Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Configuration utility
//
//===========================================================================//
#include <windows.h>
#include <io.h>
#include <stdio.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <vgui/IVGui.h>
#include <vgui_controls/Panel.h>
#include "appframework/tier3app.h"
#include "tier0/icommandline.h"
#include "inputsystem/iinputsystem.h"
#include "matsys_controls/QCGenerator.h"
#include "filesystem_init.h"
#include "CQCGenMain.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
#define QCGENERATOR_MAIN_PATH_ID "MAIN"
#define QCGENERATOR_WRITE_PATH "DEFAULT_WRITE_PATH"
CQCGenMain *g_pMainFrame = 0;
// Dummy window
static WNDCLASS staticWndclass = { NULL };
static ATOM staticWndclassAtom = 0;
static HWND staticHwnd = 0;
// List of our game configs, as read from the gameconfig.txt file
//HANDLE g_dwChangeHandle = NULL;
char pszPath[MAX_PATH];
char pszScene[MAX_PATH];
//-----------------------------------------------------------------------------
// Purpose: Copy a string into a CUtlVector of characters
//-----------------------------------------------------------------------------
void UtlStrcpy( CUtlVector<char> &dest, const char *pSrc )
{
dest.EnsureCount( (int) (strlen( pSrc ) + 1) );
Q_strncpy( dest.Base(), pSrc, dest.Count() );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *GetBaseDirectory( void )
{
static char path[MAX_PATH] = {0};
if ( path[0] == 0 )
{
GetModuleFileName( (HMODULE)GetAppInstance(), path, sizeof( path ) );
Q_StripLastDir( path, sizeof( path ) ); // Get rid of the filename.
Q_StripTrailingSlash( path );
}
return path;
}
//-----------------------------------------------------------------------------
// Purpose: Setup all our VGUI info
//-----------------------------------------------------------------------------
void InitializeVGUI( void )
{
vgui::ivgui()->SetSleep(false);
// Init the surface
vgui::Panel *pPanel = new vgui::Panel( NULL, "TopPanel" );
pPanel->SetVisible(true);
vgui::surface()->SetEmbeddedPanel(pPanel->GetVPanel());
// load the scheme
vgui::scheme()->LoadSchemeFromFile( "resource/sourcescheme.res", NULL );
// localization
g_pVGuiLocalize->AddFile( "resource/platform_%language%.txt");
g_pVGuiLocalize->AddFile( "resource/vgui_%language%.txt");
g_pVGuiLocalize->AddFile( "QCGenerator_english.txt");
// Start vgui
vgui::ivgui()->Start();
// add our main window
g_pMainFrame = new CQCGenMain( pPanel, pszPath, pszScene, "CQCGenMain" );
// show main window
g_pMainFrame->MoveToCenterOfScreen();
g_pMainFrame->Activate();
g_pMainFrame->SetSizeable( true );
g_pMainFrame->SetMenuButtonVisible( true );
}
//-----------------------------------------------------------------------------
// Purpose: Stop VGUI
//-----------------------------------------------------------------------------
void ShutdownVGUI( void )
{
delete g_pMainFrame;
}
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
class CQCGeneratorApp : public CVguiSteamApp
{
typedef CVguiSteamApp BaseClass;
public:
// Methods of IApplication
virtual bool Create();
virtual bool PreInit();
virtual int Main();
virtual void PostShutdown();
virtual void Destroy() {}
};
DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CQCGeneratorApp );
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
bool CQCGeneratorApp::Create()
{
AppSystemInfo_t appSystems[] =
{
{ "inputsystem.dll", INPUTSYSTEM_INTERFACE_VERSION },
{ "vgui2.dll", VGUI_IVGUI_INTERFACE_VERSION },
{ "", "" } // Required to terminate the list
};
return AddSystems( appSystems );
}
//-----------------------------------------------------------------------------
// Purpose: Entry point
//-----------------------------------------------------------------------------
bool CQCGeneratorApp::PreInit()
{
if ( !BaseClass::PreInit() )
return false;
FileSystem_SetErrorMode( FS_ERRORMODE_AUTO );
// We only want to use the gameinfo.txt that is in the bin\vconfig directory.
char dirName[MAX_PATH];
Q_strncpy( dirName, GetBaseDirectory(), sizeof( dirName ) );
Q_AppendSlash( dirName, sizeof( dirName ) );
Q_strncat( dirName, "QCGenerator", sizeof( dirName ), COPY_ALL_CHARACTERS );
if ( !BaseClass::SetupSearchPaths( dirName, true, true ) )
{
::MessageBox( NULL, "Error", "Unable to initialize file system\n", MB_OK );
return false;
}
// the "base dir" so we can scan mod name
g_pFullFileSystem->AddSearchPath( GetBaseDirectory(), QCGENERATOR_MAIN_PATH_ID );
// the main platform dir
g_pFullFileSystem->AddSearchPath( "platform", "PLATFORM", PATH_ADD_TO_HEAD );
g_pFullFileSystem->AddSearchPath( ".\\QCGenerator\\", QCGENERATOR_WRITE_PATH, PATH_ADD_TO_HEAD );
return true;
}
void CQCGeneratorApp::PostShutdown()
{
BaseClass::PostShutdown();
}
//-----------------------------------------------------------------------------
// Purpose: Entry point
//-----------------------------------------------------------------------------
int CQCGeneratorApp::Main()
{
if ( CommandLine()->ParmValue( "-path" ) )
{
Q_strcpy( pszPath, CommandLine()->ParmValue( "-path" ) );
}
else
{
::MessageBox( NULL, "Usage: QCGenerator.exe -path [path to smd files] -scene [name of scene]\n", "Error", MB_OK );
return 0;
}
if ( CommandLine()->ParmValue( "-scene" ) )
{
Q_strcpy( pszScene, CommandLine()->ParmValue( "-scene" ) );
}
else
{
::MessageBox( NULL, "Usage: QCGenerator.exe -path [path to smd files] -scene [name of scene]\n", "Error", MB_OK );
return 0;
}
// Run app frame loop
InitializeVGUI();
// Run the app
while (vgui::ivgui()->IsRunning())
{
Sleep( 10 );
vgui::ivgui()->RunFrame();
}
ShutdownVGUI();
return 1;
}