This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Tools/LevelEdit/UpdateAssetsDialog.cpp

165 lines
5.3 KiB
C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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/UpdateAssetsDialog.cpp $Modtime:: $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "StdAfx.H"
#include "LevelEdit.H"
#include "UpdateAssetsDialog.H"
#include "FileMgr.H"
#include "Utils.H"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
//
// UpdateAssetsDialogClass
//
/////////////////////////////////////////////////////////////////////////////
UpdateAssetsDialogClass::UpdateAssetsDialogClass
(
const CString & comments,
STRING_LIST & directory_list,
bool update_all,
CWnd * pParent
)
: m_Comments (comments),
m_DirectoryList (directory_list),
m_UpdateAll (update_all),
CDialog(UpdateAssetsDialogClass::IDD, pParent)
{
//{{AFX_DATA_INIT(UpdateAssetsDialogClass)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// DoDataExchange
//
/////////////////////////////////////////////////////////////////////////////
void
UpdateAssetsDialogClass::DoDataExchange (CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(UpdateAssetsDialogClass)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
return ;
}
BEGIN_MESSAGE_MAP(UpdateAssetsDialogClass, CDialog)
//{{AFX_MSG_MAP(UpdateAssetsDialogClass)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
//
// OnInitDialog
//
/////////////////////////////////////////////////////////////////////////////
BOOL
UpdateAssetsDialogClass::OnInitDialog (void)
{
CDialog::OnInitDialog ();
//
// Force the window on top
//
BringWindowToTop ();
SetForegroundWindow ();
SetWindowPos (&wndTopMost, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
// Pass the comments onto the edit control
SetDlgItemText (IDC_COMMENTS_EDIT, m_Comments);
// Check the 'Yes' radio button by default
SendDlgItemMessage (IDC_YES_RADIO, BM_SETCHECK, (WPARAM)TRUE);
//
// Simulate pressing the OK button
//
if (::Is_Silent_Mode ()) {
PostMessage (WM_COMMAND, MAKELONG (IDOK, BN_CLICKED), 0L);
}
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnOK
//
/////////////////////////////////////////////////////////////////////////////
void
UpdateAssetsDialogClass::OnOK (void)
{
// Should we update the assets now?
if (SendDlgItemMessage (IDC_YES_RADIO, BM_GETCHECK) == 1) {
//
// Put up a dialog while we copy all the assets from VSS
//
HWND hdlg = Show_VSS_Update_Dialog (m_hWnd);
if (m_UpdateAll) {
::Get_File_Mgr ()->Update_Asset_Tree ();
} else {
//
// Loop over the directory list and only update those directories that
// are new...
//
for (int index = 0; index < m_DirectoryList.Count (); index ++) {
CString &path = m_DirectoryList[index];
::Get_File_Mgr ()->Get_Subproject (path);
}
}
Kill_VSS_Update_Dialog (hdlg);
CDialog::OnOK ();
} else {
CDialog::OnCancel ();
}
return ;
}