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 "CreateModWizard.h"
#include "sdklauncher_main.h"
#include "filesystem_tools.h"
#include "sdklauncherdialog.h"
#include "configs.h"
#include <vgui_controls/WizardSubPanel.h>
#include <vgui_controls/DirectorySelectDialog.h>
#include <vgui/ivgui.h>
#include <vgui/iinput.h>
#include <ctype.h>
#include <io.h>
#include <direct.h>
#include "ModWizard_Intro.h"
#include "ModWizard_GetModInfo.h"
#include "ModWizard_CopyFiles.h"
#include "ModWizard_Finished.h"
#include "ModWizard_TemplateOptions.h"
extern char g_engineDir[50];
using namespace vgui;
// Set to true when the mod wizard completes successfully.
bool g_bModWizardFinished = false;
bool CreateFullDirectory( const char *pDirName )
{
CUtlVector<char*> dirs;
const char *separators[2] = {"\\", "/"};
Q_SplitString2( pDirName, separators, ARRAYSIZE( separators ), dirs );
if ( dirs.Count() == 0 )
return false;
char dirName[512];
Q_strncpy( dirName, dirs[0], sizeof( dirName ) );
for ( int i=1; i < dirs.Count(); i++ )
{
Q_AppendSlash( dirName, sizeof( dirName ) );
Q_strncat( dirName, dirs[i], sizeof( dirName ), COPY_ALL_CHARACTERS );
if ( _access( dirName, 0 ) != 0 )
if ( _mkdir( dirName ) != 0 )
return false;
}
dirs.PurgeAndDeleteElements();
return true;
}
bool CreateSubdirectory( const char *pDirName, const char *pSubdirName )
{
char str[512];
Q_strncpy( str, pDirName, sizeof( str ) );
Q_AppendSlash( str, sizeof( str ) );
Q_strncat( str, pSubdirName, sizeof( str ), COPY_ALL_CHARACTERS );
return CreateFullDirectory( str );
}
void RunCreateModWizard( bool bRunFromCommandLine )
{
CCreateModWizard *pWizard = new CCreateModWizard( g_pMainFrame, "CreateModWizard", NULL, bRunFromCommandLine );
pWizard->Run();
}
bool DoCopyFile( const char *pInputFilename, const char *pOutputFilename )
{
return CopyWithReplacements( pInputFilename, NULL, 0, "%s", pOutputFilename );
}
void SetModWizardStatusCode( unsigned long inputCode )
{
DWORD code = inputCode;
HKEY hKey;
// Changed to HKEY_CURRENT_USER from HKEY_LOCAL_MACHINE
if ( RegCreateKeyEx( HKEY_CURRENT_USER, "Software\\Valve\\SourceSDK", 0, 0, 0, KEY_ALL_ACCESS, NULL, &hKey, NULL ) == ERROR_SUCCESS )
{
RegSetValueEx( hKey, "ModWizard_StatusCode", 0, REG_DWORD, (unsigned char*)&code, sizeof( code ) );
RegCloseKey( hKey );
}
}
void NoteModWizardFinished()
{
g_bModWizardFinished = true;
}
// --------------------------------------------------------------------------------------------------------------------- //
// CFinalStatusWindow
// --------------------------------------------------------------------------------------------------------------------- //
class CFinalStatusWindow : public vgui::Frame
{
public:
typedef vgui::Frame BaseClass;
CFinalStatusWindow( vgui::Panel *parent, const char *pName, const char *pOutputDirName, const char *pOutputModGamedirName )
: BaseClass( parent, pName )
{
m_pLabel = new vgui::Label( this, "MessageLabel", "" );
LoadControlSettings( "FinalStatusWindow.res" );
char msg[512];
Q_snprintf( msg, sizeof( msg ), "Files copied successfully!\n\n"
"- The source code is in '%ssrc'.\n"
"- You can run the base mod by running '%srunmod.bat'.\n"
"- You can run the HL2 mod by running '%srunhl2.bat'.\n"
"- There is also a new item in your game list."
, pOutputDirName, pOutputDirName, pOutputDirName );
m_pLabel->SetText( msg );
}
private:
vgui::Label *m_pLabel;
};
// --------------------------------------------------------------------------------------------------------------------- //
// CreateModWizard implementation.
// --------------------------------------------------------------------------------------------------------------------- //
CCreateModWizard::CCreateModWizard( vgui::Panel *parent, const char *name, KeyValues *pKeyValues, bool bRunFromCommandLine )
: BaseClass( parent, name )
{
m_bRunFromCommandLine = bRunFromCommandLine;
m_pKeyValues = pKeyValues;
SetBounds(0, 0, 480, 360);
WizardSubPanel *subPanel = new CModWizardSubPanel_Intro( this, "CModWizardSubPanel_Intro" );
subPanel->SetVisible( false );
subPanel = new CModWizardSubPanel_GetModInfo( this, "CModWizardSubPanel_GetModInfo" );
subPanel->SetVisible( false );
subPanel = new CModWizardSubPanel_TemplateOptions( this, "CModWizardSubPanel_TemplateOptions" );
subPanel->SetVisible( false );
// Tell the config manager which games to put in the config by default
if ( !V_strcmp( g_engineDir, "orangebox" ) )
{
subPanel = new CModWizardSubPanel_CopyFiles_Source2009( this, "CModWizardSubPanel_CopyFiles" );
}
else if ( !V_strcmp( g_engineDir, "source2007" ) )
{
subPanel = new CModWizardSubPanel_CopyFiles_Source2007( this, "CModWizardSubPanel_CopyFiles" );
}
else
{
subPanel = new CModWizardSubPanel_CopyFiles_Source2006( this, "CModWizardSubPanel_CopyFiles" );
}
subPanel->SetVisible( false );
subPanel = new CModWizardSubPanel_Finished( this, "CModWizardSubPanel_Finished" );
subPanel->SetVisible( false );
}
CCreateModWizard::~CCreateModWizard()
{
if ( m_bRunFromCommandLine )
{
g_bAppQuit = true;
if ( g_bModWizardFinished )
SetModWizardStatusCode( 2 );
else
SetModWizardStatusCode( 3 );
}
}
void CCreateModWizard::Run()
{
// Set the CompletionCode in the registry to say that we've started.
g_bModWizardFinished = false;
SetModWizardStatusCode( 1 );
CModWizardSubPanel_Intro *pIntro = (CModWizardSubPanel_Intro*)FindChildByName( "CModWizardSubPanel_Intro" );
if ( !pIntro )
Error( "Missing CModWizardSubPanel_Intro panel." );
if ( g_bAutoHL2Mod )
{
pIntro->m_pModHL2Button->SetSelected( true );
BaseClass::Run( dynamic_cast<WizardSubPanel *>( FindChildByName( "CModWizardSubPanel_GetModInfo" ) ) );
}
else
{
BaseClass::Run( dynamic_cast<WizardSubPanel *>(pIntro) );
}
MoveToCenterOfScreen();
Activate();
vgui::input()->SetAppModalSurface( GetVPanel() );
}