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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// ModelCheckInDlg.cpp : implementation file
//
#include "stdafx.h"
#include "ModelCheckIn.h"
#include "ModelCheckInDlg.h"
#include <direct.h>
#include <sys/stat.h>
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__; #endif
/////////////////////////////////////////////////////////////////////////////
// CModelCheckInDlg dialog
CModelCheckInDlg::CModelCheckInDlg(CWnd* pParent /*=NULL*/) : CDialog(CModelCheckInDlg::IDD, pParent) { //{{AFX_DATA_INIT(CModelCheckInDlg)
m_HL2GameDirectory = _T(""); m_TF2GameDirectory = _T(""); m_UserName = _T(""); m_HL2Radio = -1; m_TF2Radio = -1; //}}AFX_DATA_INIT
// Note that LoadIcon does not require a subsequent DestroyIcon in Win32
m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME); }
void CModelCheckInDlg::DoDataExchange(CDataExchange* pDX) { CDialog::DoDataExchange(pDX); //{{AFX_DATA_MAP(CModelCheckInDlg)
DDX_Text(pDX, IDC_EDIT_HL2_GAME_DIRECTORY, m_HL2GameDirectory); DDX_Text(pDX, IDC_EDIT_TF2_GAME_DIRECTORY, m_TF2GameDirectory); DDX_Text(pDX, IDC_EDIT_USERNAME, m_UserName); //}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CModelCheckInDlg, CDialog) //{{AFX_MSG_MAP(CModelCheckInDlg)
ON_WM_PAINT() ON_WM_QUERYDRAGICON() //}}AFX_MSG_MAP
ON_COMMAND(ID_FILE_CHECK_OUT, OnFileCheckOut) ON_COMMAND(ID_FILE_CHECK_IN, OnFileCheckIn) ON_COMMAND(ID_FILE_EXIT, OnFileExit)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CModelCheckInDlg message handlers
BOOL CModelCheckInDlg::OnInitDialog() { CDialog::OnInitDialog();
// Restore state
RestoreStateFromRegistry(); UpdateData( FALSE );
// Set the icon for this dialog. The framework does this automatically
// when the application's main window is not a dialog
SetIcon(m_hIcon, TRUE); // Set big icon
SetIcon(m_hIcon, FALSE); // Set small icon
// TODO: Add extra initialization here
return TRUE; // return TRUE unless you set the focus to a control
}
// If you add a minimize button to your dialog, you will need the code below
// to draw the icon. For MFC applications using the document/view model,
// this is automatically done for you by the framework.
void CModelCheckInDlg::OnPaint() { if (IsIconic()) { CPaintDC dc(this); // device context for painting
SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0);
// Center icon in client rectangle
int cxIcon = GetSystemMetrics(SM_CXICON); int cyIcon = GetSystemMetrics(SM_CYICON); CRect rect; GetClientRect(&rect); int x = (rect.Width() - cxIcon + 1) / 2; int y = (rect.Height() - cyIcon + 1) / 2;
// Draw the icon
dc.DrawIcon(x, y, m_hIcon); } else { CDialog::OnPaint(); } }
// The system calls this to obtain the cursor to display while the user drags
// the minimized window.
HCURSOR CModelCheckInDlg::OnQueryDragIcon() { return (HCURSOR) m_hIcon; }
//-----------------------------------------------------------------------------
// Resets our last used directory
//-----------------------------------------------------------------------------
void CModelCheckInDlg::ResetDirectoryEntry( CString &fullPath, char *pRegEntry ) { // reset the last directory...
CString temp = fullPath; int i = temp.ReverseFind( '\\' ); int j = temp.ReverseFind( '/' ); if (i < j) i = j; temp.SetAt(i, 0);
AfxGetApp()->WriteProfileString( MDL_CHECKOUT_REG_CLASS, pRegEntry, temp ); }
//-----------------------------------------------------------------------------
// Stores state
//-----------------------------------------------------------------------------
void CModelCheckInDlg::StoreStateIntoRegistry( ) { AfxGetApp()->WriteProfileString( MDL_CHECKOUT_REG_CLASS, MDL_CHECKOUT_REG_USER, m_UserName ); AfxGetApp()->WriteProfileString( MDL_CHECKOUT_REG_CLASS, MDL_CHECKOUT_REG_HL2_PATH, m_HL2GameDirectory ); AfxGetApp()->WriteProfileString( MDL_CHECKOUT_REG_CLASS, MDL_CHECKOUT_REG_TF2_PATH, m_TF2GameDirectory ); }
//-----------------------------------------------------------------------------
// Restores state
//-----------------------------------------------------------------------------
void CModelCheckInDlg::RestoreStateFromRegistry( ) { m_UserName = AfxGetApp()->GetProfileString( MDL_CHECKOUT_REG_CLASS, MDL_CHECKOUT_REG_USER, "" ); m_HL2GameDirectory = AfxGetApp()->GetProfileString( MDL_CHECKOUT_REG_CLASS, MDL_CHECKOUT_REG_HL2_PATH, "u:/hl2/hl2" ); m_TF2GameDirectory = AfxGetApp()->GetProfileString( MDL_CHECKOUT_REG_CLASS, MDL_CHECKOUT_REG_TF2_PATH, "u:/hl2/tf2" ); }
//-----------------------------------------------------------------------------
// Extensions of all files related to the model file
//-----------------------------------------------------------------------------
static char* s_ppExtensions[] = { ".dx7_2bone.vtx", ".dx80.vtx", ".phy", ".mdl", "" };
static char* s_ppProjectDir[] = { "$/HL2/release/dev/hl2/", "$/TF2/release/dev/tf2/" };
//-----------------------------------------------------------------------------
// Checks it out/ checks it in baby
//-----------------------------------------------------------------------------
void CModelCheckInDlg::PerformCheckoutCommand( ProjectType_t project, char const* pRelativeDir, char const* pDestPath, char const* pFileName ) { char error[1024]; char buf[1024]; int len = 0;
int currExtension; for ( currExtension = 0; s_ppExtensions[currExtension][0]; ++currExtension ) { // Check for the existence of the file in source safe...
sprintf( buf, "ss filetype %s%s/%s%s -O- -y%s\n", s_ppProjectDir[project], pRelativeDir, pFileName, s_ppExtensions[currExtension], (char const*)m_UserName ); int retVal = system( buf ); if (retVal > 0) continue;
// It's there, try to check it out
sprintf( buf, "ss checkout %s%s/%s%s -GL%s -GWA -O- -y%s\n", s_ppProjectDir[project], pRelativeDir, pFileName, s_ppExtensions[currExtension], pDestPath, (char const*)m_UserName ); retVal = system( buf ); if (retVal > 0) { len += sprintf( &error[len], "*** SourceSafe error attempting to check out \"%s%s\"\n", pFileName, s_ppExtensions[currExtension] ); } }
if (len > 0) { MessageBox( error, "Error!" ); } }
//-----------------------------------------------------------------------------
// Checks it out/ checks it in baby
//-----------------------------------------------------------------------------
void CModelCheckInDlg::PerformCheckinCommand( ProjectType_t project, char const* pRelativeDir, char const* pDestPath, char const* pFileName ) { char buf[1024]; char error[1024]; int len = 0;
int currExtension; for ( currExtension = 0; s_ppExtensions[currExtension][0]; ++currExtension ) { // Check for the existence of the file on disk. If it's not there, don't bother
sprintf( buf, "%s/%s%s", pDestPath, pFileName, s_ppExtensions[currExtension] ); struct _stat statbuf; int result = _stat( buf, &statbuf ); if (result != 0) continue;
// Check for the existence of the file in source safe...
sprintf( buf, "ss filetype %s%s/%s%s -O- -y%s\n", s_ppProjectDir[project], pRelativeDir, pFileName, s_ppExtensions[currExtension], (char const*)m_UserName ); int retVal = system( buf ); if (retVal > 0) { // Try to add the file to source safe...
sprintf( buf, "ss add %s%s/%s%s -GL%s -O- -y%s\n", s_ppProjectDir[project], pRelativeDir, pFileName, s_ppExtensions[currExtension], pDestPath, (char const*)m_UserName ); int retVal = system( buf ); if (retVal > 0) { len += sprintf( &error[len], "SourceSafe error attempting to add \"%s%s\"\n", pFileName, s_ppExtensions[currExtension] ); } } else { // It's there, just check it in
sprintf( buf, "ss checkin %s%s/%s%s -GL%s -O- -y%s\n", s_ppProjectDir[project], pRelativeDir, pFileName, s_ppExtensions[currExtension], pDestPath, (char const*)m_UserName ); retVal = system( buf ); if (retVal > 0) { len += sprintf( &error[len], "SourceSafe error attempting to check in \"%s%s\"\n", pFileName, s_ppExtensions[currExtension] ); } } }
if (len > 0) { MessageBox( error, "Error!" ); } }
//-----------------------------------------------------------------------------
// Fixes up a filename
//-----------------------------------------------------------------------------
static int FixupFileName( char const* pInFile, char* pOutBuf ) { if (!pInFile) { *pOutBuf = '\0'; return 0; }
int len = strlen(pInFile); for (int i = 0; i <= len; ++i) { pOutBuf[i] = tolower( pInFile[i] ); if (pOutBuf[i] == '\\') pOutBuf[i] = '/'; }
// Make sure no trailing '/'
if (pOutBuf[len - 1] == '/') pOutBuf[--len] = '\0';
return len; }
//-----------------------------------------------------------------------------
// Gets the relative file name
//-----------------------------------------------------------------------------
CModelCheckInDlg::ProjectType_t CModelCheckInDlg::ComputeRelativeFileName( char const* pInFile, char* pRelativeFile ) { // Depending on which project is selected, strip out the game directory
char tempIn[MAX_PATH]; char tempPath[MAX_PATH];
FixupFileName( pInFile, tempIn );
int len; if (!m_HL2GameDirectory.IsEmpty()) { len = FixupFileName( m_HL2GameDirectory, tempPath ); if (!strncmp( tempIn, m_HL2GameDirectory, len )) { strcpy( pRelativeFile, &tempIn[len+1] ); return PROJECT_HL2; } }
if (!m_TF2GameDirectory.IsEmpty()) { len = FixupFileName( m_TF2GameDirectory, tempPath ); if (!strncmp( tempIn, m_TF2GameDirectory, len )) { strcpy( pRelativeFile, &tempIn[len+1] ); return PROJECT_TF2; } }
return PROJECT_ERROR; }
//-----------------------------------------------------------------------------
// Have we typed in anything for our user name?
//-----------------------------------------------------------------------------
bool CModelCheckInDlg::CheckInfo() { if (m_UserName.IsEmpty()) { MessageBox( "Please enter your user name.\n", "Error!" ); return false; }
if (m_HL2GameDirectory.IsEmpty() && m_TF2GameDirectory.IsEmpty()) { MessageBox( "Please enter the game directories for HL2 and/or TF2.\n", "Error!" ); return false; }
return true; }
//-----------------------------------------------------------------------------
// Resets our last used directory
//-----------------------------------------------------------------------------
CModelCheckInDlg::ProjectType_t CModelCheckInDlg::GetFileNames( char const* pTitle, char*& pRelativePath, char*& pFileName, char*& pDestPath ) { UpdateData( TRUE );
StoreStateIntoRegistry();
if (!CheckInfo()) return PROJECT_ERROR; CFileDialog dlg( TRUE, ".mdl", "*.mdl", OFN_HIDEREADONLY, "Model Files (*.mdl)|*.mdl||" ); // Set up initial paths
char pCwd[MAX_PATH]; _getcwd( pCwd, MAX_PATH ); // Setup the title and initial directory
CString temp = AfxGetApp()->GetProfileString( MDL_CHECKOUT_REG_CLASS, MDL_CHECKOUT_REG_LAST_PATH, pCwd ); dlg.m_ofn.lpstrInitialDir = temp; dlg.m_ofn.lpstrTitle = pTitle; // Grab the data from the dialog...
if (dlg.DoModal() != IDOK) return PROJECT_ERROR; // Get the relative file name
static char relativeFile[MAX_PATH]; ProjectType_t projectType = ComputeRelativeFileName( dlg.GetPathName(), relativeFile ); if (projectType == PROJECT_ERROR) { char buf[MAX_PATH]; sprintf( buf, "%s\nwas not found under either game directory!\n", dlg.GetPathName() ); MessageBox( buf, "Error!" ); return PROJECT_ERROR; } // reset the last directory...
ResetDirectoryEntry( dlg.GetPathName(), MDL_CHECKOUT_REG_LAST_PATH ); // Split into relative file + path...
char* pSlash = strrchr( relativeFile, '/' ); if (pSlash) { *pSlash = 0; pRelativePath = relativeFile; pFileName = pSlash + 1; } else { pFileName = relativeFile; pRelativePath = ""; }
// Remove extension
char* pExt = strchr( pFileName, '.' ); if (pExt) *pExt = 0;
static char destPath[MAX_PATH]; FixupFileName( dlg.GetPathName(), destPath ); pSlash = strrchr( destPath, '/' ); if (pSlash) *pSlash = 0; else destPath[0] = 0; pDestPath = destPath;
return projectType; }
//-----------------------------------------------------------------------------
// Does checkout and check-in
//-----------------------------------------------------------------------------
void CModelCheckInDlg::OnFileCheckOut() { char* pRelativePath; char* pFileName; char* pDestPath; ProjectType_t projectType; projectType = GetFileNames( "Select MDL file to check out...", pRelativePath, pFileName, pDestPath );
if (projectType != PROJECT_ERROR) { PerformCheckoutCommand( projectType, pRelativePath, pDestPath, pFileName ); } }
void CModelCheckInDlg::OnFileCheckIn() { char* pRelativePath; char* pFileName; char* pDestPath; ProjectType_t projectType; projectType = GetFileNames( "Select MDL file to check in...", pRelativePath, pFileName, pDestPath );
if (projectType != PROJECT_ERROR) { PerformCheckinCommand( projectType, pRelativePath, pDestPath, pFileName ); } }
void CModelCheckInDlg::OnFileExit() { PostQuitMessage(0); }
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