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- /*
- ** 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 ;
- }
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