// monitoring window for running BSP processes (and possibly various other stuff)
#include "watchbsp.h"
+#include "globaldefs.h"
#include <algorithm>
Build_constructPreferences( page );
}
void Build_registerPreferencesPage(){
- PreferencesDialog_addSettingsPage( FreeCaller1<PreferenceGroup&, Build_constructPage>() );
+ PreferencesDialog_addSettingsPage( makeCallbackF(Build_constructPage) );
}
#include "preferencesystem.h"
g_WatchBSP_Enabled = !string_equal( g_pGameDescription->getKeyValue( "no_bsp_monitor" ), "1" );
- GlobalPreferenceSystem().registerPreference( "WatchBSP", BoolImportStringCaller( g_WatchBSP_Enabled ), BoolExportStringCaller( g_WatchBSP_Enabled ) );
- GlobalPreferenceSystem().registerPreference( "RunQuake2Run", BoolImportStringCaller( g_WatchBSP_RunQuake ), BoolExportStringCaller( g_WatchBSP_RunQuake ) );
- GlobalPreferenceSystem().registerPreference( "LeakStop", BoolImportStringCaller( g_WatchBSP_LeakStop ), BoolExportStringCaller( g_WatchBSP_LeakStop ) );
- GlobalPreferenceSystem().registerPreference( "SleepMode", BoolImportStringCaller( g_WatchBSP_DoSleep ), BoolExportStringCaller( g_WatchBSP_DoSleep ) );
+ GlobalPreferenceSystem().registerPreference( "WatchBSP", make_property_string( g_WatchBSP_Enabled ) );
+ GlobalPreferenceSystem().registerPreference( "RunQuake2Run", make_property_string( g_WatchBSP_RunQuake ) );
+ GlobalPreferenceSystem().registerPreference( "LeakStop", make_property_string( g_WatchBSP_LeakStop ) );
+ GlobalPreferenceSystem().registerPreference( "SleepMode", make_property_string( g_WatchBSP_DoSleep ) );
Build_registerPreferencesPage();
}
}
if ( data->recurse == data->stop_depth ) {
message_flush( data );
-#ifdef _DEBUG
+#if GDEF_DEBUG
globalOutputStream() << "Received error msg .. shutting down..\n";
#endif
GetWatchBSP()->EndMonitoringLoop();
}
bool CWatchBSP::SetupListening(){
-#ifdef _DEBUG
+#if GDEF_DEBUG
if ( m_pListenSocket ) {
globalOutputStream() << "ERROR: m_pListenSocket != NULL in CWatchBSP::SetupListening\n";
return false;
if ( SetupListening() == false ) {
const char* msg = "Failed to get a listening socket on port 39000.\nTry running with Build monitoring disabled if you can't fix this.\n";
globalOutputStream() << msg;
- MainFrame_getWindow().alert( msg, "Build monitoring", ui::alert_type::OK, ui::alert_icon::Error );
+ ui::alert( MainFrame_getWindow(), msg, "Build monitoring", ui::alert_type::OK, ui::alert_icon::Error );
return;
}
// set the timer for timeouts and step cancellation
msg << reinterpret_cast<const char*>( g_ptr_array_index( m_pCmd, m_iCurrentStep ) );
msg << "\nCheck that the file exists and that you don't run out of system resources.\n";
globalOutputStream() << msg.c_str();
- MainFrame_getWindow().alert( msg.c_str(), "Build monitoring", ui::alert_type::OK, ui::alert_icon::Error );
+ ui::alert( MainFrame_getWindow(), msg.c_str(), "Build monitoring", ui::alert_type::OK, ui::alert_icon::Error );
return;
}
// re-initialise the debug window
}
-#if defined( WIN32 )
-#define ENGINE_ATTRIBUTE "engine_win32"
-#define MP_ENGINE_ATTRIBUTE "mp_engine_win32"
-#elif defined( __linux__ ) || defined ( __FreeBSD__ )
-#define ENGINE_ATTRIBUTE "engine_linux"
-#define MP_ENGINE_ATTRIBUTE "mp_engine_linux"
-#elif defined( __APPLE__ )
-#define ENGINE_ATTRIBUTE "engine_macos"
-#define MP_ENGINE_ATTRIBUTE "mp_engine_macos"
+#if GDEF_OS_WINDOWS
+const char *ENGINE_ATTRIBUTE = "engine_win32";
+const char *MP_ENGINE_ATTRIBUTE = "mp_engine_win32";
+#elif GDEF_OS_LINUX || GDEF_OS_BSD
+const char *ENGINE_ATTRIBUTE = "engine_linux";
+const char *MP_ENGINE_ATTRIBUTE = "mp_engine_linux";
+#elif GDEF_OS_MACOS
+const char *ENGINE_ATTRIBUTE = "engine_macos";
+const char *MP_ENGINE_ATTRIBUTE = "mp_engine_macos";
#else
#error "unsupported platform"
#endif
case EBeginStep:
// timeout: if we don't get an incoming connection fast enough, go back to idle
if ( g_timer_elapsed( m_pTimer, NULL ) > g_WatchBSP_Timeout ) {
- MainFrame_getWindow().alert( "The connection timed out, assuming the build process failed\nMake sure you are using a networked version of Q3Map?\nOtherwise you need to disable BSP Monitoring in prefs.", "BSP process monitoring", ui::alert_type::OK );
+ ui::alert( MainFrame_getWindow(), "The connection timed out, assuming the build process failed\nMake sure you are using a networked version of Q3Map?\nOtherwise you need to disable BSP Monitoring in prefs.", "BSP process monitoring", ui::alert_type::OK );
EndMonitoringLoop();
#if 0
if ( m_bBSPPlugin ) {
#endif
return;
}
-#ifdef _DEBUG
+#if GDEF_DEBUG
// some debug checks
if ( !m_pListenSocket ) {
globalErrorStream() << "ERROR: m_pListenSocket == NULL in CWatchBSP::RoutineProcessing EBeginStep state\n";
break;
case EWatching:
{
-#ifdef _DEBUG
+#if GDEF_DEBUG
// some debug checks
if ( !m_pInSocket ) {
globalErrorStream() << "ERROR: m_pInSocket == NULL in CWatchBSP::RoutineProcessing EWatching state\n";
StringOutputStream msg;
msg << "Failed to execute the following command: " << cmd.c_str() << cmdline.c_str();
globalOutputStream() << msg.c_str();
- MainFrame_getWindow().alert( msg.c_str(), "Build monitoring", ui::alert_type::OK, ui::alert_icon::Error );
+ ui::alert( MainFrame_getWindow(), msg.c_str(), "Build monitoring", ui::alert_type::OK, ui::alert_icon::Error );
}
}
EndMonitoringLoop();
if ( m_eState != EIdle ) {
globalOutputStream() << "WatchBSP got a monitoring request while not idling...\n";
// prompt the user, should we cancel the current process and go ahead?
- if ( MainFrame_getWindow().alert( "I am already monitoring a Build process.\nDo you want me to override and start a new compilation?",
+ if ( ui::alert( MainFrame_getWindow(), "I am already monitoring a Build process.\nDo you want me to override and start a new compilation?",
"Build process monitoring", ui::alert_type::YESNO ) == ui::alert_response::YES ) {
// disconnect and set EIdle state
Reset();