/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program 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. ** ** This program 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 this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : leveledit * * * * $Archive:: /Commando/Code/Tools/LevelEdit/assetpackagemgr.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 1/31/02 2:01p $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "stdafx.h" #include "assetpackagemgr.h" #include "utils.h" #include "regkeys.h" #include "choosemodpackagedialog.h" #include "editorbuild.h" #include "leveledit.h" #include "filelocations.h" ////////////////////////////////////////////////////////////////////// // Static member initialization ////////////////////////////////////////////////////////////////////// StringClass AssetPackageMgrClass::CurrentPackageName; StringClass AssetPackageMgrClass::CurrentPackagePath; ////////////////////////////////////////////////////////////////////// // // Initialize // ////////////////////////////////////////////////////////////////////// void AssetPackageMgrClass::Initialize (void) { // // Read the current package name from the registy // CString package_name = theApp.GetProfileString (CONFIG_KEY, CURRENT_PACKAGE_NAME, ""); Set_Current_Package (package_name); return ; } ////////////////////////////////////////////////////////////////////// // // Shutdown // ////////////////////////////////////////////////////////////////////// void AssetPackageMgrClass::Shutdown (void) { return ; } ////////////////////////////////////////////////////////////////////// // // Set_Current_Package // ////////////////////////////////////////////////////////////////////// void AssetPackageMgrClass::Set_Current_Package (const char *name) { StringClass path = (const char *)::Get_Startup_Directory (); // // Save the package name and the path to the package directory // CurrentPackageName = name; CurrentPackagePath = ::Make_Path (path, name); if (CurrentPackageName.Get_Length () > 0) { _pThe3DAssetManager->Set_Current_Directory (CurrentPackagePath); } return ; } ////////////////////////////////////////////////////////////////////// // // Build_Package_List // ////////////////////////////////////////////////////////////////////// void AssetPackageMgrClass::Build_Package_List (STRING_LIST &list) { StringClass path = (const char *)::Get_Startup_Directory (); StringClass search_path = ::Make_Path (path, "*.*"); // // Search for all sub-directories in our current folder // WIN32_FIND_DATA find_info = { 0 }; BOOL keep_going = TRUE; HANDLE file_find = NULL; for (file_find = ::FindFirstFile (search_path, &find_info); (file_find != INVALID_HANDLE_VALUE) && keep_going; keep_going = ::FindNextFile (file_find, &find_info)) { if ( find_info.cFileName[0] != '.' && (find_info.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) == FILE_ATTRIBUTE_DIRECTORY) { // // Add this sub-directory to the list // list.Add (find_info.cFileName); } } // // Close the search handle // if (file_find != INVALID_HANDLE_VALUE) { ::FindClose (file_find); } return ; } ////////////////////////////////////////////////////////////////////// // // Show_Package_Selection_UI // ////////////////////////////////////////////////////////////////////// void AssetPackageMgrClass::Show_Package_Selection_UI (void) { #ifdef PUBLIC_EDITOR_VER ChooseModPackageDialogClass dialog; dialog.DoModal (); #endif //PUBLIC_EDITOR_VER return ; } ////////////////////////////////////////////////////////////////////// // // Create_Package // ////////////////////////////////////////////////////////////////////// void AssetPackageMgrClass::Create_Package (const char *name) { StringClass path = (const char *)::Get_Startup_Directory (); StringClass new_path = ::Make_Path (path, name); // // Attempt to create the directory // if (::CreateDirectory (new_path, NULL) == FALSE) { // // Warn the user on error // CString message; message.Format ("Unable to create the directory: %s", (const char *)new_path); ::MessageBox (NULL, message, "File Error", MB_ICONERROR | MB_OK | MB_TOPMOST); } else { // // Make a directory for the levels to be stored in // CString levels_full_path = ::Make_Path (new_path, LEVELS_ASSET_DIR); ::CreateDirectory (levels_full_path, NULL); } return ; }