204 lines
5.8 KiB
C++
204 lines
5.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include <windows.h>
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#include <vgui/IVGui.h>
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#include <vgui_controls/DirectorySelectDialog.h>
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#include <vgui/IInput.h>
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#include <KeyValues.h>
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#include "vconfig_main.h"
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#include "ManageGamesDialog.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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using namespace vgui;
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CManageGamesDialog *g_pManageGamesDialog = NULL;
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class CModalDirectorySelectDialog : public vgui::DirectorySelectDialog
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{
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public:
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CModalDirectorySelectDialog( vgui::Panel *parent, const char *title )
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: vgui::DirectorySelectDialog( parent, title )
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{
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m_PrevAppFocusPanel = vgui::input()->GetAppModalSurface();
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}
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~CModalDirectorySelectDialog( void )
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{
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vgui::input()->SetAppModalSurface( m_PrevAppFocusPanel );
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}
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public:
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vgui::VPANEL m_PrevAppFocusPanel;
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};
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CManageGamesDialog::CManageGamesDialog( Panel *parent, const char *name, int configID ) : BaseClass( parent, name ), m_nConfigID( configID )
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{
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Assert( !g_pManageGamesDialog );
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g_pManageGamesDialog = this;
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SetSize(384, 420);
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SetMinimumSize(200, 50);
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SetMinimizeButtonVisible( false );
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m_pGameNameEntry= new vgui::TextEntry( this, "GameName" );
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m_pGameDirEntry = new vgui::TextEntry( this, "GamePath" );
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LoadControlSettings( "ManageGamesDialog.res" );
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SetDeleteSelfOnClose( true );
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SetSizeable( false );
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MoveToCenterOfScreen();
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}
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//-----------------------------------------------------------------------------
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// Destructor
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//-----------------------------------------------------------------------------
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CManageGamesDialog::~CManageGamesDialog( void )
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{
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g_pManageGamesDialog = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the game directory
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//-----------------------------------------------------------------------------
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void CManageGamesDialog::SetGameDir( const char *szDir )
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{
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// Strip any trailing slashes
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char szGameDir[MAX_PATH];
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Q_strncpy( szGameDir, szDir, MAX_PATH );
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Q_StripTrailingSlash( szGameDir );
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m_pGameDirEntry->SetText( szGameDir );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the game name
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//-----------------------------------------------------------------------------
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void CManageGamesDialog::SetGameName( const char *szDir )
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{
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m_pGameNameEntry->SetText( szDir );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Ensures the parameter name is unique
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// Input : *name - name to test
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CManageGamesDialog::IsGameNameUnique( const char *name )
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{
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// Check all names
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for ( int i = 0; i < g_Configs.Count(); i++ )
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{
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// Skip ourself
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if ( i == m_nConfigID )
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continue;
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// Test it
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if ( Q_stricmp( name, g_Configs[i]->m_Name.Base() ) == 0 )
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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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// Purpose: Handles dialog commands
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//-----------------------------------------------------------------------------
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void CManageGamesDialog::OnCommand( const char *command )
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{
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// Handle "OK" button
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if ( Q_stricmp( command, "Select" ) == 0 )
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{
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char textBuffer[1024];
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// Save out the data
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m_pGameNameEntry->GetText( textBuffer, sizeof( textBuffer ) );
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// Make sure we're not setting this to a duplicate
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if ( IsGameNameUnique( textBuffer ) == false )
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{
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// Select the text
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m_pGameNameEntry->SelectAllText( true );
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// Pop a message box and refuse to close
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VGUIMessageBox( this, "Error", "Game name %s already exists! Please enter a unique name.", textBuffer );
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BaseClass::OnCommand( command );
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return;
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}
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KeyValues *actionSignal = new KeyValues("ManageSelect");
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if ( actionSignal == NULL )
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{
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Assert( 0 );
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return;
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}
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// See if we need to add a new config
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if ( m_nConfigID == NEW_CONFIG_ID )
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{
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// Create a new data container and point to it
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m_nConfigID = g_Configs.AddToTail( new CGameConfig() );
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// Send an overidden action signal to notify that we've added, not edited a field
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actionSignal->SetName("AddSelect");
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}
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// Otherwise take the name
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UtlStrcpy( g_Configs[m_nConfigID]->m_Name, textBuffer );
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// Take the game directory
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m_pGameDirEntry->GetText( textBuffer, sizeof( textBuffer ) );
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// Strip off the trailing slash always
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Q_StripTrailingSlash( textBuffer );
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UtlStrcpy( g_Configs[m_nConfigID]->m_ModDir, textBuffer );
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// Tell the parent we altered its data so it can refresh
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PostActionSignal( actionSignal );
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Close();
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}
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// Modified to allow more than one browse button
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else if ( Q_stricmp( command, "BrowseDir" ) == 0 )
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{
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// Create a new dialog
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CModalDirectorySelectDialog *pDlg = vgui::SETUP_PANEL( new CModalDirectorySelectDialog( this, "Select Game Directory" ) );
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char textBuffer[1024];
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m_pGameDirEntry->GetText( textBuffer, sizeof( textBuffer ) );
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// Get the currently set dir and use that as the start
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pDlg->ExpandTreeToPath( textBuffer );
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pDlg->MoveToCenterOfScreen();
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pDlg->AddActionSignalTarget( this );
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pDlg->SetDeleteSelfOnClose( true );
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pDlg->DoModal();
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}
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BaseClass::OnCommand( command );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Notify us that the directory dialog has returned a new entry
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//-----------------------------------------------------------------------------
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void CManageGamesDialog::OnChooseDirectory( const char *dir )
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{
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SetGameDir( dir );
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}
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