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Get rid of the SDK submodules and move the code into the repo (#352)
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lipsanen authored Sep 23, 2024
1 parent 6189b59 commit d4e0112
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2 changes: 1 addition & 1 deletion .github/workflows/CI.yml
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Expand Up @@ -31,7 +31,7 @@ jobs:
- name: Checkout SPT
uses: actions/checkout@v4
- name: Checkout submodules
run: git submodule update --init -j $env:NUMBER_OF_PROCESSORS SPTLib SDK\${{ matrix.config.SDK }}
run: git submodule update --init -j $env:NUMBER_OF_PROCESSORS SPTLib
- uses: microsoft/setup-msbuild@v2
- name: Build
run: msbuild -m -nologo -p:Configuration="${{ matrix.Configuration }}${{ matrix.config.Configuration_2 }}" spt.sln
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20 changes: 0 additions & 20 deletions .gitmodules
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Expand Up @@ -2,23 +2,3 @@
path = SPTLib
url = https://github.com/YaLTeR/SPTLib.git
shallow = true
[submodule "SDK/orangebox"]
path = SDK/orangebox
url = https://github.com/alliedmodders/hl2sdk.git
branch = orangebox
shallow = true
[submodule "SDK/bms"]
path = SDK/bms
url = https://github.com/alliedmodders/hl2sdk.git
branch = bms
shallow = true
[submodule "SDK/sdk2013"]
path = SDK/sdk2013
url = https://github.com/alliedmodders/hl2sdk.git
branch = sdk2013
shallow = true
[submodule "SDK/episode1"]
path = SDK/episode1
url = https://github.com/alliedmodders/hl2sdk.git
branch = episode1
shallow = true
524 changes: 524 additions & 0 deletions SDK/SDK.vcxproj

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36 changes: 36 additions & 0 deletions SDK/SDK.vcxproj.filters
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="orangebox_new\src\all_orangebox.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="sdk2013_new\src\all_2013.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="episode1_new\src\all_oe.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="bms_new\src\all_bms.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Library Include="orangebox_new\lib\mathlib.lib">
<Filter>Source Files</Filter>
</Library>
</ItemGroup>
</Project>
1 change: 0 additions & 1 deletion SDK/bms
Submodule bms deleted from 058ed4
121 changes: 121 additions & 0 deletions SDK/bms_new/include/common/GameUI/IGameUI.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//

#ifndef IGAMEUI_H
#define IGAMEUI_H
#ifdef _WIN32
#pragma once
#endif

#include "interface.h"
#include "vgui/IPanel.h"

#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif

// reasons why the user can't connect to a game server
enum ESteamLoginFailure
{
STEAMLOGINFAILURE_NONE,
STEAMLOGINFAILURE_BADTICKET,
STEAMLOGINFAILURE_NOSTEAMLOGIN,
STEAMLOGINFAILURE_VACBANNED,
STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE
};

enum ESystemNotify
{
SYSTEMNOTIFY_STORAGEDEVICES_CHANGED,
SYSTEMNOTIFY_USER_SIGNEDIN,
SYSTEMNOTIFY_USER_SIGNEDOUT,
SYSTEMNOTIFY_XUIOPENING,
SYSTEMNOTIFY_XUICLOSED,
SYSTEMNOTIFY_INVITE_SHUTDOWN, // Cross-game invite is causing us to shutdown
};

//-----------------------------------------------------------------------------
// Purpose: contains all the functions that the GameUI dll exports
//-----------------------------------------------------------------------------
abstract_class IGameUI
{
public:
// initialization/shutdown
virtual void Initialize( CreateInterfaceFn appFactory ) = 0;
virtual void PostInit() = 0;

// connect to other interfaces at the same level (gameui.dll/server.dll/client.dll)
virtual void Connect( CreateInterfaceFn gameFactory ) = 0;

virtual void Start() = 0;
virtual void Shutdown() = 0;
virtual void RunFrame() = 0;

// notifications
virtual void OnGameUIActivated() = 0;
virtual void OnGameUIHidden() = 0;

// OLD: Use OnConnectToServer2
virtual void OLD_OnConnectToServer(const char *game, int IP, int port) = 0;

virtual void OnDisconnectFromServer_OLD( uint8 eSteamLoginFailure, const char *username ) = 0;
virtual void OnLevelLoadingStarted(bool bShowProgressDialog) = 0;
virtual void OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason) = 0;

// level loading progress, returns true if the screen needs updating
virtual bool UpdateProgressBar(float progress, const char *statusText) = 0;
// Shows progress desc, returns previous setting... (used with custom progress bars )
virtual bool SetShowProgressText( bool show ) = 0;

// !!!!!!!!!members added after "GameUI011" initial release!!!!!!!!!!!!!!!!!!!
virtual void ShowNewGameDialog( int chapter ) = 0;

// Xbox 360
virtual void SessionNotification( const int notification, const int param = 0 ) = 0;
virtual void SystemNotification( const int notification ) = 0;
virtual void ShowMessageDialog( const uint nType, vgui::Panel *pOwner ) = 0;
virtual void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost ) = 0;
virtual void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping ) = 0;
virtual void OnCreditsFinished( void ) = 0;

// inserts specified panel as background for level load dialog
virtual void SetLoadingBackgroundDialog( vgui::VPANEL panel ) = 0;

// Bonus maps interfaces
virtual void BonusMapUnlock( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapComplete( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest ) = 0;
virtual void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName ) = 0;
virtual void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold ) = 0;
virtual void BonusMapDatabaseSave( void ) = 0;
virtual int BonusMapNumAdvancedCompleted( void ) = 0;
virtual void BonusMapNumMedals( int piNumMedals[ 3 ] ) = 0;

virtual void OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort) = 0;

// X360 Storage device validation:
// returns true right away if storage device has been previously selected.
// otherwise returns false and will set the variable pointed by pStorageDeviceValidated to 1
// once the storage device is selected by user.
virtual bool ValidateStorageDevice( int *pStorageDeviceValidated ) = 0;

virtual void SetProgressOnStart() = 0;
virtual void OnDisconnectFromServer( uint8 eSteamLoginFailure ) = 0;

virtual void OnConfirmQuit( void ) = 0;

virtual bool IsMainMenuVisible( void ) = 0;

// Client DLL is providing us with a panel that it wants to replace the main menu with
virtual void SetMainMenuOverride( vgui::VPANEL panel ) = 0;
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
virtual void SendMainMenuCommand( const char *pszCommand ) = 0;
};

#define GAMEUI_INTERFACE_VERSION "GameUI011"

#endif // IGAMEUI_H
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