Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// EditGameConfigs.cpp : implementation file
//
#include "stdafx.h"
#include "hammer.h"
#include "EditGameConfigs.h"
#include "StrDlg.h"
#include "MapDoc.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
/////////////////////////////////////////////////////////////////////////////
// CEditGameConfigs dialog
CEditGameConfigs::CEditGameConfigs(BOOL bSelectOnly,
CWnd* pParent /*=NULL*/)
: CDialog(CEditGameConfigs::IDD, pParent)
{
//{{AFX_DATA_INIT(CEditGameConfigs)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
m_bSelectOnly = bSelectOnly;
}
void CEditGameConfigs::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CEditGameConfigs)
DDX_Control(pDX, IDC_CONFIGS, m_cConfigs);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CEditGameConfigs, CDialog)
//{{AFX_MSG_MAP(CEditGameConfigs)
ON_BN_CLICKED(IDC_ADD, OnAdd)
ON_BN_CLICKED(IDC_COPY, OnCopy)
ON_BN_CLICKED(IDC_REMOVE, OnRemove)
ON_LBN_SELCHANGE(IDC_CONFIGS, OnSelchangeConfigs)
ON_LBN_DBLCLK(IDC_CONFIGS, OnDblclkConfigs)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CEditGameConfigs message handlers
void CEditGameConfigs::OnAdd()
{
char szName[128];
szName[0] = 0;
CStrDlg dlg(0, szName, "Enter the game's name:", "Add a game");
if(dlg.DoModal() != IDOK)
return;
// add a new game config
CGameConfig *pConfig = Options.configs.AddConfig();
strcpy(pConfig->szName, dlg.m_string);
FillConfigList(pConfig->dwID);
}
void CEditGameConfigs::OnCopy()
{
int iCurSel = m_cConfigs.GetCurSel();
if(iCurSel == CB_ERR)
return;
CGameConfig *pConfig = Options.configs.FindConfig(
m_cConfigs.GetItemData(iCurSel));
CGameConfig *pNewConfig = Options.configs.AddConfig();
pNewConfig->CopyFrom(pConfig);
FillConfigList(pNewConfig->dwID);
}
void CEditGameConfigs::OnRemove()
{
int iCurSel = m_cConfigs.GetCurSel();
if(iCurSel == CB_ERR)
return;
int iArrayIndex;
CGameConfig *pConfig = Options.configs.FindConfig(
m_cConfigs.GetItemData(iCurSel), &iArrayIndex);
// check to see if any docs use this game - if so, can't
// delete it.
for ( int i=0; i<CMapDoc::GetDocumentCount(); i++ )
{
CMapDoc *pDoc = CMapDoc::GetDocument(i);
if(pDoc->GetGame() == pConfig)
{
AfxMessageBox("You can't delete this game configuration now\n"
"because some loaded documents are using it.\n"
"If you want to delete it, you must close those\n"
"documents first.");
return;
}
}
bool bResetDefaults = false;
// Check to see if this is the last configuation and prompt for the user to make a decision
if ( Options.configs.nConfigs <= 1 )
{
if ( AfxMessageBox( "At least one configuration must be present!\n"
"Would you like to reset to the default configurations?", MB_YESNO ) == IDNO )
{
return;
}
bResetDefaults = true;
}
// Remove selection
m_cConfigs.DeleteString( iCurSel );
// FIXME: This will apply the change even if you cancel the dialog. This needs to store a copy
// of the data which then reconciles the two versions on OK or Apply! -- jdw
Options.configs.Configs.RemoveAt(iArrayIndex);
Options.configs.nConfigs--;
// Reset to defaults
if ( bResetDefaults )
{
Options.configs.ResetGameConfigs( false );
FillConfigList();
}
// Put the selection back to the top
m_cConfigs.SetCurSel( 0 );
}
void CEditGameConfigs::FillConfigList(DWORD dwSelectID)
{
// get current selection so we can keep it
DWORD dwCurID = dwSelectID;
int iNewIndex = -1;
if(m_cConfigs.GetCurSel() != LB_ERR && dwCurID == 0xFFFFFFFF)
{
dwCurID = m_cConfigs.GetItemData(m_cConfigs.GetCurSel());
}
m_cConfigs.ResetContent();
for(int i = 0; i < Options.configs.nConfigs; i++)
{
CGameConfig *pConfig = Options.configs.Configs[i];
int iIndex = m_cConfigs.AddString(pConfig->szName);
m_cConfigs.SetItemData(iIndex, pConfig->dwID);
if (dwCurID == pConfig->dwID)
{
iNewIndex = iIndex;
}
}
if (iNewIndex == -1)
{
iNewIndex = 0;
}
m_cConfigs.SetCurSel(iNewIndex);
OnSelchangeConfigs();
if (m_bSelectOnly && Options.configs.nConfigs == 1)
OnOK();
}
void CEditGameConfigs::OnSelchangeConfigs()
{
int iCurSel = m_cConfigs.GetCurSel();
if(iCurSel == LB_ERR)
return;
m_pSelectedGame = Options.configs.FindConfig(
m_cConfigs.GetItemData(iCurSel));
}
BOOL CEditGameConfigs::OnInitDialog()
{
CDialog::OnInitDialog();
if(m_bSelectOnly)
{
SetWindowText("Select a game configuration to use");
GetDlgItem(IDOK)->SetWindowText("OK");
GetDlgItem(IDC_REMOVE)->ShowWindow(SW_HIDE);
GetDlgItem(IDC_ADD)->ShowWindow(SW_HIDE);
GetDlgItem(IDC_COPY)->ShowWindow(SW_HIDE);
}
FillConfigList();
return TRUE;
}
void CEditGameConfigs::OnDblclkConfigs()
{
OnOK();
}