mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
647 lines
18 KiB
C++
647 lines
18 KiB
C++
//========= 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 "tier0/icommandline.h"
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#include "inputsystem/iinputsystem.h"
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#include "appframework/tier3app.h"
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#include "vconfig_main.h"
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#include "VConfigDialog.h"
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#include "ConfigManager.h"
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#include "steam/steam_api.h"
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#include <iregistry.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 VCONFIG_MAIN_PATH_ID "MAIN"
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CVConfigDialog *g_pMainFrame = 0;
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char g_engineDir[50];
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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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CGameConfigManager g_ConfigManager;
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CUtlVector<CGameConfig *> g_Configs;
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HANDLE g_dwChangeHandle = NULL;
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CSteamAPIContext g_SteamAPIContext;
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CSteamAPIContext *steamapicontext = &g_SteamAPIContext;
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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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// Fetch the engine version for when running in steam.
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void GetEngineVersion(char* pcEngineVer, int nSize)
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{
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IRegistry *reg = InstanceRegistry( "Source SDK" );
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Assert( reg );
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V_strncpy( pcEngineVer, reg->ReadString( "EngineVer", "orangebox" ), nSize );
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ReleaseInstancedRegistry( reg );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a new configuration with proper defaults to a keyvalue block
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//-----------------------------------------------------------------------------
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bool AddConfig( int configID )
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{
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// Find the games block of the keyvalues
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KeyValues *gameBlock = g_ConfigManager.GetGameBlock();
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if ( gameBlock == NULL )
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{
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Assert( 0 );
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return false;
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}
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// Set to defaults
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defaultConfigInfo_t newInfo;
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memset( &newInfo, 0, sizeof( newInfo ) );
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// Data for building the new configuration
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const char *pModName = g_Configs[configID]->m_Name.Base();
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const char *pModDirectory = g_Configs[configID]->m_ModDir.Base();
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// Mod name
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Q_strncpy( newInfo.gameName, pModName, sizeof( newInfo.gameName ) );
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// FGD
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Q_strncpy( newInfo.FGD, "base.fgd", sizeof( newInfo.FGD ) );
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// Get the base directory
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Q_FileBase( pModDirectory, newInfo.gameDir, sizeof( newInfo.gameDir ) );
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// Default executable
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Q_strncpy( newInfo.exeName, "hl2.exe", sizeof( newInfo.exeName ) );
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char szPath[MAX_PATH];
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Q_strncpy( szPath, pModDirectory, sizeof( szPath ) );
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Q_StripLastDir( szPath, sizeof( szPath ) );
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Q_StripTrailingSlash( szPath );
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char fullDir[MAX_PATH];
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g_ConfigManager.GetRootGameDirectory( fullDir, sizeof( fullDir ), g_ConfigManager.GetRootDirectory() );
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return g_ConfigManager.AddDefaultConfig( newInfo, gameBlock, szPath, fullDir );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Remove a configuration from the data block
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//-----------------------------------------------------------------------------
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bool RemoveConfig( int configID )
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{
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if ( !g_ConfigManager.IsLoaded() )
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return false;
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// Find the games block of the keyvalues
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KeyValues *gameBlock = g_ConfigManager.GetGameBlock();
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if ( gameBlock == NULL )
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{
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Assert( 0 );
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return false;
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}
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int i = 0;
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// Iterate through all subkeys
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for ( KeyValues *pGame=gameBlock->GetFirstTrueSubKey(); pGame; pGame=pGame->GetNextTrueSubKey(), i++ )
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{
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if ( i == configID )
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{
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KeyValues *pOldGame = pGame;
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pGame = pGame->GetNextTrueSubKey();
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gameBlock->RemoveSubKey( pOldGame );
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pOldGame->deleteThis();
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if ( pGame == NULL )
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return true;
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates the internal data of the keyvalue buffer with the edited info
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool UpdateConfigs( void )
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{
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if ( !g_ConfigManager.IsLoaded() )
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return false;
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// Find the games block of the keyvalues
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KeyValues *gameBlock = g_ConfigManager.GetGameBlock();
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if ( gameBlock == NULL )
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{
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Assert( 0 );
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return false;
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}
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int i = 0;
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// Stomp parsed data onto the contained keyvalues
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for ( KeyValues *pGame=gameBlock->GetFirstTrueSubKey(); pGame != NULL; pGame=pGame->GetNextTrueSubKey(), i++ )
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{
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pGame->SetName( g_Configs[i]->m_Name.Base() );
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pGame->SetString( TOKEN_GAME_DIRECTORY, g_Configs[i]->m_ModDir.Base() );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Saves out changes to the config file
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool SaveConfigs( void )
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{
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// Move the internal changes up to the base data stored in the config manager
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if ( UpdateConfigs() == false )
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return false;
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// Save out the data
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if ( g_ConfigManager.SaveConfigs() == false )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Read the information we use out of the configs
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool ParseConfigs( void )
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{
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if ( !g_ConfigManager.IsLoaded() )
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return false;
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// Find the games block of the keyvalues
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KeyValues *gameBlock = g_ConfigManager.GetGameBlock();
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if ( gameBlock == NULL )
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{
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Assert( 0 );
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return false;
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}
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// Iterate through all subkeys
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for ( KeyValues *pGame=gameBlock->GetFirstTrueSubKey(); pGame; pGame=pGame->GetNextTrueSubKey() )
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{
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const char *pName = pGame->GetName();
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const char *pDir = pGame->GetString( TOKEN_GAME_DIRECTORY );
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CGameConfig *newConfig = new CGameConfig( pName, pDir );
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g_Configs.AddToTail( newConfig );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Startup our file watch
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//-----------------------------------------------------------------------------
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void UpdateConfigsStatus_Init( void )
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{
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// Watch our config file for changes
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if ( g_dwChangeHandle == NULL)
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{
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char szConfigDir[MAX_PATH];
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Q_strncpy( szConfigDir, GetBaseDirectory(), sizeof( szConfigDir ) );
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g_dwChangeHandle = FindFirstChangeNotification(
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szConfigDir, // directory to watch
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false, // watch the subtree
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FILE_NOTIFY_CHANGE_LAST_WRITE ); // watch file and dir name changes
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if ( g_dwChangeHandle == INVALID_HANDLE_VALUE )
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{
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// FIXME: Unable to watch the file
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reload and re-parse our configuration data
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//-----------------------------------------------------------------------------
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void ReloadConfigs( bool bNoWarning /*= false*/ )
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{
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g_Configs.PurgeAndDeleteElements();
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ParseConfigs();
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g_pMainFrame->PopulateConfigList( bNoWarning );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Update our status
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//-----------------------------------------------------------------------------
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void UpdateConfigsStatus( void )
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{
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// Wait for notification.
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DWORD dwWaitStatus = WaitForSingleObject( g_dwChangeHandle, 0 );
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if ( dwWaitStatus == WAIT_OBJECT_0 )
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{
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// Something in the watched folder changed!
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if ( g_pMainFrame != NULL )
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{
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// Reload the configs
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g_ConfigManager.LoadConfigs();
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// Reparse the configurations
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ReloadConfigs();
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}
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// Start the next update
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if ( FindNextChangeNotification( g_dwChangeHandle ) == FALSE )
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{
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// This means that something unknown happened to our search handle!
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Assert( 0 );
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return;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop watching the file
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//-----------------------------------------------------------------------------
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void UpdateConfigsStatus_Shutdown( void )
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{
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FindCloseChangeNotification( g_dwChangeHandle );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Message handler for dummy app
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//-----------------------------------------------------------------------------
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static LRESULT CALLBACK messageProc( HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam )
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{
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// See if we've gotten a VPROJECT change
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if ( msg == WM_SETTINGCHANGE )
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{
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if ( g_pMainFrame != NULL )
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{
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// Reset the list and pop an error if they've chosen something we don't understand
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g_pMainFrame->PopulateConfigList();
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}
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}
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return ::DefWindowProc(hwnd,msg,wparam,lparam);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates a dummy window that handles windows messages
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//-----------------------------------------------------------------------------
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void CreateMessageWindow( void )
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{
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// Make and register a very simple window class
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memset(&staticWndclass, 0, sizeof(staticWndclass));
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staticWndclass.style = 0;
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staticWndclass.lpfnWndProc = messageProc;
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staticWndclass.hInstance = GetModuleHandle(NULL);
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staticWndclass.lpszClassName = "VConfig_Window";
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staticWndclassAtom = ::RegisterClass( &staticWndclass );
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// Create an empty window just for message handling
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staticHwnd = CreateWindowEx(0, "VConfig_Window", "Hidden Window", 0, 0, 0, 1, 1, NULL, NULL, GetModuleHandle(NULL), NULL);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void ShutdownMessageWindow( void )
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{
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// Kill our windows instance
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::DestroyWindow( staticHwnd );
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::UnregisterClass("VConfig_Window", ::GetModuleHandle(NULL));
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}
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//-----------------------------------------------------------------------------
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// Sets up, shuts down vgui
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//-----------------------------------------------------------------------------
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bool 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( "vconfig_scheme.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( "vgui/resource/vgui_%language%.txt" );
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g_pVGuiLocalize->AddFile( "vconfig_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 CVConfigDialog( pPanel, "VConfigDialog" );
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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( false );
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g_pMainFrame->SetMenuButtonVisible( true );
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return 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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// Points the maya script to the appropriate place
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//-----------------------------------------------------------------------------
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void SetMayaScriptSettings( )
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{
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char pMayaScriptPath[ MAX_PATH ];
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Q_snprintf( pMayaScriptPath, sizeof(pMayaScriptPath), "%%VPROJECT%%\\..\\sdktools\\maya\\scripts" );
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SetVConfigRegistrySetting( "MAYA_SCRIPT_PATH", pMayaScriptPath, false );
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}
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//-----------------------------------------------------------------------------
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// Points the XSI script to the appropriate place
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//-----------------------------------------------------------------------------
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void SetXSIScriptSettings( )
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{
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// Determine the currently installed version of XSI
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char *pXSIVersion = "5.1";
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// FIXME: We need a way of knowing the current version of XSI being used
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// so we can set up the appropriate search paths. There's no easy way of doing this currently
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// so I'm defining my own environment variable
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char pXSIVersionBuf[ MAX_PATH ];
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if ( GetVConfigRegistrySetting( "XSI_VERSION", pXSIVersionBuf, sizeof(pXSIVersionBuf) ) )
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{
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pXSIVersion = pXSIVersionBuf;
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}
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char pXSIPluginPath[ MAX_PATH ];
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Q_snprintf( pXSIPluginPath, sizeof(pXSIPluginPath), "%%VPROJECT%%\\..\\sdktools\\xsi\\%s\\valvesource", pXSIVersion );
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SetVConfigRegistrySetting( "XSI_PLUGINS", pXSIPluginPath, false );
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SetVConfigRegistrySetting( "XSI_VERSION", pXSIVersion, false );
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}
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//-----------------------------------------------------------------------------
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// Points the XSI script to the appropriate place
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//-----------------------------------------------------------------------------
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#define VPROJECT_BIN_PATH "%vproject%\\..\\bin"
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void SetPathSettings( )
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{
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char pPathBuf[ MAX_PATH*32 ];
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if ( GetVConfigRegistrySetting( "PATH", pPathBuf, sizeof(pPathBuf) ) )
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{
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Q_FixSlashes( pPathBuf );
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const char *pPath = pPathBuf;
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const char *pFound = Q_stristr( pPath, VPROJECT_BIN_PATH );
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int nLen = Q_strlen( VPROJECT_BIN_PATH );
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while ( pFound )
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{
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if ( pFound[nLen] == '\\' )
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{
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++nLen;
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}
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if ( !pFound[nLen] || pFound[nLen] == ';' )
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return;
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pPath += nLen;
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pFound = Q_stristr( pPath, VPROJECT_BIN_PATH );
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}
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Q_strncat( pPathBuf, ";%VPROJECT%\\..\\bin", sizeof(pPathBuf) );
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}
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else
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{
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Q_strncpy( pPathBuf, "%VPROJECT%\\..\\bin", sizeof(pPathBuf) );
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}
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SetVConfigRegistrySetting( "PATH", pPathBuf, false );
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}
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//-----------------------------------------------------------------------------
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// Spew func
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//-----------------------------------------------------------------------------
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SpewRetval_t VConfig_SpewOutputFunc( SpewType_t type, char const *pMsg )
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{
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#ifdef _DEBUG
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OutputDebugString( pMsg );
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#endif
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switch( type )
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{
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case SPEW_ERROR:
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::MessageBox( NULL, pMsg, "VConfig Error", MB_OK );
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return SPEW_ABORT;
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case SPEW_ASSERT:
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return SPEW_DEBUGGER;
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}
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return SPEW_CONTINUE;
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}
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//-----------------------------------------------------------------------------
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// The application object
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//-----------------------------------------------------------------------------
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class CVConfigApp : 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( CVConfigApp );
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//-----------------------------------------------------------------------------
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// The application object
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//-----------------------------------------------------------------------------
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bool CVConfigApp::Create()
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{
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SpewOutputFunc( VConfig_SpewOutputFunc );
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// If they pass in -game, just set the registry key to the value they asked for.
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const char *pSetGame = CommandLine()->ParmValue( "-game" );
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if ( pSetGame )
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{
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SetMayaScriptSettings( );
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SetXSIScriptSettings( );
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SetPathSettings( );
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SetVConfigRegistrySetting( GAMEDIR_TOKEN, pSetGame );
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return false;
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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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// Pre-init
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//-----------------------------------------------------------------------------
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bool CVConfigApp::PreInit()
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{
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if ( !BaseClass::PreInit() )
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return false;
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// Create a window to capture messages
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CreateMessageWindow();
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// Make sure we're using the proper environment variable
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ConvertObsoleteVConfigRegistrySetting( GAMEDIR_TOKEN );
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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 ) );
|
|
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;
|
|
}
|
|
|