source-engine/sdklauncher/ModWizard_Intro.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

157 lines
4.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "ModWizard_Intro.h"
#include <vgui_controls/WizardPanel.h>
#include <vgui/ILocalize.h>
#include "ModWizard_GetModInfo.h"
#include "filesystem_tools.h"
#include "SourceAppInfo.h"
#include "steam/steam_api.h"
using namespace vgui;
extern CSteamAPIContext *steamapicontext;
extern char g_engineDir[50];
//-----------------------------------------------------------------------------
// Purpose: Determines whether the specified game is subscribed to
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool IsGameSubscribed( int nSteamAppId )
{
bool bIsSubscribed = false;
if ( g_pFullFileSystem != NULL && g_pFullFileSystem->IsSteam() && steamapicontext->SteamApps() )
{
// See if specified app is installed
bIsSubscribed = steamapicontext->SteamApps()->BIsSubscribedApp( nSteamAppId );
}
return bIsSubscribed;
}
CModWizardSubPanel_Intro::CModWizardSubPanel_Intro( Panel *parent, const char *panelName )
: BaseClass( parent, panelName )
{
m_pModHL2Button = new RadioButton( this, "ModHL2Button", "" );
m_pModHL2MPButton = new RadioButton( this, "ModHL2MPButton", "" );
m_pModFromScratchButton = new RadioButton( this, "ModFromScratchButton", "" );
m_pSourceCodeOnlyButton = new RadioButton( this, "ModSourceCodeOnlyButton", "" );
LoadControlSettings( "ModWizardSubPanel_Intro.res");
// We presently don't support SDK scratch configuration using the "orangebox" codebase
if ( !V_strcmp( g_engineDir, "orangebox" ) )
{
m_pModFromScratchButton->SetVisible( false );
}
//
// Enable and select the appropriate mod types
//
if ( !V_strcmp( g_engineDir, "orangebox" ) || !V_strcmp( g_engineDir, "source2007" ) )
m_pModHL2Button->SetEnabled( IsGameSubscribed( GetAppSteamAppId( k_App_HL2_EP2 ) ) );
else
{
// do it without nesting.
if ( ( IsGameSubscribed( GetAppSteamAppId( k_App_HL2 ) ) || IsGameSubscribed( GetAppSteamAppId( k_App_HL2_EP1 ) ) ) )
m_pModHL2Button->SetEnabled( true );
else
m_pModHL2Button->SetEnabled( false );
}
m_pModHL2MPButton->SetEnabled( IsGameSubscribed( GetAppSteamAppId( k_App_HL2MP ) ) );
// De-select all
m_pModHL2Button->SetSelected( false );
m_pModHL2MPButton->SetSelected( false );
m_pModFromScratchButton->SetSelected( false );
// Select the most common possible option
if ( m_pModHL2Button->IsEnabled() )
{
m_pModHL2Button->SetSelected( true );
}
else if ( m_pModHL2MPButton->IsEnabled() )
{
m_pModHL2Button->SetSelected( true );
}
else if ( m_pModFromScratchButton->IsVisible() )
{
m_pModFromScratchButton->SetSelected( true );
}
}
WizardSubPanel *CModWizardSubPanel_Intro::GetNextSubPanel()
{
return dynamic_cast<WizardSubPanel *>(GetWizardPanel()->FindChildByName("CModWizardSubPanel_GetModInfo"));
}
void CModWizardSubPanel_Intro::PerformLayout()
{
BaseClass::PerformLayout();
// Update the scratch button text - in orange box, the text is different, but it's the same button.
if ( !V_strcmp( g_engineDir, "source2007" ) )
SetDialogVariable( "ScratchLabel", g_pVGuiLocalize->Find( "#StartFromTemplate" ) );
else
SetDialogVariable( "ScratchLabel", g_pVGuiLocalize->Find( "#StartFromScratch" ) );
GetWizardPanel()->SetFinishButtonEnabled(false);
}
void CModWizardSubPanel_Intro::OnDisplayAsNext()
{
GetWizardPanel()->SetTitle( "#ModWizard_Intro_Title", true );
}
ModType_t CModWizardSubPanel_Intro::GetModType()
{
if ( m_pModHL2Button && m_pModHL2Button->IsSelected() )
{
return ModType_HL2;
}
else if ( m_pModHL2MPButton && m_pModHL2MPButton->IsSelected() )
{
return ModType_HL2_Multiplayer;
}
else if ( m_pSourceCodeOnlyButton && m_pSourceCodeOnlyButton->IsSelected() )
{
return ModType_SourceCodeOnly;
}
else
{
return ModType_FromScratch;
}
}
bool CModWizardSubPanel_Intro::OnNextButton()
{
// If we're only installing the source code, then we don't care about the game directory.
bool bShowModName = true;
if ( GetModType() == ModType_SourceCodeOnly )
bShowModName = false;
CModWizardSubPanel_GetModInfo *pNextPanel = dynamic_cast<CModWizardSubPanel_GetModInfo*>(GetWizardPanel()->FindChildByName("CModWizardSubPanel_GetModInfo"));
if ( pNextPanel )
{
if ( pNextPanel->m_pModName )
pNextPanel->m_pModName->SetVisible( bShowModName );
if ( pNextPanel->m_pModNameInfoLabel )
pNextPanel->m_pModNameInfoLabel->SetVisible( bShowModName );
pNextPanel->m_ModType = GetModType();
}
return true;
}