Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include <windows.h>
#include <vgui/IVGui.h>
#include <vgui_controls/DirectorySelectDialog.h>
#include <vgui/IInput.h>
#include <KeyValues.h>
#include "vconfig_main.h"
#include "ManageGamesDialog.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
CManageGamesDialog *g_pManageGamesDialog = NULL;
class CModalDirectorySelectDialog : public vgui::DirectorySelectDialog
{
public:
CModalDirectorySelectDialog( vgui::Panel *parent, const char *title )
: vgui::DirectorySelectDialog( parent, title )
{
m_PrevAppFocusPanel = vgui::input()->GetAppModalSurface();
}
~CModalDirectorySelectDialog( void )
{
vgui::input()->SetAppModalSurface( m_PrevAppFocusPanel );
}
public:
vgui::VPANEL m_PrevAppFocusPanel;
};
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CManageGamesDialog::CManageGamesDialog( Panel *parent, const char *name, int configID ) : BaseClass( parent, name ), m_nConfigID( configID )
{
Assert( !g_pManageGamesDialog );
g_pManageGamesDialog = this;
SetSize(384, 420);
SetMinimumSize(200, 50);
SetMinimizeButtonVisible( false );
m_pGameNameEntry= new vgui::TextEntry( this, "GameName" );
m_pGameDirEntry = new vgui::TextEntry( this, "GamePath" );
LoadControlSettings( "ManageGamesDialog.res" );
SetDeleteSelfOnClose( true );
SetSizeable( false );
MoveToCenterOfScreen();
}
//-----------------------------------------------------------------------------
// Destructor
//-----------------------------------------------------------------------------
CManageGamesDialog::~CManageGamesDialog( void )
{
g_pManageGamesDialog = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the game directory
//-----------------------------------------------------------------------------
void CManageGamesDialog::SetGameDir( const char *szDir )
{
// Strip any trailing slashes
char szGameDir[MAX_PATH];
Q_strncpy( szGameDir, szDir, MAX_PATH );
Q_StripTrailingSlash( szGameDir );
m_pGameDirEntry->SetText( szGameDir );
}
//-----------------------------------------------------------------------------
// Purpose: Set the game name
//-----------------------------------------------------------------------------
void CManageGamesDialog::SetGameName( const char *szDir )
{
m_pGameNameEntry->SetText( szDir );
}
//-----------------------------------------------------------------------------
// Purpose: Ensures the parameter name is unique
// Input : *name - name to test
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CManageGamesDialog::IsGameNameUnique( const char *name )
{
// Check all names
for ( int i = 0; i < g_Configs.Count(); i++ )
{
// Skip ourself
if ( i == m_nConfigID )
continue;
// Test it
if ( Q_stricmp( name, g_Configs[i]->m_Name.Base() ) == 0 )
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles dialog commands
//-----------------------------------------------------------------------------
void CManageGamesDialog::OnCommand( const char *command )
{
// Handle "OK" button
if ( Q_stricmp( command, "Select" ) == 0 )
{
char textBuffer[1024];
// Save out the data
m_pGameNameEntry->GetText( textBuffer, sizeof( textBuffer ) );
// Make sure we're not setting this to a duplicate
if ( IsGameNameUnique( textBuffer ) == false )
{
// Select the text
m_pGameNameEntry->SelectAllText( true );
// Pop a message box and refuse to close
VGUIMessageBox( this, "Error", "Game name %s already exists! Please enter a unique name.", textBuffer );
BaseClass::OnCommand( command );
return;
}
KeyValues *actionSignal = new KeyValues("ManageSelect");
if ( actionSignal == NULL )
{
Assert( 0 );
return;
}
// See if we need to add a new config
if ( m_nConfigID == NEW_CONFIG_ID )
{
// Create a new data container and point to it
m_nConfigID = g_Configs.AddToTail( new CGameConfig() );
// Send an overidden action signal to notify that we've added, not edited a field
actionSignal->SetName("AddSelect");
}
// Otherwise take the name
UtlStrcpy( g_Configs[m_nConfigID]->m_Name, textBuffer );
// Take the game directory
m_pGameDirEntry->GetText( textBuffer, sizeof( textBuffer ) );
// Strip off the trailing slash always
Q_StripTrailingSlash( textBuffer );
UtlStrcpy( g_Configs[m_nConfigID]->m_ModDir, textBuffer );
// Tell the parent we altered its data so it can refresh
PostActionSignal( actionSignal );
Close();
}
// Modified to allow more than one browse button
else if ( Q_stricmp( command, "BrowseDir" ) == 0 )
{
// Create a new dialog
CModalDirectorySelectDialog *pDlg = vgui::SETUP_PANEL( new CModalDirectorySelectDialog( this, "Select Game Directory" ) );
char textBuffer[1024];
m_pGameDirEntry->GetText( textBuffer, sizeof( textBuffer ) );
// Get the currently set dir and use that as the start
pDlg->ExpandTreeToPath( textBuffer );
pDlg->MoveToCenterOfScreen();
pDlg->AddActionSignalTarget( this );
pDlg->SetDeleteSelfOnClose( true );
pDlg->DoModal();
}
BaseClass::OnCommand( command );
}
//-----------------------------------------------------------------------------
// Purpose: Notify us that the directory dialog has returned a new entry
//-----------------------------------------------------------------------------
void CManageGamesDialog::OnChooseDirectory( const char *dir )
{
SetGameDir( dir );
}