConfigManager.GetGameBlock();
if ( gameBlock == NULL )
{
Assert( 0 );
return false;
}
// Iterate through all subkeys
for ( KeyValues *pGame=gameBlock->GetFirstTrueSubKey(); pGame; pGame=pGame->GetNextTrueSubKey() )
{
const char *pName = pGame->GetName();
const char *pDir = pGame->GetString( TOKEN_GAME_DIRECTORY );
CGameConfig *newConfig = new CGameConfig( pName, pDir );
g_Configs.AddToTail( newConfig );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Startup our file watch
//-----------------------------------------------------------------------------
void UpdateConfigsStatus_Init( void )
{
// Watch our config file for changes
if ( g_dwChangeHandle == NULL)
{
char szConfigDir[MAX_PATH];
Q_strncpy( szConfigDir, GetBaseDirectory(), sizeof( szConfigDir ) );
g_dwChangeHandle = FindFirstChangeNotification(
szConfigDir, // directory to watch
false, // watch the subtree
FILE_NOTIFY_CHANGE_LAST_WRITE ); // watch file and dir name changes
if ( g_dwChangeHandle == INVALID_HANDLE_VALUE )
{
// FIXME: Unable to watch the file
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Reload and re-parse our configuration data
//-----------------------------------------------------------------------------
void ReloadConfigs( bool bNoWarning /*= false*/ )
{
g_Configs.PurgeAndDeleteElements();
ParseConfigs();
g_pMainFrame->PopulateConfigList( bNoWarning );
}
//-----------------------------------------------------------------------------
// Purpose: Update our status
//-----------------------------------------------------------------------------
void UpdateConfigsStatus( void )
{
// Wait for notification.
DWORD dwWaitStatus = WaitForSingleObject( g_dwChangeHandle, 0 );
if ( dwWaitStatus == WAIT_OBJECT_0 )
{
// Something in the watched folder changed!
if ( g_pMainFrame != NULL )
{
// Reload the configs
g_ConfigManager.LoadConfigs();
// Reparse the configurations
ReloadConfigs();
}
// Start the next update
if ( FindNextChangeNotification( g_dwChangeHandle ) == FALSE )
{
// This means that something unknown happened to our search handle!
Assert( 0 );
return;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Stop watching the file
//-----------------------------------------------------------------------------
void UpdateConfigsStatus_Shutdown( void )
{
FindCloseChangeNotification( g_dwChangeHandle );
}
//-----------------------------------------------------------------------------
// Purpose: Message handler for dummy app
//-----------------------------------------------------------------------------
static LRESULT CALLBACK messageProc( HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam )
{
// See if we've gotten a VPROJECT change
if ( msg == WM_SETTINGCHANGE )
{
if ( g_pMainFrame != NULL )
{
// Reset the list and pop an error if they've chosen something we don't understand
g_pMainFrame->PopulateConfigList();
}
}
return ::DefWindowProc(hwnd,msg,wparam,lparam);
}
//-----------------------------------------------------------------------------
// Purpose: Creates a dummy window that handles windows messages
//-----------------------------------------------------------------------------
void CreateMessageWindow( void )
{
// Make and register a very simple window class
memset(&staticWndclass, 0, sizeof(staticWndclass));
staticWndclass.style = 0;
staticWndclass.lpfnWndProc = messageProc;
staticWndclass.hInstance = GetModuleHandle(NULL);
staticWndclass.lpszClassName = "VConfig_Window";
staticWndclassAtom = ::RegisterClass( &staticWndclass );
// Create an empty window just for message handling
staticHwnd = CreateWindowEx(0, "VConfig_Window", "Hidden Window", 0, 0, 0, 1, 1, NULL, NULL, GetModuleHandle(NULL), NULL);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ShutdownMessageWindow( void )
{
// Kill our windows instance
::DestroyWindow( staticHwnd );
::UnregisterClass("VConfig_Window", ::GetModuleHandle(NULL));
}
//-----------------------------------------------------------------------------
// Sets up, shuts down vgui
//-----------------------------------------------------------------------------
bool InitializeVGUI( void )
{
vgui::ivgui()->SetSleep(false);
// Init the surface
vgui::Panel *pPanel = new vgui::Panel( NULL, "TopPanel" );
pPanel->SetVisible(true);
vgui::surface()->SetEmbeddedPanel(pPanel->GetVPanel());
// load the scheme
vgui::scheme()->LoadSchemeFromFile( "vconfig_scheme.res", NULL );
// localization
g_pVGuiLocalize->AddFile( "resource/platform_%language%.txt");
g_pVGuiLocalize->AddFile( "vgui/resource/vgui_%language%.txt" );
g_pVGuiLocalize->AddFile( "vconfig_english.txt");
// Start vgui
vgui::ivgui()->Start();
// add our main window
g_pMainFrame = new CVConfigDialog( pPanel, "VConfigDialog" );
// show main window
g_pMainFrame->MoveToCenterOfScreen();
g_pMainFrame->Activate();
g_pMainFrame->SetSizeable( false );
g_pMainFrame->SetMenuButtonVisible( true );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Stop VGUI
//-----------------------------------------------------------------------------
void ShutdownVGUI( void )
{
delete g_pMainFrame;
}
//-----------------------------------------------------------------------------
// Points the maya script to the appropriate place
//-----------------------------------------------------------------------------
void SetMayaScriptSettings( )
{
char pMayaScriptPath[ MAX_PATH ];
Q_snprintf( pMayaScriptPath, sizeof(pMayaScriptPath), "%%VPROJECT%%\\..\\sdktools\\maya\\scripts" );
SetVConfigRegistrySetting( "MAYA_SCRIPT_PATH", pMayaScriptPath, false );
}
//-----------------------------------------------------------------------------
// Points the XSI script to the appropriate place
//-----------------------------------------------------------------------------
void SetXSIScriptSettings( )
{
// Determine the currently installed version of XSI
char *pXSIVersion = "5.1";
// FIXME: We need a way of knowing the current version of XSI being used
// so we can set up the appropriate search paths. There's no easy way of doing this currently
// so I'm defining my own environment variable
char pXSIVersionBuf[ MAX_PATH ];
if ( GetVConfigRegistrySetting( "XSI_VERSION", pXSIVersionBuf, sizeof(pXSIVersionBuf) ) )
{
pXSIVersion = pXSIVersionBuf;
}
char pXSIPluginPath[ MAX_PATH ];
Q_snprintf( pXSIPluginPath, sizeof(pXSIPluginPath), "%%VPROJECT%%\\..\\sdktools\\xsi\\%s\\valvesource", pXSIVersion );
SetVConfigRegistrySetting( "XSI_PLUGINS", pXSIPluginPath, false );
SetVConfigRegistrySetting( "XSI_VERSION", pXSIVersion, false );
}
//-----------------------------------------------------------------------------
// Points the XSI script to the appropriate place
//-----------------------------------------------------------------------------
#define VPROJECT_BIN_PATH "%vproject%\\..\\bin"
void SetPathSettings( )
{
char pPathBuf[ MAX_PATH*32 ];
if ( GetVConfigRegistrySetting( "PATH", pPathBuf, sizeof(pPathBuf) ) )
{
Q_FixSlashes( pPathBuf );
const char *pPath = pPathBuf;
const char *pFound = Q_stristr( pPath, VPROJECT_BIN_PATH );
int nLen = Q_strlen( VPROJECT_BIN_PATH );
while ( pFound )
{
if ( pFound[nLen] == '\\' )
{
++nLen;
}
if ( !pFound[nLen] || pFound[nLen] == ';' )
return;
pPath += nLen;
pFound = Q_stristr( pPath, VPROJECT_BIN_PATH );
}
Q_strncat( pPathBuf, ";%VPROJECT%\\..\\bin", sizeof(pPathBuf) );
}
else
{
Q_strncpy( pPathBuf, "%VPROJECT%\\..\\bin", sizeof(pPathBuf) );
}
SetVConfigRegistrySetting( "PATH", pPathBuf, false );
}
//-----------------------------------------------------------------------------
// Spew func
//-----------------------------------------------------------------------------
SpewRetval_t VConfig_SpewOutputFunc( SpewType_t type, char const *pMsg )
{
#ifdef _DEBUG
OutputDebugString( pMsg );
#endif
switch( type )
{
case SPEW_ERROR:
::MessageBox( NULL, pMsg, "VConfig Error", MB_OK );
return SPEW_ABORT;
case SPEW_ASSERT:
return SPEW_DEBUGGER;
}
return SPEW_CONTINUE;
}
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
class CVConfigApp : public CVguiSteamApp
{
typedef CVguiSteamApp BaseClass;
public:
// Methods of IApplication
virtual bool Create();
virtual bool PreInit();
virtual int Main();
virtual void PostShutdown();
virtual void Destroy() {}
};
DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CVConfigApp );
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
bool CVConfigApp::Create()
{
SpewOutputFunc( VConfig_SpewOutputFunc );
// If they pass in -game, just set the registry key to the value they asked for.
const char *pSetGame = CommandLine()->ParmValue( "-game" );
if ( pSetGame )
{
SetMayaScriptSettings( );
SetXSIScriptSettings( );
SetPathSettings( );
SetVConfigRegistrySetting( GAMEDIR_TOKEN, pSetGame );
return false;
}
AppSystemInfo_t appSystems[] =
{
{ "inputsystem.dll", INPUTSYSTEM_INTERFACE_VERSION },
{ "vgui2.dll", VGUI_IVGUI_INTERFACE_VERSION },
{ "", "" } // Required to terminate the list
};
return AddSystems( appSystems );
}
//-----------------------------------------------------------------------------
// Pre-init
//-----------------------------------------------------------------------------
bool CVConfigApp::PreInit()
{
if ( !BaseClass::PreInit() )
return false;
// Create a window to capture messages
CreateMessageWindow();
// Make sure we're using the proper environment variable
ConvertObsoleteVConfigRegistrySetting( GAMEDIR_TOKEN );
FileSystem_SetErrorMode( FS_ERRORMODE_AUTO );
// We only want to use the gameinfo.txt that is in the bin\vconfig directory.
char dirName[MAX_PATH];
Q_strncpy( dirName, GetBaseDirectory(), sizeof( dirName ) );
Q_AppendSlash( dirName, sizeof( dirName ) );
Q_strncat( dirName, "vconfig", sizeof( dirName ), COPY_ALL_CHARACTERS );
if ( !SetupSearchPaths( dirName, true, true ) )
{
::MessageBox( NULL, "Error", "Unable to initialize file system\n", MB_OK );
return false;
}
// Load our configs
if ( g_ConfigManager.LoadConfigs() == false )
{
::MessageBox( NULL, "Error", "Unable to load configuration file\n", MB_OK );
return false;
}
// Parse them for internal use
if ( ParseConfigs() == false )
{
::MessageBox( NULL, "Error", "Unable to parse configuration file\n", MB_OK );
return false;
}
// Start looking for file updates
UpdateConfigsStatus_Init();
// the "base dir" so we can scan mod name
g_pFullFileSystem->AddSearchPath( GetBaseDirectory(), VCONFIG_MAIN_PATH_ID );
// the main platform dir
g_pFullFileSystem->AddSearchPath( "platform","PLATFORM", PATH_ADD_TO_HEAD );
return true;
}
//-----------------------------------------------------------------------------
// Pre-init
//-----------------------------------------------------------------------------
void CVConfigApp::PostShutdown()
{
// Stop our message window
ShutdownMessageWindow();
// Clear our configs
g_Configs.PurgeAndDeleteElements();
// Stop file notifications
UpdateConfigsStatus_Shutdown();
BaseClass::PostShutdown();
}
//-----------------------------------------------------------------------------
// Purpose: Main function
//-----------------------------------------------------------------------------
int CVConfigApp::Main()
{
if ( !InitializeVGUI() )
return 0;
SteamAPI_InitSafe();
SteamAPI_SetTryCatchCallbacks( false ); // We don't use exceptions, so tell steam not to use try/catch in callback handlers
g_SteamAPIContext.Init();
GetEngineVersion( g_engineDir, sizeof( g_engineDir ) );
// Run the app
while ( vgui::ivgui()->IsRunning() )
{
Sleep( 10 );
UpdateConfigsStatus();
vgui::ivgui()->RunFrame();
}
ShutdownVGUI();
return 1;
}
+18
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//========= Copyright Valve Corporation, All rights reserved. ============//
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by VConfig.rc
//
#define IDI_ICON1 101
#define IDI_ICON2 102
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 104
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1001
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif
+63
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@@ -0,0 +1,63 @@
//-----------------------------------------------------------------------------
// VCONFIG.VPC
//
// Project Script
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_exe_base.vpc"
$Configuration
{
$Compiler
{
$AdditionalIncludeDirectories "$BASE,..\common"
$PreprocessorDefinitions "$BASE;VERSION_SAFE_STEAM_API_INTERFACES"
}
}
$Project "VConfig"
{
$Folder "Source Files"
{
$File "$SRCDIR\common\ConfigManager.cpp"
$File "$SRCDIR\common\SourceAppInfo.cpp"
$File "$SRCDIR\public\filesystem_init.cpp"
$File "$SRCDIR\public\registry.cpp"
$File "main.cpp"
$File "ManageGamesDialog.cpp"
$File "VConfigDialog.cpp"
$File "$SRCDIR\public\vgui_controls\vgui_controls.cpp"
}
$Folder "Header Files"
{
$File "$SRCDIR\common\ConfigManager.h"
$File "..\common\filesystem_tools.h"
$File "$SRCDIR\public\tier1\KeyValues.h"
$File "ManageGamesDialog.h"
$File "resource.h"
$File "$SRCDIR\public\tier1\utlbuffer.h"
$File "vconfig_main.h"
$File "VConfigDialog.h"
}
$Folder "Resources"
{
$File "icon1.ico"
$File "icon2.ico"
$File "VConfig.rc"
}
$Folder "Link Libraries"
{
$Lib appframework
$ImpLib steam_api
$Lib tier2
$Lib tier3
$Lib vgui_controls
$Lib mathlib
}
}
+57
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef VPICKER_MAIN_H
#define VPICKER_MAIN_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include <KeyValues.h>
#include "tier2/vconfig.h"
#include "ConfigManager.h"
#define INVALID_CONFIG_ID -1
#define NEW_CONFIG_ID -2
void UtlStrcpy( CUtlVector<char> &dest, const char *pSrc );
// ==============================================
// Container class for config information
// ==============================================
class CGameConfig
{
public:
CGameConfig( void ) {}
CGameConfig( const char *name, const char *dir )
{
UtlStrcpy( m_Name, name );
UtlStrcpy( m_ModDir, dir );
}
CUtlVector<char> m_Name;
CUtlVector<char> m_ModDir;
};
extern CGameConfigManager g_ConfigManager;
extern CUtlVector<CGameConfig *> g_Configs;
bool UpdateConfigs( void );
void ReloadConfigs( bool bNoWarning = false );
bool RemoveConfig( int configID );
bool AddConfig( int configID );
bool SaveConfigs( void );
void SetMayaScriptSettings( );
void SetXSIScriptSettings( );
void SetPathSettings( );
const char *GetBaseDirectory( void );
void VGUIMessageBox( vgui::Panel *pParent, const char *pTitle, PRINTF_FORMAT_STRING const char *pMsg, ... );
#endif // VPICKER_MAIN_H