dhewm3/neo/tools/guied/GEWorkspaceFile.cpp

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "tools/edit_gui_common.h"
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#include "GEApp.h"
bool GECheckInDlg_DoModal ( HWND parent, const char* filename, idStr* comment );
/*
================
rvGEWorkspace::SaveFile
Writes the contents of the open gui file to disk
================
*/
bool rvGEWorkspace::SaveFile ( const char* filename )
{
idFile* file;
idWindow* window;
SetCursor ( LoadCursor ( NULL, IDC_WAIT ) );
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mFilename = filename;
// Since quake can only write to its path we will write a temp file then copy it over
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idStr tempfile;
idStr ospath;
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tempfile = "guis/temp.guied";
//ospath = fileSystem->RelativePathToOSPath ( tempfile, "fs_basepath" ); DG: change from SteelStorm2
ospath = fileSystem->RelativePathToOSPath ( tempfile, "fs_savepath" );
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// Open the output file for write
file = fileSystem->OpenFileWrite(tempfile);
if ( !file )
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{
SetCursor ( LoadCursor ( NULL, IDC_ARROW ) );
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return false;
}
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window = mInterface->GetDesktop ( );
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WriteWindow ( file, 1, window );
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fileSystem->CloseFile ( file );
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if ( !CopyFile ( ospath, filename, FALSE ) )
{
DeleteFile ( ospath );
SetCursor ( LoadCursor ( NULL, IDC_ARROW ) );
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return false;
}
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DeleteFile ( ospath );
mFilename = filename;
mModified = false;
mNew = false;
UpdateTitle ( );
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SetCursor ( LoadCursor ( NULL, IDC_ARROW ) );
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return true;
}
/*
================
rvGEWorkspace::WriteTabs
Writes the given number of tabs to the given file
================
*/
void rvGEWorkspace::WriteTabs ( idFile* file, int depth )
{
int i;
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for ( i = 0; i < depth; i ++ )
{
file->Write ( "\t", 1 );
}
}
/*
================
rvGEWorkspace::WriteWindow
Writes the contents of the given window to the file
================
*/
bool rvGEWorkspace::WriteWindow ( idFile* file, int depth, idWindow* window )
{
idStr out;
rvGEWindowWrapper* wrapper;
int i;
wrapper = rvGEWindowWrapper::GetWrapper ( window );
if ( !wrapper )
{
return true;
}
if ( wrapper->IsDeleted ( ) )
{
return true;
}
// Window def header
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WriteTabs ( file, depth - 1 );
out = wrapper->WindowTypeToString ( wrapper->GetWindowType ( ) );
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out.Append ( " " );
file->Write ( out, out.Length() );
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out = window->GetName ( );
file->Write ( out, out.Length() );
file->Write ( "\r\n", 2 );
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WriteTabs ( file, depth - 1 );
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out = "{\r\n";
file->Write ( out, out.Length() );
file->ForceFlush ( );
for ( i = 0; i < wrapper->GetStateDict().GetNumKeyVals(); i ++ )
{
const idKeyValue* key = wrapper->GetStateDict().GetKeyVal ( i );
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// Dont write name to the files
if ( !key->GetKey().Icmp ( "name" ) )
{
continue;
}
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WriteTabs ( file, depth );
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out = key->GetKey();
out.Append ( "\t" );
file->Write ( out, out.Length() );
const char* p;
for ( p = key->GetValue().c_str(); *p; p ++ )
{
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switch ( *p )
{
case '\n':
file->Write ( "\\n", 2 );
break;
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default:
file->Write ( p, 1 );
break;
}
}
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file->Write ( "\r\n", 2 );
}
for ( i = 0; i < wrapper->GetVariableDict().GetNumKeyVals(); i ++ )
{
const idKeyValue* key = wrapper->GetVariableDict().GetKeyVal ( i );
WriteTabs ( file, depth );
out = key->GetKey();
out.Append ( "\t" );
out.Append ( key->GetValue() );
out.Append ( "\r\n" );
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file->Write ( out, out.Length() );
}
if ( wrapper->GetScriptDict().GetNumKeyVals() )
{
file->Write ( "\r\n", 2 );
}
for ( i = 0; i < wrapper->GetScriptDict().GetNumKeyVals(); i ++ )
{
const idKeyValue* key = wrapper->GetScriptDict().GetKeyVal ( i );
WriteTabs ( file, depth );
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file->Write ( key->GetKey(), key->GetKey().Length() );
file->Write ( " ", 1 );
idLexer src( key->GetValue(), key->GetValue().Length(), "", LEXFL_ALLOWMULTICHARLITERALS | LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
src.ParseBracedSectionExact ( out, depth + 1);
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file->Write ( out, out.Length() );
file->Write ( "\r\n", 2 );
file->Write ( "\r\n", 2 );
}
for ( i = 0; i < wrapper->GetChildCount(); i ++ )
{
idWindow* child = wrapper->GetChild ( i );
WriteWindow ( file, depth + 1, child );
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}
// Window def footer
WriteTabs ( file, depth - 1 );
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out = "}\r\n";
file->Write ( out, out.Length() );
file->ForceFlush ( );
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return true;
}
/*
================
rvGEWorkspace::NewFile
Opens a new file for editing
================
*/
bool rvGEWorkspace::NewFile ( void )
{
idStr empty;
idStr ospath;
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idFile* file;
// Make a temporary file with nothing in it so we can just use
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// load to do all the work
//ospath = fileSystem->RelativePathToOSPath ( "guis/Untitled.guiednew", "fs_basepath" ); DG: change from SteelStorm2
ospath = fileSystem->RelativePathToOSPath ( "guis/Untitled.guiednew", "fs_savepath" );
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DeleteFile ( ospath );
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file = fileSystem->OpenFileWrite ( "guis/Untitled.guiednew" );
if ( NULL == file )
{
return false;
}
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empty = "windowDef Desktop { rect 0,0,640,480 }";
file->Write ( empty, empty.Length() );
fileSystem->CloseFile ( file );
// Load the temporary file
if ( !LoadFile ( ospath, NULL ) )
{
// Ensure the temp file doesnt hang around
DeleteFile ( ospath );
return false;
}
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mNew = true;
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// Ensure the temp file doesnt hang around
DeleteFile ( ospath );
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// Go back to using a .gui extensions
ospath.StripFileExtension ( );
ospath.Append ( ".gui" );
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mFilename = ospath;
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return true;
}
/*
================
rvGEWorkspace::LoadFile
Loads the given gui file.
================
*/
bool rvGEWorkspace::LoadFile ( const char* filename, idStr* error )
{
delete mInterface;
idStr tempfile;
idStr ospath;
bool result;
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tempfile = "guis/temp.guied";
//ospath = fileSystem->RelativePathToOSPath ( tempfile, "fs_basepath" ); DG: change from SteelStorm2
ospath = fileSystem->RelativePathToOSPath ( tempfile, "fs_savepath" );
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// Make sure the gui directory exists
idStr createDir = ospath;
createDir.StripFilename ( );
CreateDirectory ( createDir, NULL );
SetFileAttributes ( ospath, FILE_ATTRIBUTE_NORMAL );
DeleteFile ( ospath );
if ( !CopyFile ( filename, ospath, FALSE ) )
{
if ( error )
{
*error = "File not found";
}
return false;
}
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SetFileAttributes ( ospath, FILE_ATTRIBUTE_NORMAL );
mFilename = filename;
UpdateTitle ( );
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// Let the real window system parse it first
mInterface = NULL;
result = true;
try
{
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mInterface = reinterpret_cast< idUserInterfaceLocal* >( uiManager->FindGui( tempfile, true, true ) );
if ( !mInterface && error )
{
*error = "File not found";
}
}
catch ( idException& e )
{
result = false;
if ( error )
{
*error = e.error;
}
return false;
}
if ( result )
{
rvGEWindowWrapper::GetWrapper ( mInterface->GetDesktop ( ) )->Expand ( );
}
else
{
DeleteFile ( ospath );
}
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return result;
}
/*
================
rvGEWorkspace::CheckIn
Checks in the current workspace file into source control
================
*/
bool rvGEWorkspace::CheckIn ( void )
{
return false;
}
/*
================
rvGEWorkspace::CheckOut
Checks out the current workspace file from source control
================
*/
bool rvGEWorkspace::CheckOut ( void )
{
return false;
}
/*
================
rvGEWorkspace::UndoCheckout
Undoes the checkout of the current file
================
*/
bool rvGEWorkspace::UndoCheckout ( void )
{
return false;
}