Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifdef _WIN32
#include <windows.h>
#include <direct.h>
// includes for the VGUI version
#include <vgui_controls/Panel.h>
#include <vgui_controls/Controls.h>
#include <vgui/ISystem.h>
#include <vgui/IVGui.h>
#include <vgui/IPanel.h>
#include "filesystem.h"
#include <vgui/ILocalize.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <IVGuiModule.h>
#include "vgui/MainPanel.h"
#include "IAdminServer.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static CMainPanel *g_pMainPanel = NULL; // the main panel to show
static CSysModule *g_hAdminServerModule;
IAdminServer *g_pAdminServer = NULL;
static IVGuiModule *g_pAdminVGuiModule = NULL;
void* DedicatedFactory(const char *pName, int *pReturnCode);
//-----------------------------------------------------------------------------
// Purpose: Starts up the VGUI system and loads the base panel
//-----------------------------------------------------------------------------
int StartVGUI( CreateInterfaceFn dedicatedFactory )
{
// the "base dir" so we can scan mod name
g_pFullFileSystem->AddSearchPath(".", "MAIN");
// the main platform dir
g_pFullFileSystem->AddSearchPath( "platform", "PLATFORM", PATH_ADD_TO_HEAD);
vgui::ivgui()->SetSleep(false);
// find our configuration directory
char szConfigDir[512];
const char *steamPath = getenv("SteamInstallPath");
if (steamPath)
{
// put the config dir directly under steam
Q_snprintf(szConfigDir, sizeof(szConfigDir), "%s/config", steamPath);
}
else
{
// we're not running steam, so just put the config dir under the platform
Q_strncpy( szConfigDir, "platform/config", sizeof(szConfigDir));
}
g_pFullFileSystem->CreateDirHierarchy("config", "PLATFORM");
g_pFullFileSystem->AddSearchPath(szConfigDir, "CONFIG", PATH_ADD_TO_HEAD);
// initialize the user configuration file
vgui::system()->SetUserConfigFile("DedicatedServerDialogConfig.vdf", "CONFIG");
// Init the surface
g_pMainPanel = new CMainPanel( );
g_pMainPanel->SetVisible(true);
vgui::surface()->SetEmbeddedPanel(g_pMainPanel->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( "Admin/server_%language%.txt" );
// Start vgui
vgui::ivgui()->Start();
// load the module
g_pFullFileSystem->GetLocalCopy("bin/AdminServer.dll");
g_hAdminServerModule = g_pFullFileSystem->LoadModule("AdminServer");
Assert(g_hAdminServerModule != NULL);
CreateInterfaceFn adminFactory = NULL;
if (!g_hAdminServerModule)
{
vgui::ivgui()->DPrintf2("Admin Error: module version (Admin/AdminServer.dll, %s) invalid, not loading\n", IMANAGESERVER_INTERFACE_VERSION );
}
else
{
// make sure we get the right version
adminFactory = Sys_GetFactory(g_hAdminServerModule);
g_pAdminServer = (IAdminServer *)adminFactory(ADMINSERVER_INTERFACE_VERSION, NULL);
g_pAdminVGuiModule = (IVGuiModule *)adminFactory("VGuiModuleAdminServer001", NULL);
Assert(g_pAdminServer != NULL);
Assert(g_pAdminVGuiModule != NULL);
if (!g_pAdminServer || !g_pAdminVGuiModule)
{
vgui::ivgui()->DPrintf2("Admin Error: module version (Admin/AdminServer.dll, %s) invalid, not loading\n", IMANAGESERVER_INTERFACE_VERSION );
}
}
// finish initializing admin module
g_pAdminVGuiModule->Initialize( &dedicatedFactory, 1 );
g_pAdminVGuiModule->PostInitialize(&adminFactory, 1);
g_pAdminVGuiModule->SetParent( g_pMainPanel->GetVPanel() );
// finish setting up main panel
g_pMainPanel->Initialize( );
g_pMainPanel->Open();
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Shuts down the VGUI system
//-----------------------------------------------------------------------------
void StopVGUI()
{
SetEvent(g_pMainPanel->GetShutdownHandle());
delete g_pMainPanel;
g_pMainPanel = NULL;
if (g_hAdminServerModule)
{
g_pAdminVGuiModule->Shutdown( );
Sys_UnloadModule(g_hAdminServerModule);
}
}
//-----------------------------------------------------------------------------
// Purpose: Run a single VGUI frame
//-----------------------------------------------------------------------------
void RunVGUIFrame()
{
vgui::ivgui()->RunFrame();
}
bool VGUIIsStopping()
{
return g_pMainPanel->Stopping();
}
bool VGUIIsRunning()
{
return vgui::ivgui()->IsRunning();
}
bool VGUIIsInConfig()
{
return g_pMainPanel->IsInConfig();
}
void VGUIFinishedConfig()
{
Assert( g_pMainPanel );
if(g_pMainPanel) // engine is loaded, pass the message on
{
SetEvent(g_pMainPanel->GetShutdownHandle());
}
}
void VGUIPrintf( const char *msg )
{
if ( !g_pMainPanel || VGUIIsInConfig() || VGUIIsStopping() )
{
OutputDebugStringA( msg );
}
else if ( g_pMainPanel )
{
g_pMainPanel->AddConsoleText( msg );
}
}
#endif // _WIN32