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 "cbase.h"
#include "vcdfile.h"
#include "soundentry.h"
#include "choreoscene.h"
#include "scriplib.h"
#include "cmdlib.h"
#include "iscenetokenprocessor.h"
#include "choreoevent.h"
#include "scene.h"
#include "project.h"
#include "workspacemanager.h"
#include "workspacebrowser.h"
//-----------------------------------------------------------------------------
// Purpose: Helper to scene module for parsing the .vcd file
//-----------------------------------------------------------------------------
class CSceneTokenProcessor : public ISceneTokenProcessor
{
public:
const char *CurrentToken( void );
bool GetToken( bool crossline );
bool TokenAvailable( void );
void Error( const char *fmt, ... );
};
//-----------------------------------------------------------------------------
// Purpose:
// Output : const
//-----------------------------------------------------------------------------
const char *CSceneTokenProcessor::CurrentToken( void )
{
return token;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : crossline -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneTokenProcessor::GetToken( bool crossline )
{
return ::GetToken( crossline ) ? true : false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneTokenProcessor::TokenAvailable( void )
{
return ::TokenAvailable() ? true : false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *fmt -
// ... -
//-----------------------------------------------------------------------------
void CSceneTokenProcessor::Error( const char *fmt, ... )
{
char string[ 2048 ];
va_list argptr;
va_start( argptr, fmt );
vsprintf( string, fmt, argptr );
va_end( argptr );
Con_ColorPrintf( ERROR_R, ERROR_G, ERROR_B, string );
::Error( string );
}
static CSceneTokenProcessor g_TokenProcessor;
ISceneTokenProcessor *tokenprocessor = &g_TokenProcessor;
CVCDFile::CVCDFile( CScene *scene, char const *filename ) : m_pOwner( scene )
{
Q_strncpy( m_szName, filename, sizeof( m_szName ) );
m_pScene = LoadScene( filename );
LoadSoundsFromScene( m_pScene );
m_pszComments = NULL;
}
CVCDFile::~CVCDFile()
{
while ( m_Sounds.Count() > 0 )
{
CSoundEntry *p = m_Sounds[ 0 ];
m_Sounds.Remove( 0 );
delete p;
}
delete[] m_pszComments;
}
CScene *CVCDFile::GetOwnerScene()
{
return m_pOwner;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *filename -
// Output : CChoreoScene
//-----------------------------------------------------------------------------
CChoreoScene *CVCDFile::LoadScene( char const *filename )
{
if ( filesystem->FileExists( filename ) )
{
char fullpath[ 512 ];
filesystem->RelativePathToFullPath( filename, "GAME", fullpath, sizeof( fullpath ) );
LoadScriptFile( fullpath );
CChoreoScene *scene = ChoreoLoadScene( filename, this, &g_TokenProcessor, Con_Printf );
return scene;
}
return NULL;
}
void CVCDFile::LoadSoundsFromScene( CChoreoScene *scene )
{
if ( !scene )
return;
CChoreoEvent *e;
int c = scene->GetNumEvents();
for ( int i = 0; i < c; i++ )
{
e = scene->GetEvent( i );
if ( !e )
continue;
if ( e->GetType() != CChoreoEvent::SPEAK )
continue;
CSoundEntry *se = new CSoundEntry( this, e->GetParameters() );
m_Sounds.AddToTail( se );
}
}
char const *CVCDFile::GetName() const
{
return m_szName;
}
char const *CVCDFile::GetComments()
{
return m_pszComments ? m_pszComments : "";
}
void CVCDFile::SetComments( char const *comments )
{
delete[] m_pszComments;
m_pszComments = V_strdup( comments );
if ( GetOwnerScene() )
{
if ( GetOwnerScene()->GetOwnerProject() )
{
GetOwnerScene()->GetOwnerProject()->SetDirty( true );
}
}
}
int CVCDFile::GetSoundEntryCount() const
{
return m_Sounds.Count();
}
CSoundEntry *CVCDFile::GetSoundEntry( int index )
{
if ( index < 0 || index >= m_Sounds.Count() )
return NULL;
return m_Sounds[ index ];
}
void CVCDFile::ValidateTree( mxTreeView *tree, mxTreeViewItem* parent )
{
CUtlVector< mxTreeViewItem * > m_KnownItems;
int c = GetSoundEntryCount();
CSoundEntry *sound;
for ( int i = 0; i < c; i++ )
{
sound = GetSoundEntry( i );
if ( !sound )
continue;
char sz[ 256 ];
Q_snprintf( sz, sizeof( sz ), "\"%s\" : script %s", sound->GetName(), sound->GetScriptFile() );
mxTreeViewItem *spot = sound->FindItem( tree, parent );
if ( !spot )
{
spot = tree->add( parent, sz );
}
m_KnownItems.AddToTail( spot );
sound->SetOrdinal( i );
tree->setLabel( spot, sz );
tree->setImages( spot, sound->GetIconIndex(), sound->GetIconIndex() );
tree->setUserData( spot, sound );
sound->ValidateTree( tree, spot );
}
mxTreeViewItem *start = tree->getFirstChild( parent );
while ( start )
{
mxTreeViewItem *next = tree->getNextChild( start );
if ( m_KnownItems.Find( start ) == m_KnownItems.InvalidIndex() )
{
tree->remove( start );
}
start = next;
}
tree->sortTree( parent, true, CWorkspaceBrowser::CompareFunc, 0 );
}
void CVCDFile::Checkout(bool updatestateicons /*= true*/)
{
VSS_Checkout( GetName(), updatestateicons );
}
void CVCDFile::Checkin(bool updatestateicons /*= true*/)
{
VSS_Checkin( GetName(), updatestateicons );
}
bool CVCDFile::IsCheckedOut() const
{
return filesystem->IsFileWritable( GetName() );
}
int CVCDFile::GetIconIndex() const
{
if ( IsCheckedOut() )
{
return IMAGE_VCD_CHECKEDOUT;
}
else
{
return IMAGE_VCD;
}
}
void CVCDFile::MoveChildUp( ITreeItem *child )
{
}
void CVCDFile::MoveChildDown( ITreeItem *child )
{
}
void CVCDFile::SetDirty( bool dirty )
{
if ( GetOwnerScene() )
{
GetOwnerScene()->SetDirty( dirty );
}
}
bool CVCDFile::IsChildFirst( ITreeItem *child )
{
return false;
}
bool CVCDFile::IsChildLast( ITreeItem *child )
{
return false;
}