Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
/**
* Utility class for providing some basic capabilities for enumerating and specifying MOD
* directories.
*
* \version 1.0
*
* \date 07-18-2006
*
* \author mdurand
*
* \todo
*
* \bug
*
*/
#include "ModConfigsHelper.h"
#include <windows.h>
ModConfigsHelper::ModConfigsHelper()
{
setSourceModBaseDir();
EnumerateModDirs();
}
/**
* Default destructor.
*/
ModConfigsHelper::~ModConfigsHelper()
{
// Empty the vector of directory names
m_ModDirs.PurgeAndDeleteElements();
}
/**
* Getter method that provides the parent directory for all MODs.
* \return parent directory for all MODs
*/
const char *ModConfigsHelper::getSourceModBaseDir()
{
return m_sourceModBaseDir;
}
/**
* Getter method that provides a vector of the names of each MOD found.
* \return vector of the names of each MOD found
*/
const CUtlVector<char *> &ModConfigsHelper::getModDirsVector()
{
return m_ModDirs;
}
/**
* Determines and sets the base directory for all MODs
*/
void ModConfigsHelper::setSourceModBaseDir()
{
Q_strncpy( m_sourceModBaseDir, GetSDKLauncherBaseDirectory(), sizeof( m_sourceModBaseDir) ); // Start with the base directory
Q_StripLastDir( m_sourceModBaseDir, sizeof( m_sourceModBaseDir ) ); // Get rid of the 'sourcesdk' directory.
Q_StripLastDir( m_sourceModBaseDir, sizeof( m_sourceModBaseDir ) ); // Get rid of the '%USER%' directory.
Q_strncat( m_sourceModBaseDir, "SourceMods", sizeof( m_sourceModBaseDir ), COPY_ALL_CHARACTERS ); // Add 'SourceMods'
}
/**
* Searches the parent MOD directory for child MODs and puts their names in the member vector
*/
void ModConfigsHelper::EnumerateModDirs()
{
char szWildCardPath[MAX_PATH];
WIN32_FIND_DATA wfd;
Q_strncpy( szWildCardPath, m_sourceModBaseDir, sizeof( szWildCardPath ) );
Q_AppendSlash( szWildCardPath, sizeof( szWildCardPath ) );
Q_strncat( szWildCardPath, "*.*", sizeof( szWildCardPath ), COPY_ALL_CHARACTERS );
HANDLE ff = FindFirstFile( szWildCardPath, &wfd );
do
{
if ( wfd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY )
{
if ( wfd.cFileName[ 0 ] == '.' )
{
continue;
}
else
{
// They are directories not named '.' or '..' so add them to the list of mod directories
char *dirName = new char[ strlen( wfd.cFileName ) + 1 ];
Q_strncpy( dirName, wfd.cFileName, strlen( wfd.cFileName ) + 1 );
m_ModDirs.AddToTail( dirName );
}
}
} while ( FindNextFile( ff, &wfd ) );
}