Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifdef _XBOX
#include "xbox/xbox_platform.h"
#include "xbox/xbox_win32stubs.h"
#endif
#if !defined( _X360 )
#include <windows.h>
#endif
#include <stdio.h>
#include "ChangeGameDialog.h"
#include "ModInfo.h"
#include "EngineInterface.h"
#include <vgui_controls/ListPanel.h>
#include <KeyValues.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CChangeGameDialog::CChangeGameDialog(vgui::Panel *parent) : Frame(parent, "ChangeGameDialog")
{
SetSize(400, 340);
SetMinimumSize(400, 340);
SetTitle("#GameUI_ChangeGame", true);
m_pModList = new ListPanel(this, "ModList");
m_pModList->SetEmptyListText("#GameUI_NoOtherGamesAvailable");
m_pModList->AddColumnHeader(0, "ModName", "#GameUI_Game", 128);
LoadModList();
LoadControlSettings("Resource/ChangeGameDialog.res");
// if there's a mod in the list, select the first one
if (m_pModList->GetItemCount() > 0)
{
m_pModList->SetSingleSelectedItem(m_pModList->GetItemIDFromRow(0));
}
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CChangeGameDialog::~CChangeGameDialog()
{
}
//-----------------------------------------------------------------------------
// Purpose: Fills the mod list
//-----------------------------------------------------------------------------
void CChangeGameDialog::LoadModList()
{
// look for third party games
char szSearchPath[_MAX_PATH + 5];
Q_strncpy(szSearchPath, "*.*", sizeof( szSearchPath ) );
// use local filesystem since it has to look outside path system, and will never be used under steam
WIN32_FIND_DATA wfd;
HANDLE hResult;
memset(&wfd, 0, sizeof(WIN32_FIND_DATA));
hResult = FindFirstFile( szSearchPath, &wfd);
if (hResult != INVALID_HANDLE_VALUE)
{
BOOL bMoreFiles;
while (1)
{
if ((wfd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) && (Q_strnicmp(wfd.cFileName, ".", 1)))
{
// Check for dlls\*.dll
char szDllDirectory[MAX_PATH + 16];
Q_snprintf(szDllDirectory, sizeof( szDllDirectory ), "%s\\gameinfo.txt", wfd.cFileName);
FILE *f = fopen(szDllDirectory, "rb");
if (f)
{
// find the description
fseek(f, 0, SEEK_END);
unsigned int size = ftell(f);
fseek(f, 0, SEEK_SET);
char *buf = (char *)malloc(size + 1);
if (fread(buf, 1, size, f) == size)
{
buf[size] = 0;
CModInfo modInfo;
modInfo.LoadGameInfoFromBuffer(buf);
if (strcmp(modInfo.GetGameName(), ModInfo().GetGameName()))
{
// Add the game directory.
strlwr(wfd.cFileName);
KeyValues *itemData = new KeyValues("Mod");
itemData->SetString("ModName", modInfo.GetGameName());
itemData->SetString("ModDir", wfd.cFileName);
m_pModList->AddItem(itemData, 0, false, false);
}
}
free(buf);
fclose(f);
}
}
bMoreFiles = FindNextFile(hResult, &wfd);
if (!bMoreFiles)
break;
}
FindClose(hResult);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CChangeGameDialog::OnCommand(const char *command)
{
if (!stricmp(command, "OK"))
{
if (m_pModList->GetSelectedItemsCount() > 0)
{
KeyValues *kv = m_pModList->GetItem(m_pModList->GetSelectedItem(0));
if (kv)
{
// change the game dir and restart the engine
char szCmd[256];
Q_snprintf(szCmd, sizeof( szCmd ), "_setgamedir %s\n", kv->GetString("ModDir"));
engine->ClientCmd_Unrestricted(szCmd);
// Force restart of entire engine
engine->ClientCmd_Unrestricted("_restart\n");
}
}
}
else if (!stricmp(command, "Cancel"))
{
Close();
}
else
{
BaseClass::OnCommand(command);
}
}