Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================
  6. #ifndef CREATEMODWIZARD_H
  7. #define CREATEMODWIZARD_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. #include <vgui_controls/Frame.h>
  12. #include <vgui_controls/ImageList.h>
  13. #include <vgui_controls/TextEntry.h>
  14. #include <vgui_controls/SectionedListPanel.h>
  15. #include <vgui_controls/Button.h>
  16. #include <vgui_controls/PHandle.h>
  17. #include <vgui_controls/WizardPanel.h>
  18. #include <FileSystem.h>
  19. #include "vgui/mousecode.h"
  20. #include "vgui/IScheme.h"
  21. class CCreateModWizard : public vgui::WizardPanel
  22. {
  23. typedef vgui::WizardPanel BaseClass;
  24. public:
  25. CCreateModWizard( vgui::Panel *parent, const char *name, KeyValues *pKeyValues, bool bRunFromCommandLine );
  26. virtual ~CCreateModWizard();
  27. void Run();
  28. protected:
  29. KeyValues *m_pKeyValues; // These come from inside the CreateMod command in the medialist.txt file.
  30. bool m_bRunFromCommandLine;
  31. private:
  32. //DECLARE_PANELMAP();
  33. };
  34. // Utility functions.
  35. bool CreateFullDirectory( const char *pDirName );
  36. bool CreateSubdirectory( const char *pDirName, const char *pSubdirName );
  37. bool DoCopyFile( const char *pInputFilename, const char *pOutputFilename );
  38. void RunCreateModWizard( bool bRunFromCommandLine );
  39. // Sets a value in the registry that other apps (like the VS Express edition) can look at.
  40. void SetModWizardStatusCode( unsigned long code );
  41. // Called when they get to the "finished!" dialog.
  42. void NoteModWizardFinished();
  43. #endif // CREATEMODWIZARD_H