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490 lines
13 KiB
490 lines
13 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// ModelCheckInDlg.cpp : implementation file
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//
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#include "stdafx.h"
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#include "ModelCheckIn.h"
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#include "ModelCheckInDlg.h"
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#include <direct.h>
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#include <sys/stat.h>
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CModelCheckInDlg dialog
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CModelCheckInDlg::CModelCheckInDlg(CWnd* pParent /*=NULL*/)
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: CDialog(CModelCheckInDlg::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CModelCheckInDlg)
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m_HL2GameDirectory = _T("");
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m_TF2GameDirectory = _T("");
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m_UserName = _T("");
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m_HL2Radio = -1;
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m_TF2Radio = -1;
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//}}AFX_DATA_INIT
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// Note that LoadIcon does not require a subsequent DestroyIcon in Win32
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m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
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}
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void CModelCheckInDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CModelCheckInDlg)
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DDX_Text(pDX, IDC_EDIT_HL2_GAME_DIRECTORY, m_HL2GameDirectory);
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DDX_Text(pDX, IDC_EDIT_TF2_GAME_DIRECTORY, m_TF2GameDirectory);
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DDX_Text(pDX, IDC_EDIT_USERNAME, m_UserName);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CModelCheckInDlg, CDialog)
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//{{AFX_MSG_MAP(CModelCheckInDlg)
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ON_WM_PAINT()
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ON_WM_QUERYDRAGICON()
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//}}AFX_MSG_MAP
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ON_COMMAND(ID_FILE_CHECK_OUT, OnFileCheckOut)
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ON_COMMAND(ID_FILE_CHECK_IN, OnFileCheckIn)
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ON_COMMAND(ID_FILE_EXIT, OnFileExit)
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CModelCheckInDlg message handlers
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BOOL CModelCheckInDlg::OnInitDialog()
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{
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CDialog::OnInitDialog();
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// Restore state
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RestoreStateFromRegistry();
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UpdateData( FALSE );
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// Set the icon for this dialog. The framework does this automatically
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// when the application's main window is not a dialog
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SetIcon(m_hIcon, TRUE); // Set big icon
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SetIcon(m_hIcon, FALSE); // Set small icon
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// TODO: Add extra initialization here
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return TRUE; // return TRUE unless you set the focus to a control
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}
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// If you add a minimize button to your dialog, you will need the code below
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// to draw the icon. For MFC applications using the document/view model,
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// this is automatically done for you by the framework.
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void CModelCheckInDlg::OnPaint()
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{
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if (IsIconic())
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{
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CPaintDC dc(this); // device context for painting
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SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0);
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// Center icon in client rectangle
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int cxIcon = GetSystemMetrics(SM_CXICON);
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int cyIcon = GetSystemMetrics(SM_CYICON);
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CRect rect;
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GetClientRect(&rect);
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int x = (rect.Width() - cxIcon + 1) / 2;
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int y = (rect.Height() - cyIcon + 1) / 2;
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// Draw the icon
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dc.DrawIcon(x, y, m_hIcon);
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}
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else
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{
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CDialog::OnPaint();
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}
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}
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// The system calls this to obtain the cursor to display while the user drags
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// the minimized window.
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HCURSOR CModelCheckInDlg::OnQueryDragIcon()
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{
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return (HCURSOR) m_hIcon;
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}
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//-----------------------------------------------------------------------------
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// Resets our last used directory
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//-----------------------------------------------------------------------------
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void CModelCheckInDlg::ResetDirectoryEntry( CString &fullPath, char *pRegEntry )
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{
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// reset the last directory...
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CString temp = fullPath;
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int i = temp.ReverseFind( '\\' );
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int j = temp.ReverseFind( '/' );
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if (i < j) i = j;
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temp.SetAt(i, 0);
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AfxGetApp()->WriteProfileString( MDL_CHECKOUT_REG_CLASS, pRegEntry, temp );
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}
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//-----------------------------------------------------------------------------
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// Stores state
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//-----------------------------------------------------------------------------
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void CModelCheckInDlg::StoreStateIntoRegistry( )
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{
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AfxGetApp()->WriteProfileString( MDL_CHECKOUT_REG_CLASS,
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MDL_CHECKOUT_REG_USER, m_UserName );
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AfxGetApp()->WriteProfileString( MDL_CHECKOUT_REG_CLASS,
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MDL_CHECKOUT_REG_HL2_PATH, m_HL2GameDirectory );
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AfxGetApp()->WriteProfileString( MDL_CHECKOUT_REG_CLASS,
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MDL_CHECKOUT_REG_TF2_PATH, m_TF2GameDirectory );
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}
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//-----------------------------------------------------------------------------
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// Restores state
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//-----------------------------------------------------------------------------
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void CModelCheckInDlg::RestoreStateFromRegistry( )
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{
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m_UserName = AfxGetApp()->GetProfileString( MDL_CHECKOUT_REG_CLASS,
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MDL_CHECKOUT_REG_USER, "" );
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m_HL2GameDirectory = AfxGetApp()->GetProfileString( MDL_CHECKOUT_REG_CLASS,
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MDL_CHECKOUT_REG_HL2_PATH, "u:/hl2/hl2" );
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m_TF2GameDirectory = AfxGetApp()->GetProfileString( MDL_CHECKOUT_REG_CLASS,
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MDL_CHECKOUT_REG_TF2_PATH, "u:/hl2/tf2" );
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}
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//-----------------------------------------------------------------------------
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// Extensions of all files related to the model file
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//-----------------------------------------------------------------------------
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static char* s_ppExtensions[] =
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{
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".dx7_2bone.vtx",
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".dx80.vtx",
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".phy",
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".mdl",
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""
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};
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static char* s_ppProjectDir[] =
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{
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"$/HL2/release/dev/hl2/",
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"$/TF2/release/dev/tf2/"
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};
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//-----------------------------------------------------------------------------
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// Checks it out/ checks it in baby
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//-----------------------------------------------------------------------------
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void CModelCheckInDlg::PerformCheckoutCommand( ProjectType_t project,
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char const* pRelativeDir, char const* pDestPath, char const* pFileName )
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{
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char error[1024];
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char buf[1024];
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int len = 0;
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int currExtension;
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for ( currExtension = 0; s_ppExtensions[currExtension][0]; ++currExtension )
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{
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// Check for the existence of the file in source safe...
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sprintf( buf, "ss filetype %s%s/%s%s -O- -y%s\n",
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s_ppProjectDir[project], pRelativeDir, pFileName, s_ppExtensions[currExtension],
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(char const*)m_UserName );
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int retVal = system( buf );
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if (retVal > 0)
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continue;
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// It's there, try to check it out
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sprintf( buf, "ss checkout %s%s/%s%s -GL%s -GWA -O- -y%s\n",
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s_ppProjectDir[project], pRelativeDir, pFileName, s_ppExtensions[currExtension],
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pDestPath, (char const*)m_UserName );
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retVal = system( buf );
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if (retVal > 0)
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{
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len += sprintf( &error[len], "*** SourceSafe error attempting to check out \"%s%s\"\n",
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pFileName, s_ppExtensions[currExtension] );
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}
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}
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if (len > 0)
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{
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MessageBox( error, "Error!" );
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}
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}
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//-----------------------------------------------------------------------------
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// Checks it out/ checks it in baby
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//-----------------------------------------------------------------------------
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void CModelCheckInDlg::PerformCheckinCommand( ProjectType_t project,
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char const* pRelativeDir, char const* pDestPath, char const* pFileName )
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{
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char buf[1024];
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char error[1024];
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int len = 0;
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int currExtension;
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for ( currExtension = 0; s_ppExtensions[currExtension][0]; ++currExtension )
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{
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// Check for the existence of the file on disk. If it's not there, don't bother
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sprintf( buf, "%s/%s%s", pDestPath, pFileName, s_ppExtensions[currExtension] );
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struct _stat statbuf;
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int result = _stat( buf, &statbuf );
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if (result != 0)
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continue;
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// Check for the existence of the file in source safe...
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sprintf( buf, "ss filetype %s%s/%s%s -O- -y%s\n",
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s_ppProjectDir[project], pRelativeDir, pFileName, s_ppExtensions[currExtension],
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(char const*)m_UserName );
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int retVal = system( buf );
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if (retVal > 0)
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{
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// Try to add the file to source safe...
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sprintf( buf, "ss add %s%s/%s%s -GL%s -O- -y%s\n",
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s_ppProjectDir[project], pRelativeDir, pFileName, s_ppExtensions[currExtension],
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pDestPath, (char const*)m_UserName );
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int retVal = system( buf );
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if (retVal > 0)
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{
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len += sprintf( &error[len], "SourceSafe error attempting to add \"%s%s\"\n",
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pFileName, s_ppExtensions[currExtension] );
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}
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}
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else
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{
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// It's there, just check it in
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sprintf( buf, "ss checkin %s%s/%s%s -GL%s -O- -y%s\n",
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s_ppProjectDir[project], pRelativeDir, pFileName, s_ppExtensions[currExtension],
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pDestPath, (char const*)m_UserName );
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retVal = system( buf );
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if (retVal > 0)
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{
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len += sprintf( &error[len], "SourceSafe error attempting to check in \"%s%s\"\n",
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pFileName, s_ppExtensions[currExtension] );
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}
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}
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}
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if (len > 0)
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{
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MessageBox( error, "Error!" );
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}
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}
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//-----------------------------------------------------------------------------
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// Fixes up a filename
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//-----------------------------------------------------------------------------
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static int FixupFileName( char const* pInFile, char* pOutBuf )
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{
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if (!pInFile)
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{
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*pOutBuf = '\0';
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return 0;
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}
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int len = strlen(pInFile);
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for (int i = 0; i <= len; ++i)
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{
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pOutBuf[i] = tolower( pInFile[i] );
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if (pOutBuf[i] == '\\')
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pOutBuf[i] = '/';
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}
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// Make sure no trailing '/'
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if (pOutBuf[len - 1] == '/')
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pOutBuf[--len] = '\0';
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return len;
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}
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//-----------------------------------------------------------------------------
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// Gets the relative file name
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//-----------------------------------------------------------------------------
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CModelCheckInDlg::ProjectType_t CModelCheckInDlg::ComputeRelativeFileName( char const* pInFile, char* pRelativeFile )
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{
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// Depending on which project is selected, strip out the game directory
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char tempIn[MAX_PATH];
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char tempPath[MAX_PATH];
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FixupFileName( pInFile, tempIn );
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int len;
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if (!m_HL2GameDirectory.IsEmpty())
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{
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len = FixupFileName( m_HL2GameDirectory, tempPath );
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if (!strncmp( tempIn, m_HL2GameDirectory, len ))
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{
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strcpy( pRelativeFile, &tempIn[len+1] );
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return PROJECT_HL2;
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}
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}
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if (!m_TF2GameDirectory.IsEmpty())
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{
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len = FixupFileName( m_TF2GameDirectory, tempPath );
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if (!strncmp( tempIn, m_TF2GameDirectory, len ))
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{
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strcpy( pRelativeFile, &tempIn[len+1] );
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return PROJECT_TF2;
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}
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}
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return PROJECT_ERROR;
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}
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//-----------------------------------------------------------------------------
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// Have we typed in anything for our user name?
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//-----------------------------------------------------------------------------
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bool CModelCheckInDlg::CheckInfo()
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{
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if (m_UserName.IsEmpty())
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{
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MessageBox( "Please enter your user name.\n", "Error!" );
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return false;
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}
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if (m_HL2GameDirectory.IsEmpty() && m_TF2GameDirectory.IsEmpty())
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{
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MessageBox( "Please enter the game directories for HL2 and/or TF2.\n", "Error!" );
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Resets our last used directory
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//-----------------------------------------------------------------------------
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CModelCheckInDlg::ProjectType_t CModelCheckInDlg::GetFileNames( char const* pTitle,
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char*& pRelativePath, char*& pFileName, char*& pDestPath )
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{
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UpdateData( TRUE );
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StoreStateIntoRegistry();
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if (!CheckInfo())
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return PROJECT_ERROR;
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CFileDialog dlg( TRUE, ".mdl", "*.mdl", OFN_HIDEREADONLY,
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"Model Files (*.mdl)|*.mdl||" );
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// Set up initial paths
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char pCwd[MAX_PATH];
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_getcwd( pCwd, MAX_PATH );
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// Setup the title and initial directory
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CString temp = AfxGetApp()->GetProfileString( MDL_CHECKOUT_REG_CLASS,
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MDL_CHECKOUT_REG_LAST_PATH, pCwd );
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dlg.m_ofn.lpstrInitialDir = temp;
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dlg.m_ofn.lpstrTitle = pTitle;
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// Grab the data from the dialog...
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if (dlg.DoModal() != IDOK)
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return PROJECT_ERROR;
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// Get the relative file name
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static char relativeFile[MAX_PATH];
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ProjectType_t projectType = ComputeRelativeFileName( dlg.GetPathName(), relativeFile );
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if (projectType == PROJECT_ERROR)
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{
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char buf[MAX_PATH];
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sprintf( buf, "%s\nwas not found under either game directory!\n", dlg.GetPathName() );
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MessageBox( buf, "Error!" );
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return PROJECT_ERROR;
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}
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// reset the last directory...
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ResetDirectoryEntry( dlg.GetPathName(), MDL_CHECKOUT_REG_LAST_PATH );
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// Split into relative file + path...
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char* pSlash = strrchr( relativeFile, '/' );
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if (pSlash)
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{
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*pSlash = 0;
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pRelativePath = relativeFile;
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pFileName = pSlash + 1;
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}
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else
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{
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pFileName = relativeFile;
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pRelativePath = "";
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}
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// Remove extension
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char* pExt = strchr( pFileName, '.' );
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if (pExt)
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*pExt = 0;
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static char destPath[MAX_PATH];
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FixupFileName( dlg.GetPathName(), destPath );
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pSlash = strrchr( destPath, '/' );
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if (pSlash)
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*pSlash = 0;
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else
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destPath[0] = 0;
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pDestPath = destPath;
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return projectType;
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}
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//-----------------------------------------------------------------------------
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// Does checkout and check-in
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//-----------------------------------------------------------------------------
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void CModelCheckInDlg::OnFileCheckOut()
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{
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char* pRelativePath;
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char* pFileName;
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char* pDestPath;
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ProjectType_t projectType;
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projectType = GetFileNames( "Select MDL file to check out...", pRelativePath,
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pFileName, pDestPath );
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if (projectType != PROJECT_ERROR)
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{
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PerformCheckoutCommand( projectType, pRelativePath, pDestPath, pFileName );
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}
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}
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void CModelCheckInDlg::OnFileCheckIn()
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{
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char* pRelativePath;
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char* pFileName;
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char* pDestPath;
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ProjectType_t projectType;
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projectType = GetFileNames( "Select MDL file to check in...", pRelativePath,
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pFileName, pDestPath );
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if (projectType != PROJECT_ERROR)
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{
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PerformCheckinCommand( projectType, pRelativePath, pDestPath, pFileName );
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}
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}
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void CModelCheckInDlg::OnFileExit()
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{
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PostQuitMessage(0);
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}
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