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Initial commit of Command & Conquer Renegade source code.
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165
Code/Tools/LevelEdit/UpdateAssetsDialog.cpp
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165
Code/Tools/LevelEdit/UpdateAssetsDialog.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/UpdateAssetsDialog.cpp $Modtime:: $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "StdAfx.H"
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#include "LevelEdit.H"
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#include "UpdateAssetsDialog.H"
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#include "FileMgr.H"
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#include "Utils.H"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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//
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// UpdateAssetsDialogClass
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//
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/////////////////////////////////////////////////////////////////////////////
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UpdateAssetsDialogClass::UpdateAssetsDialogClass
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(
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const CString & comments,
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STRING_LIST & directory_list,
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bool update_all,
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CWnd * pParent
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)
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: m_Comments (comments),
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m_DirectoryList (directory_list),
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m_UpdateAll (update_all),
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CDialog(UpdateAssetsDialogClass::IDD, pParent)
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{
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//{{AFX_DATA_INIT(UpdateAssetsDialogClass)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// DoDataExchange
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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UpdateAssetsDialogClass::DoDataExchange (CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(UpdateAssetsDialogClass)
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// NOTE: the ClassWizard will add DDX and DDV calls here
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//}}AFX_DATA_MAP
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return ;
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}
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BEGIN_MESSAGE_MAP(UpdateAssetsDialogClass, CDialog)
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//{{AFX_MSG_MAP(UpdateAssetsDialogClass)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnInitDialog
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//
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/////////////////////////////////////////////////////////////////////////////
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BOOL
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UpdateAssetsDialogClass::OnInitDialog (void)
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{
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CDialog::OnInitDialog ();
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//
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// Force the window on top
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//
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BringWindowToTop ();
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SetForegroundWindow ();
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SetWindowPos (&wndTopMost, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
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// Pass the comments onto the edit control
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SetDlgItemText (IDC_COMMENTS_EDIT, m_Comments);
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// Check the 'Yes' radio button by default
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SendDlgItemMessage (IDC_YES_RADIO, BM_SETCHECK, (WPARAM)TRUE);
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//
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// Simulate pressing the OK button
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//
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if (::Is_Silent_Mode ()) {
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PostMessage (WM_COMMAND, MAKELONG (IDOK, BN_CLICKED), 0L);
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}
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return TRUE;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnOK
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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UpdateAssetsDialogClass::OnOK (void)
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{
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// Should we update the assets now?
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if (SendDlgItemMessage (IDC_YES_RADIO, BM_GETCHECK) == 1) {
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//
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// Put up a dialog while we copy all the assets from VSS
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//
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HWND hdlg = Show_VSS_Update_Dialog (m_hWnd);
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if (m_UpdateAll) {
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::Get_File_Mgr ()->Update_Asset_Tree ();
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} else {
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//
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// Loop over the directory list and only update those directories that
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// are new...
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//
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for (int index = 0; index < m_DirectoryList.Count (); index ++) {
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CString &path = m_DirectoryList[index];
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::Get_File_Mgr ()->Get_Subproject (path);
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}
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}
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Kill_VSS_Update_Dialog (hdlg);
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CDialog::OnOK ();
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} else {
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CDialog::OnCancel ();
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}
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return ;
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}
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