mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
157 lines
4.6 KiB
C++
157 lines
4.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "ModWizard_Intro.h"
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#include <vgui_controls/WizardPanel.h>
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#include <vgui/ILocalize.h>
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#include "ModWizard_GetModInfo.h"
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#include "filesystem_tools.h"
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#include "SourceAppInfo.h"
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#include "steam/steam_api.h"
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using namespace vgui;
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extern CSteamAPIContext *steamapicontext;
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extern char g_engineDir[50];
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//-----------------------------------------------------------------------------
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// Purpose: Determines whether the specified game is subscribed to
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool IsGameSubscribed( int nSteamAppId )
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{
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bool bIsSubscribed = false;
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if ( g_pFullFileSystem != NULL && g_pFullFileSystem->IsSteam() && steamapicontext->SteamApps() )
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{
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// See if specified app is installed
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bIsSubscribed = steamapicontext->SteamApps()->BIsSubscribedApp( nSteamAppId );
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}
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return bIsSubscribed;
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}
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CModWizardSubPanel_Intro::CModWizardSubPanel_Intro( Panel *parent, const char *panelName )
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: BaseClass( parent, panelName )
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{
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m_pModHL2Button = new RadioButton( this, "ModHL2Button", "" );
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m_pModHL2MPButton = new RadioButton( this, "ModHL2MPButton", "" );
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m_pModFromScratchButton = new RadioButton( this, "ModFromScratchButton", "" );
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m_pSourceCodeOnlyButton = new RadioButton( this, "ModSourceCodeOnlyButton", "" );
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LoadControlSettings( "ModWizardSubPanel_Intro.res");
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// We presently don't support SDK scratch configuration using the "orangebox" codebase
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if ( !V_strcmp( g_engineDir, "orangebox" ) )
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{
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m_pModFromScratchButton->SetVisible( false );
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}
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//
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// Enable and select the appropriate mod types
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//
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if ( !V_strcmp( g_engineDir, "orangebox" ) || !V_strcmp( g_engineDir, "source2007" ) )
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m_pModHL2Button->SetEnabled( IsGameSubscribed( GetAppSteamAppId( k_App_HL2_EP2 ) ) );
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else
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{
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// do it without nesting.
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if ( ( IsGameSubscribed( GetAppSteamAppId( k_App_HL2 ) ) || IsGameSubscribed( GetAppSteamAppId( k_App_HL2_EP1 ) ) ) )
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m_pModHL2Button->SetEnabled( true );
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else
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m_pModHL2Button->SetEnabled( false );
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}
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m_pModHL2MPButton->SetEnabled( IsGameSubscribed( GetAppSteamAppId( k_App_HL2MP ) ) );
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// De-select all
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m_pModHL2Button->SetSelected( false );
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m_pModHL2MPButton->SetSelected( false );
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m_pModFromScratchButton->SetSelected( false );
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// Select the most common possible option
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if ( m_pModHL2Button->IsEnabled() )
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{
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m_pModHL2Button->SetSelected( true );
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}
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else if ( m_pModHL2MPButton->IsEnabled() )
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{
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m_pModHL2Button->SetSelected( true );
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}
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else if ( m_pModFromScratchButton->IsVisible() )
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{
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m_pModFromScratchButton->SetSelected( true );
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}
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}
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WizardSubPanel *CModWizardSubPanel_Intro::GetNextSubPanel()
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{
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return dynamic_cast<WizardSubPanel *>(GetWizardPanel()->FindChildByName("CModWizardSubPanel_GetModInfo"));
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}
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void CModWizardSubPanel_Intro::PerformLayout()
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{
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BaseClass::PerformLayout();
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// Update the scratch button text - in orange box, the text is different, but it's the same button.
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if ( !V_strcmp( g_engineDir, "source2007" ) )
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SetDialogVariable( "ScratchLabel", g_pVGuiLocalize->Find( "#StartFromTemplate" ) );
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else
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SetDialogVariable( "ScratchLabel", g_pVGuiLocalize->Find( "#StartFromScratch" ) );
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GetWizardPanel()->SetFinishButtonEnabled(false);
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}
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void CModWizardSubPanel_Intro::OnDisplayAsNext()
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{
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GetWizardPanel()->SetTitle( "#ModWizard_Intro_Title", true );
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}
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ModType_t CModWizardSubPanel_Intro::GetModType()
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{
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if ( m_pModHL2Button && m_pModHL2Button->IsSelected() )
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{
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return ModType_HL2;
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}
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else if ( m_pModHL2MPButton && m_pModHL2MPButton->IsSelected() )
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{
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return ModType_HL2_Multiplayer;
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}
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else if ( m_pSourceCodeOnlyButton && m_pSourceCodeOnlyButton->IsSelected() )
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{
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return ModType_SourceCodeOnly;
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}
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else
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{
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return ModType_FromScratch;
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}
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}
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bool CModWizardSubPanel_Intro::OnNextButton()
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{
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// If we're only installing the source code, then we don't care about the game directory.
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bool bShowModName = true;
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if ( GetModType() == ModType_SourceCodeOnly )
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bShowModName = false;
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CModWizardSubPanel_GetModInfo *pNextPanel = dynamic_cast<CModWizardSubPanel_GetModInfo*>(GetWizardPanel()->FindChildByName("CModWizardSubPanel_GetModInfo"));
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if ( pNextPanel )
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{
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if ( pNextPanel->m_pModName )
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pNextPanel->m_pModName->SetVisible( bShowModName );
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if ( pNextPanel->m_pModNameInfoLabel )
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pNextPanel->m_pModNameInfoLabel->SetVisible( bShowModName );
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pNextPanel->m_ModType = GetModType();
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}
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return true;
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}
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