Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "ModWizard_GetModInfo.h"
#include <vgui_controls/DirectorySelectDialog.h>
#include <vgui/IInput.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/WizardPanel.h>
#include "sdklauncher_main.h"
#include <ctype.h>
#include "CreateModWizard.h"
#include "ModWizard_CopyFiles.h"
using namespace vgui;
extern char g_engineDir[50];
// ---------------------------------------------------------------------------------------- //
// Directory select dialog that preserves the modalness of the previous dialog.
// ---------------------------------------------------------------------------------------- //
class CModalPreserveDirectorySelectDialog : public DirectorySelectDialog
{
public:
typedef vgui::DirectorySelectDialog BaseClass;
CModalPreserveDirectorySelectDialog(vgui::Panel *pParent, const char *title)
: BaseClass( pParent, title )
{
m_PrevAppFocusPanel = vgui::input()->GetAppModalSurface();
vgui::input()->SetAppModalSurface( GetVPanel() );
}
~CModalPreserveDirectorySelectDialog()
{
vgui::input()->SetAppModalSurface( m_PrevAppFocusPanel );
}
public:
vgui::VPANEL m_PrevAppFocusPanel;
};
CModWizardSubPanel_GetModInfo::CModWizardSubPanel_GetModInfo( Panel *parent, const char *panelName )
: BaseClass( parent, panelName )
{
m_pModPath = new vgui::TextEntry( this, "ModPath" );
m_pModName = new vgui::TextEntry( this, "ModName" );
new vgui::Button( this, "SearchButton", "", this, "SearchButton" );
m_pModNameInfoLabel = new Label( this, "ModNameInfoLabel", "" );
LoadControlSettings( "ModWizardSubPanel_GetModInfo.res");
if ( g_bModWizard_CmdLineFields )
{
m_pModPath->SetText( g_ModWizard_CmdLine_ModDir );
m_pModPath->SetEditable( false );
m_pModPath->SetEnabled( false );
m_pModName->SetText( g_ModWizard_CmdLine_ModName );
m_pModName->SetEditable( false );
m_pModName->SetEnabled( false );
}
}
WizardSubPanel *CModWizardSubPanel_GetModInfo::GetNextSubPanel()
{
// In scratch/template, go to the template options panel - orange box only!
if ( m_ModType == ModType_FromScratch && !V_strcmp( g_engineDir, "source2007" ) )
return dynamic_cast<WizardSubPanel *>(GetWizardPanel()->FindChildByName("CModWizardSubPanel_TemplateOptions"));
else
return dynamic_cast<WizardSubPanel *>(GetWizardPanel()->FindChildByName("CModWizardSubPanel_CopyFiles"));
}
void CModWizardSubPanel_GetModInfo::PerformLayout()
{
BaseClass::PerformLayout();
GetWizardPanel()->SetFinishButtonEnabled(false);
}
void CModWizardSubPanel_GetModInfo::OnDisplayAsNext()
{
GetWizardPanel()->SetTitle( "#ModWizard_GetModInfo_Title", true );
}
bool CModWizardSubPanel_GetModInfo::OnNextButton()
{
char modPath[512];
m_pModPath->GetText( modPath, sizeof( modPath ) );
Q_AppendSlash( modPath, sizeof( modPath ) );
char modName[512];
m_pModName->GetText( modName, sizeof( modName ) );
// Validate the path they passed in.
if ( modPath[0] == 0 )
{
VGUIMessageBox( GetWizardPanel(), "Error", "#PleaseEnterModPath" );
return false;
}
else if ( !Q_IsAbsolutePath( modPath ) )
{
VGUIMessageBox( this, "Error", "Please enter a full path (like C:\\MyMod) to install the mod." );
return false;
}
// Validate the mod name.
char outputModGamedirName[MAX_PATH];
if ( m_ModType == ModType_SourceCodeOnly )
{
outputModGamedirName[0] = 0;
modName[0] = 0;
}
else
{
if ( modName[0] == 0 )
{
VGUIMessageBox( this, "Error", "#PleaseEnterModName" );
m_pModName->RequestFocus();
return false;
}
int modNameLen = strlen( modName );
for ( int i=0; i < modNameLen; i++ )
{
if ( !isalnum( modName[i] ) && modName[i] != '-' && modName[i] != '_' && modName[i] != ' ' )
{
VGUIMessageBox( this, "Error", "#ModNameInvalidCharacters" );
return false;
}
}
//Tony; after the other check for invalid characters, make the actual outputModGamedirName lowercase with spaces stripped out.
char strippedModName[512]; //this is what gets thrown on below!
//Tony; reuse modNameLen when I copy it to the new string.
//I could have sworn there was an easier way to do this, but it completely escapes me.
int i,j;
modNameLen = strlen( modName );
for (i=0, j=0;i < modNameLen; i++ )
{
if (modName[i] == ' ') continue;
strippedModName[j++] = modName[i];
}
strippedModName[j] = '\0'; //Null terminate.
// Q_strncpy( strippedModName, ModName, sizeof( strippedModName ) );
Q_strlower( strippedModName ); //Tony; convert it to lower case
// Build the name of the content directory (c:\steam\steamapps\sourcemods\modname).
Q_strncpy( outputModGamedirName, GetSDKLauncherBaseDirectory(), sizeof( outputModGamedirName ) ); // steamapps\username\sourcesdk
Q_StripLastDir( outputModGamedirName, sizeof( outputModGamedirName ) ); // steamapps\username
Q_StripLastDir( outputModGamedirName, sizeof( outputModGamedirName ) ); // steamapps
Q_AppendSlash( outputModGamedirName, sizeof( outputModGamedirName ) );
Q_strncat( outputModGamedirName, "SourceMods", sizeof( outputModGamedirName ), COPY_ALL_CHARACTERS ); // steamapps\sourcemods
Q_AppendSlash( outputModGamedirName, sizeof( outputModGamedirName ) );
Q_strncat( outputModGamedirName, strippedModName, sizeof( outputModGamedirName ), COPY_ALL_CHARACTERS ); // steamapps\sourcemods\modname
Q_AppendSlash( outputModGamedirName, sizeof( outputModGamedirName ) );
if ( !CreateFullDirectory( outputModGamedirName ) ||
!CreateSubdirectory( outputModGamedirName, "resource" ) ||
!CreateSubdirectory( outputModGamedirName, "resource\\ui" ) ||
!CreateSubdirectory( outputModGamedirName, "maps" ) ||
!CreateSubdirectory( outputModGamedirName, "cfg" ) ||
!CreateSubdirectory( outputModGamedirName, "scripts" )
)
{
VGUIMessageBox( this, "Error", "Unable to create directory '%s' or one if its subdirectories.", modPath );
return false;
}
}
// Setup all the data for the copy panel.
CModWizardSubPanel_CopyFiles *pCopyPanel = dynamic_cast<CModWizardSubPanel_CopyFiles *>(GetWizardPanel()->FindChildByName("CModWizardSubPanel_CopyFiles"));
if ( !pCopyPanel )
{
VGUIMessageBox( this, "Error", "Can't find copy panel!" );
return false;
}
pCopyPanel->GetReady( modPath, outputModGamedirName, modName );
return true;
}
void CModWizardSubPanel_GetModInfo::OnCommand( const char *command )
{
if ( Q_stricmp( command, "SearchButton" ) == 0 )
{
CModalPreserveDirectorySelectDialog *pDlg = vgui::SETUP_PANEL( new CModalPreserveDirectorySelectDialog( this, "#SelectInstallDirectory" ) );
pDlg->SetStartDirectory( "C:\\" );
char szPath[MAX_PATH];
m_pModPath->GetText( szPath, sizeof(szPath) );
pDlg->ExpandTreeToPath( szPath );
pDlg->SetDefaultCreateDirectoryName( "MyMod" );
pDlg->MoveToCenterOfScreen();
pDlg->DoModal();
pDlg->AddActionSignalTarget( this );
}
BaseClass::OnCommand( command );
}
void CModWizardSubPanel_GetModInfo::OnChooseDirectory( const char *dir )
{
m_pModPath->SetText( dir );
}