Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef CREATEMODWIZARD_H
#define CREATEMODWIZARD_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include <vgui_controls/ImageList.h>
#include <vgui_controls/TextEntry.h>
#include <vgui_controls/SectionedListPanel.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/PHandle.h>
#include <vgui_controls/WizardPanel.h>
#include <FileSystem.h>
#include "vgui/mousecode.h"
#include "vgui/IScheme.h"
class CCreateModWizard : public vgui::WizardPanel
{
typedef vgui::WizardPanel BaseClass;
public:
CCreateModWizard( vgui::Panel *parent, const char *name, KeyValues *pKeyValues, bool bRunFromCommandLine );
virtual ~CCreateModWizard();
void Run();
protected:
KeyValues *m_pKeyValues; // These come from inside the CreateMod command in the medialist.txt file.
bool m_bRunFromCommandLine;
private:
//DECLARE_PANELMAP();
};
// Utility functions.
bool CreateFullDirectory( const char *pDirName );
bool CreateSubdirectory( const char *pDirName, const char *pSubdirName );
bool DoCopyFile( const char *pInputFilename, const char *pOutputFilename );
void RunCreateModWizard( bool bRunFromCommandLine );
// Sets a value in the registry that other apps (like the VS Express edition) can look at.
void SetModWizardStatusCode( unsigned long code );
// Called when they get to the "finished!" dialog.
void NoteModWizardFinished();
#endif // CREATEMODWIZARD_H