//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #ifdef _WIN32 #include #include // includes for the VGUI version #include #include #include #include #include #include "filesystem.h" #include #include #include #include #include "vgui/MainPanel.h" #include "IAdminServer.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" static CMainPanel *g_pMainPanel = NULL; // the main panel to show static CSysModule *g_hAdminServerModule; IAdminServer *g_pAdminServer = NULL; static IVGuiModule *g_pAdminVGuiModule = NULL; void* DedicatedFactory(const char *pName, int *pReturnCode); //----------------------------------------------------------------------------- // Purpose: Starts up the VGUI system and loads the base panel //----------------------------------------------------------------------------- int StartVGUI( CreateInterfaceFn dedicatedFactory ) { // the "base dir" so we can scan mod name g_pFullFileSystem->AddSearchPath(".", "MAIN"); // the main platform dir g_pFullFileSystem->AddSearchPath( "platform", "PLATFORM", PATH_ADD_TO_HEAD); vgui::ivgui()->SetSleep(false); // find our configuration directory char szConfigDir[512]; const char *steamPath = getenv("SteamInstallPath"); if (steamPath) { // put the config dir directly under steam Q_snprintf(szConfigDir, sizeof(szConfigDir), "%s/config", steamPath); } else { // we're not running steam, so just put the config dir under the platform Q_strncpy( szConfigDir, "platform/config", sizeof(szConfigDir)); } g_pFullFileSystem->CreateDirHierarchy("config", "PLATFORM"); g_pFullFileSystem->AddSearchPath(szConfigDir, "CONFIG", PATH_ADD_TO_HEAD); // initialize the user configuration file vgui::system()->SetUserConfigFile("DedicatedServerDialogConfig.vdf", "CONFIG"); // Init the surface g_pMainPanel = new CMainPanel( ); g_pMainPanel->SetVisible(true); vgui::surface()->SetEmbeddedPanel(g_pMainPanel->GetVPanel()); // load the scheme vgui::scheme()->LoadSchemeFromFile("Resource/SourceScheme.res", NULL); // localization g_pVGuiLocalize->AddFile( "Resource/platform_%language%.txt" ); g_pVGuiLocalize->AddFile( "Resource/vgui_%language%.txt" ); g_pVGuiLocalize->AddFile( "Admin/server_%language%.txt" ); // Start vgui vgui::ivgui()->Start(); // load the module g_pFullFileSystem->GetLocalCopy("bin/AdminServer.dll"); g_hAdminServerModule = g_pFullFileSystem->LoadModule("AdminServer"); Assert(g_hAdminServerModule != NULL); CreateInterfaceFn adminFactory = NULL; if (!g_hAdminServerModule) { vgui::ivgui()->DPrintf2("Admin Error: module version (Admin/AdminServer.dll, %s) invalid, not loading\n", IMANAGESERVER_INTERFACE_VERSION ); } else { // make sure we get the right version adminFactory = Sys_GetFactory(g_hAdminServerModule); g_pAdminServer = (IAdminServer *)adminFactory(ADMINSERVER_INTERFACE_VERSION, NULL); g_pAdminVGuiModule = (IVGuiModule *)adminFactory("VGuiModuleAdminServer001", NULL); Assert(g_pAdminServer != NULL); Assert(g_pAdminVGuiModule != NULL); if (!g_pAdminServer || !g_pAdminVGuiModule) { vgui::ivgui()->DPrintf2("Admin Error: module version (Admin/AdminServer.dll, %s) invalid, not loading\n", IMANAGESERVER_INTERFACE_VERSION ); } } // finish initializing admin module g_pAdminVGuiModule->Initialize( &dedicatedFactory, 1 ); g_pAdminVGuiModule->PostInitialize(&adminFactory, 1); g_pAdminVGuiModule->SetParent( g_pMainPanel->GetVPanel() ); // finish setting up main panel g_pMainPanel->Initialize( ); g_pMainPanel->Open(); return 0; } //----------------------------------------------------------------------------- // Purpose: Shuts down the VGUI system //----------------------------------------------------------------------------- void StopVGUI() { SetEvent(g_pMainPanel->GetShutdownHandle()); delete g_pMainPanel; g_pMainPanel = NULL; if (g_hAdminServerModule) { g_pAdminVGuiModule->Shutdown( ); Sys_UnloadModule(g_hAdminServerModule); } } //----------------------------------------------------------------------------- // Purpose: Run a single VGUI frame //----------------------------------------------------------------------------- void RunVGUIFrame() { vgui::ivgui()->RunFrame(); } bool VGUIIsStopping() { return g_pMainPanel->Stopping(); } bool VGUIIsRunning() { return vgui::ivgui()->IsRunning(); } bool VGUIIsInConfig() { return g_pMainPanel->IsInConfig(); } void VGUIFinishedConfig() { Assert( g_pMainPanel ); if(g_pMainPanel) // engine is loaded, pass the message on { SetEvent(g_pMainPanel->GetShutdownHandle()); } } void VGUIPrintf( const char *msg ) { if ( !g_pMainPanel || VGUIIsInConfig() || VGUIIsStopping() ) { OutputDebugStringA( msg ); } else if ( g_pMainPanel ) { g_pMainPanel->AddConsoleText( msg ); } } #endif // _WIN32