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-rw-r--r--utils/vconfig/main.cpp646
1 files changed, 646 insertions, 0 deletions
diff --git a/utils/vconfig/main.cpp b/utils/vconfig/main.cpp
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+++ b/utils/vconfig/main.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Configuration utility
+//
+//===========================================================================//
+
+#include <windows.h>
+#include <io.h>
+#include <stdio.h>
+
+#include <vgui/ILocalize.h>
+#include <vgui/ISurface.h>
+#include <vgui/IVGui.h>
+#include <vgui_controls/Panel.h>
+
+#include "tier0/icommandline.h"
+#include "inputsystem/iinputsystem.h"
+#include "appframework/tier3app.h"
+#include "vconfig_main.h"
+#include "VConfigDialog.h"
+#include "ConfigManager.h"
+#include "steam/steam_api.h"
+#include <iregistry.h>
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include <tier0/memdbgon.h>
+
+#define VCONFIG_MAIN_PATH_ID "MAIN"
+
+CVConfigDialog *g_pMainFrame = 0;
+char g_engineDir[50];
+
+
+// Dummy window
+static WNDCLASS staticWndclass = { NULL };
+static ATOM staticWndclassAtom = 0;
+static HWND staticHwnd = 0;
+
+// List of our game configs, as read from the gameconfig.txt file
+CGameConfigManager g_ConfigManager;
+CUtlVector<CGameConfig *> g_Configs;
+HANDLE g_dwChangeHandle = NULL;
+CSteamAPIContext g_SteamAPIContext;
+CSteamAPIContext *steamapicontext = &g_SteamAPIContext;
+
+//-----------------------------------------------------------------------------
+// Purpose: Copy a string into a CUtlVector of characters
+//-----------------------------------------------------------------------------
+void UtlStrcpy( CUtlVector<char> &dest, const char *pSrc )
+{
+ dest.EnsureCount( (int) (strlen( pSrc ) + 1) );
+ Q_strncpy( dest.Base(), pSrc, dest.Count() );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : const char
+//-----------------------------------------------------------------------------
+const char *GetBaseDirectory( void )
+{
+ static char path[MAX_PATH] = {0};
+ if ( path[0] == 0 )
+ {
+ GetModuleFileName( (HMODULE)GetAppInstance(), path, sizeof( path ) );
+ Q_StripLastDir( path, sizeof( path ) ); // Get rid of the filename.
+ Q_StripTrailingSlash( path );
+ }
+ return path;
+}
+
+// Fetch the engine version for when running in steam.
+void GetEngineVersion(char* pcEngineVer, int nSize)
+{
+ IRegistry *reg = InstanceRegistry( "Source SDK" );
+ Assert( reg );
+ V_strncpy( pcEngineVer, reg->ReadString( "EngineVer", "orangebox" ), nSize );
+ ReleaseInstancedRegistry( reg );
+}
+//-----------------------------------------------------------------------------
+// Purpose: Add a new configuration with proper defaults to a keyvalue block
+//-----------------------------------------------------------------------------
+bool AddConfig( int configID )
+{
+ // Find the games block of the keyvalues
+ KeyValues *gameBlock = g_ConfigManager.GetGameBlock();
+
+ if ( gameBlock == NULL )
+ {
+ Assert( 0 );
+ return false;
+ }
+
+ // Set to defaults
+ defaultConfigInfo_t newInfo;
+ memset( &newInfo, 0, sizeof( newInfo ) );
+
+ // Data for building the new configuration
+ const char *pModName = g_Configs[configID]->m_Name.Base();
+ const char *pModDirectory = g_Configs[configID]->m_ModDir.Base();
+
+ // Mod name
+ Q_strncpy( newInfo.gameName, pModName, sizeof( newInfo.gameName ) );
+
+ // FGD
+ Q_strncpy( newInfo.FGD, "base.fgd", sizeof( newInfo.FGD ) );
+
+ // Get the base directory
+ Q_FileBase( pModDirectory, newInfo.gameDir, sizeof( newInfo.gameDir ) );
+
+ // Default executable
+ Q_strncpy( newInfo.exeName, "hl2.exe", sizeof( newInfo.exeName ) );
+
+ char szPath[MAX_PATH];
+ Q_strncpy( szPath, pModDirectory, sizeof( szPath ) );
+ Q_StripLastDir( szPath, sizeof( szPath ) );
+ Q_StripTrailingSlash( szPath );
+
+ char fullDir[MAX_PATH];
+ g_ConfigManager.GetRootGameDirectory( fullDir, sizeof( fullDir ), g_ConfigManager.GetRootDirectory() );
+
+ return g_ConfigManager.AddDefaultConfig( newInfo, gameBlock, szPath, fullDir );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Remove a configuration from the data block
+//-----------------------------------------------------------------------------
+bool RemoveConfig( int configID )
+{
+ if ( !g_ConfigManager.IsLoaded() )
+ return false;
+
+ // Find the games block of the keyvalues
+ KeyValues *gameBlock = g_ConfigManager.GetGameBlock();
+
+ if ( gameBlock == NULL )
+ {
+ Assert( 0 );
+ return false;
+ }
+
+ int i = 0;
+
+ // Iterate through all subkeys
+ for ( KeyValues *pGame=gameBlock->GetFirstTrueSubKey(); pGame; pGame=pGame->GetNextTrueSubKey(), i++ )
+ {
+ if ( i == configID )
+ {
+ KeyValues *pOldGame = pGame;
+ pGame = pGame->GetNextTrueSubKey();
+
+ gameBlock->RemoveSubKey( pOldGame );
+ pOldGame->deleteThis();
+
+ if ( pGame == NULL )
+ return true;
+ }
+ }
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Updates the internal data of the keyvalue buffer with the edited info
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool UpdateConfigs( void )
+{
+ if ( !g_ConfigManager.IsLoaded() )
+ return false;
+
+ // Find the games block of the keyvalues
+ KeyValues *gameBlock = g_ConfigManager.GetGameBlock();
+
+ if ( gameBlock == NULL )
+ {
+ Assert( 0 );
+ return false;
+ }
+
+ int i = 0;
+
+ // Stomp parsed data onto the contained keyvalues
+ for ( KeyValues *pGame=gameBlock->GetFirstTrueSubKey(); pGame != NULL; pGame=pGame->GetNextTrueSubKey(), i++ )
+ {
+ pGame->SetName( g_Configs[i]->m_Name.Base() );
+ pGame->SetString( TOKEN_GAME_DIRECTORY, g_Configs[i]->m_ModDir.Base() );
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Saves out changes to the config file
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool SaveConfigs( void )
+{
+ // Move the internal changes up to the base data stored in the config manager
+ if ( UpdateConfigs() == false )
+ return false;
+
+ // Save out the data
+ if ( g_ConfigManager.SaveConfigs() == false )
+ return false;
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Read the information we use out of the configs
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool ParseConfigs( void )
+{
+ if ( !g_ConfigManager.IsLoaded() )
+ return false;
+
+ // Find the games block of the keyvalues
+ KeyValues *gameBlock = g_ConfigManager.GetGameBlock();
+
+ if ( gameBlock == NULL )
+ {
+ Assert( 0 );
+ return false;
+ }
+
+ // Iterate through all subkeys
+ for ( KeyValues *pGame=gameBlock->GetFirstTrueSubKey(); pGame; pGame=pGame->GetNextTrueSubKey() )
+ {
+ const char *pName = pGame->GetName();
+ const char *pDir = pGame->GetString( TOKEN_GAME_DIRECTORY );
+
+ CGameConfig *newConfig = new CGameConfig( pName, pDir );
+ g_Configs.AddToTail( newConfig );
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Startup our file watch
+//-----------------------------------------------------------------------------
+void UpdateConfigsStatus_Init( void )
+{
+ // Watch our config file for changes
+ if ( g_dwChangeHandle == NULL)
+ {
+ char szConfigDir[MAX_PATH];
+ Q_strncpy( szConfigDir, GetBaseDirectory(), sizeof( szConfigDir ) );
+
+ g_dwChangeHandle = FindFirstChangeNotification(
+ szConfigDir, // directory to watch
+ false, // watch the subtree
+ FILE_NOTIFY_CHANGE_LAST_WRITE ); // watch file and dir name changes
+
+ if ( g_dwChangeHandle == INVALID_HANDLE_VALUE )
+ {
+ // FIXME: Unable to watch the file
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Reload and re-parse our configuration data
+//-----------------------------------------------------------------------------
+void ReloadConfigs( bool bNoWarning /*= false*/ )
+{
+ g_Configs.PurgeAndDeleteElements();
+ ParseConfigs();
+ g_pMainFrame->PopulateConfigList( bNoWarning );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Update our status
+//-----------------------------------------------------------------------------
+void UpdateConfigsStatus( void )
+{
+ // Wait for notification.
+ DWORD dwWaitStatus = WaitForSingleObject( g_dwChangeHandle, 0 );
+
+ if ( dwWaitStatus == WAIT_OBJECT_0 )
+ {
+ // Something in the watched folder changed!
+ if ( g_pMainFrame != NULL )
+ {
+ // Reload the configs
+ g_ConfigManager.LoadConfigs();
+
+ // Reparse the configurations
+ ReloadConfigs();
+ }
+
+ // Start the next update
+ if ( FindNextChangeNotification( g_dwChangeHandle ) == FALSE )
+ {
+ // This means that something unknown happened to our search handle!
+ Assert( 0 );
+ return;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Stop watching the file
+//-----------------------------------------------------------------------------
+void UpdateConfigsStatus_Shutdown( void )
+{
+ FindCloseChangeNotification( g_dwChangeHandle );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Message handler for dummy app
+//-----------------------------------------------------------------------------
+static LRESULT CALLBACK messageProc( HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam )
+{
+ // See if we've gotten a VPROJECT change
+ if ( msg == WM_SETTINGCHANGE )
+ {
+ if ( g_pMainFrame != NULL )
+ {
+ // Reset the list and pop an error if they've chosen something we don't understand
+ g_pMainFrame->PopulateConfigList();
+ }
+ }
+
+ return ::DefWindowProc(hwnd,msg,wparam,lparam);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Creates a dummy window that handles windows messages
+//-----------------------------------------------------------------------------
+void CreateMessageWindow( void )
+{
+ // Make and register a very simple window class
+ memset(&staticWndclass, 0, sizeof(staticWndclass));
+ staticWndclass.style = 0;
+ staticWndclass.lpfnWndProc = messageProc;
+ staticWndclass.hInstance = GetModuleHandle(NULL);
+ staticWndclass.lpszClassName = "VConfig_Window";
+ staticWndclassAtom = ::RegisterClass( &staticWndclass );
+
+ // Create an empty window just for message handling
+ staticHwnd = CreateWindowEx(0, "VConfig_Window", "Hidden Window", 0, 0, 0, 1, 1, NULL, NULL, GetModuleHandle(NULL), NULL);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void ShutdownMessageWindow( void )
+{
+ // Kill our windows instance
+ ::DestroyWindow( staticHwnd );
+ ::UnregisterClass("VConfig_Window", ::GetModuleHandle(NULL));
+}
+
+
+//-----------------------------------------------------------------------------
+// Sets up, shuts down vgui
+//-----------------------------------------------------------------------------
+bool InitializeVGUI( void )
+{
+ vgui::ivgui()->SetSleep(false);
+
+ // Init the surface
+ vgui::Panel *pPanel = new vgui::Panel( NULL, "TopPanel" );
+ pPanel->SetVisible(true);
+
+ vgui::surface()->SetEmbeddedPanel(pPanel->GetVPanel());
+
+ // load the scheme
+ vgui::scheme()->LoadSchemeFromFile( "vconfig_scheme.res", NULL );
+
+ // localization
+ g_pVGuiLocalize->AddFile( "resource/platform_%language%.txt");
+ g_pVGuiLocalize->AddFile( "vgui/resource/vgui_%language%.txt" );
+ g_pVGuiLocalize->AddFile( "vconfig_english.txt");
+
+ // Start vgui
+ vgui::ivgui()->Start();
+
+ // add our main window
+ g_pMainFrame = new CVConfigDialog( pPanel, "VConfigDialog" );
+
+ // show main window
+ g_pMainFrame->MoveToCenterOfScreen();
+ g_pMainFrame->Activate();
+ g_pMainFrame->SetSizeable( false );
+ g_pMainFrame->SetMenuButtonVisible( true );
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Stop VGUI
+//-----------------------------------------------------------------------------
+void ShutdownVGUI( void )
+{
+ delete g_pMainFrame;
+}
+
+
+//-----------------------------------------------------------------------------
+// Points the maya script to the appropriate place
+//-----------------------------------------------------------------------------
+void SetMayaScriptSettings( )
+{
+ char pMayaScriptPath[ MAX_PATH ];
+ Q_snprintf( pMayaScriptPath, sizeof(pMayaScriptPath), "%%VPROJECT%%\\..\\sdktools\\maya\\scripts" );
+ SetVConfigRegistrySetting( "MAYA_SCRIPT_PATH", pMayaScriptPath, false );
+}
+
+
+//-----------------------------------------------------------------------------
+// Points the XSI script to the appropriate place
+//-----------------------------------------------------------------------------
+void SetXSIScriptSettings( )
+{
+ // Determine the currently installed version of XSI
+ char *pXSIVersion = "5.1";
+
+ // FIXME: We need a way of knowing the current version of XSI being used
+ // so we can set up the appropriate search paths. There's no easy way of doing this currently
+ // so I'm defining my own environment variable
+ char pXSIVersionBuf[ MAX_PATH ];
+ if ( GetVConfigRegistrySetting( "XSI_VERSION", pXSIVersionBuf, sizeof(pXSIVersionBuf) ) )
+ {
+ pXSIVersion = pXSIVersionBuf;
+ }
+
+ char pXSIPluginPath[ MAX_PATH ];
+ Q_snprintf( pXSIPluginPath, sizeof(pXSIPluginPath), "%%VPROJECT%%\\..\\sdktools\\xsi\\%s\\valvesource", pXSIVersion );
+ SetVConfigRegistrySetting( "XSI_PLUGINS", pXSIPluginPath, false );
+ SetVConfigRegistrySetting( "XSI_VERSION", pXSIVersion, false );
+}
+
+
+//-----------------------------------------------------------------------------
+// Points the XSI script to the appropriate place
+//-----------------------------------------------------------------------------
+#define VPROJECT_BIN_PATH "%vproject%\\..\\bin"
+
+void SetPathSettings( )
+{
+ char pPathBuf[ MAX_PATH*32 ];
+ if ( GetVConfigRegistrySetting( "PATH", pPathBuf, sizeof(pPathBuf) ) )
+ {
+ Q_FixSlashes( pPathBuf );
+ const char *pPath = pPathBuf;
+ const char *pFound = Q_stristr( pPath, VPROJECT_BIN_PATH );
+ int nLen = Q_strlen( VPROJECT_BIN_PATH );
+ while ( pFound )
+ {
+ if ( pFound[nLen] == '\\' )
+ {
+ ++nLen;
+ }
+ if ( !pFound[nLen] || pFound[nLen] == ';' )
+ return;
+
+ pPath += nLen;
+ pFound = Q_stristr( pPath, VPROJECT_BIN_PATH );
+ }
+
+ Q_strncat( pPathBuf, ";%VPROJECT%\\..\\bin", sizeof(pPathBuf) );
+ }
+ else
+ {
+ Q_strncpy( pPathBuf, "%VPROJECT%\\..\\bin", sizeof(pPathBuf) );
+ }
+
+ SetVConfigRegistrySetting( "PATH", pPathBuf, false );
+}
+
+
+//-----------------------------------------------------------------------------
+// Spew func
+//-----------------------------------------------------------------------------
+SpewRetval_t VConfig_SpewOutputFunc( SpewType_t type, char const *pMsg )
+{
+#ifdef _DEBUG
+ OutputDebugString( pMsg );
+#endif
+
+ switch( type )
+ {
+ case SPEW_ERROR:
+ ::MessageBox( NULL, pMsg, "VConfig Error", MB_OK );
+ return SPEW_ABORT;
+
+ case SPEW_ASSERT:
+ return SPEW_DEBUGGER;
+ }
+
+ return SPEW_CONTINUE;
+}
+
+
+//-----------------------------------------------------------------------------
+// The application object
+//-----------------------------------------------------------------------------
+class CVConfigApp : public CVguiSteamApp
+{
+ typedef CVguiSteamApp BaseClass;
+
+public:
+ // Methods of IApplication
+ virtual bool Create();
+ virtual bool PreInit();
+ virtual int Main();
+ virtual void PostShutdown();
+ virtual void Destroy() {}
+};
+
+DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CVConfigApp );
+
+
+//-----------------------------------------------------------------------------
+// The application object
+//-----------------------------------------------------------------------------
+bool CVConfigApp::Create()
+{
+ SpewOutputFunc( VConfig_SpewOutputFunc );
+
+ // If they pass in -game, just set the registry key to the value they asked for.
+ const char *pSetGame = CommandLine()->ParmValue( "-game" );
+ if ( pSetGame )
+ {
+ SetMayaScriptSettings( );
+ SetXSIScriptSettings( );
+ SetPathSettings( );
+ SetVConfigRegistrySetting( GAMEDIR_TOKEN, pSetGame );
+ return false;
+ }
+
+ AppSystemInfo_t appSystems[] =
+ {
+ { "inputsystem.dll", INPUTSYSTEM_INTERFACE_VERSION },
+ { "vgui2.dll", VGUI_IVGUI_INTERFACE_VERSION },
+ { "", "" } // Required to terminate the list
+ };
+
+ return AddSystems( appSystems );
+}
+
+
+//-----------------------------------------------------------------------------
+// Pre-init
+//-----------------------------------------------------------------------------
+bool CVConfigApp::PreInit()
+{
+ if ( !BaseClass::PreInit() )
+ return false;
+
+ // Create a window to capture messages
+ CreateMessageWindow();
+
+ // Make sure we're using the proper environment variable
+ ConvertObsoleteVConfigRegistrySetting( GAMEDIR_TOKEN );
+
+ FileSystem_SetErrorMode( FS_ERRORMODE_AUTO );
+
+ // We only want to use the gameinfo.txt that is in the bin\vconfig directory.
+ char dirName[MAX_PATH];
+ Q_strncpy( dirName, GetBaseDirectory(), sizeof( dirName ) );
+ Q_AppendSlash( dirName, sizeof( dirName ) );
+ Q_strncat( dirName, "vconfig", sizeof( dirName ), COPY_ALL_CHARACTERS );
+
+ if ( !SetupSearchPaths( dirName, true, true ) )
+ {
+ ::MessageBox( NULL, "Error", "Unable to initialize file system\n", MB_OK );
+ return false;
+ }
+
+ // Load our configs
+ if ( g_ConfigManager.LoadConfigs() == false )
+ {
+ ::MessageBox( NULL, "Error", "Unable to load configuration file\n", MB_OK );
+ return false;
+ }
+
+ // Parse them for internal use
+ if ( ParseConfigs() == false )
+ {
+ ::MessageBox( NULL, "Error", "Unable to parse configuration file\n", MB_OK );
+ return false;
+ }
+
+ // Start looking for file updates
+ UpdateConfigsStatus_Init();
+
+ // the "base dir" so we can scan mod name
+ g_pFullFileSystem->AddSearchPath( GetBaseDirectory(), VCONFIG_MAIN_PATH_ID );
+
+ // the main platform dir
+ g_pFullFileSystem->AddSearchPath( "platform","PLATFORM", PATH_ADD_TO_HEAD );
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Pre-init
+//-----------------------------------------------------------------------------
+void CVConfigApp::PostShutdown()
+{
+ // Stop our message window
+ ShutdownMessageWindow();
+
+ // Clear our configs
+ g_Configs.PurgeAndDeleteElements();
+
+ // Stop file notifications
+ UpdateConfigsStatus_Shutdown();
+
+ BaseClass::PostShutdown();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Main function
+//-----------------------------------------------------------------------------
+int CVConfigApp::Main()
+{
+ if ( !InitializeVGUI() )
+ return 0;
+
+ SteamAPI_InitSafe();
+ SteamAPI_SetTryCatchCallbacks( false ); // We don't use exceptions, so tell steam not to use try/catch in callback handlers
+ g_SteamAPIContext.Init();
+
+ GetEngineVersion( g_engineDir, sizeof( g_engineDir ) );
+
+ // Run the app
+ while ( vgui::ivgui()->IsRunning() )
+ {
+ Sleep( 10 );
+ UpdateConfigsStatus();
+ vgui::ivgui()->RunFrame();
+ }
+
+ ShutdownVGUI();
+
+ return 1;
+}
+