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Diffstat (limited to 'utils/vconfig/main.cpp')
| -rw-r--r-- | utils/vconfig/main.cpp | 646 |
1 files changed, 646 insertions, 0 deletions
diff --git a/utils/vconfig/main.cpp b/utils/vconfig/main.cpp new file mode 100644 index 0000000..175c2eb --- /dev/null +++ b/utils/vconfig/main.cpp @@ -0,0 +1,646 @@ +//========= 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; +} + |