Beispiel #1
0
    public static void Main(string[] args)
    {
        LispSerializer.SetupSerializers(typeof(Application).Assembly);

        Gtk.Application.Init();

        Application app = new Application(args);

#if !INSANEDEBUG
        try {
#endif
        Gtk.Application.Run();
#if !INSANEDEBUG
    }
    catch (Exception e) {
        if (app.level != null)
        {
            string filename = System.IO.Path.GetTempPath() + "/supertux-editor-emergency." + ((app.level.isWorldmap)?"stwm":"stl");
            LogManager.Log(LogLevel.Fatal, "Unexpected Exception... Emergency save to '" + filename + "'");
            Console.Error.WriteLine(e.Message);
            app.serializer.Write(filename, app.level);
        }
        throw;
    }
#endif
        Settings.Instance.Save();
    }
Beispiel #2
0
    public void CustomLispWrite(Writer Writer)
    {
        if (SortObjectTags)
        {
            var attributes = new List <Tuple <Type, SupertuxObjectAttribute> >();

            foreach (Type type in GetType().Assembly.GetTypes())
            {
                var attr = (SupertuxObjectAttribute)Attribute.GetCustomAttribute(type, typeof(SupertuxObjectAttribute));
                if (attr != null)
                {
                    attributes.Add(Tuple.Create(type, attr));
                }
            }

            attributes.Sort((lhs, rhs) => lhs.Item2.Name.CompareTo(rhs.Item2.Name));

            foreach (var attr in attributes)
            {
                LispSerializer serializer = new LispSerializer(attr.Item1);
                foreach (var obj in GetObjects(attr.Item1))
                {
                    serializer.Write(Writer, attr.Item2.Name, obj);
                }
            }
        }
        else
        {
            foreach (object obj in GetObjects())
            {
                Type type = obj.GetType();

                SupertuxObjectAttribute objectAttribute = (SupertuxObjectAttribute)
                                                          Attribute.GetCustomAttribute(type, typeof(SupertuxObjectAttribute));
                if (objectAttribute == null)
                {
                    continue;
                }

                string         name       = objectAttribute.Name;
                LispSerializer serializer = new LispSerializer(type);
                serializer.Write(Writer, name, obj);
            }
        }
    }
Beispiel #3
0
    public void CustomLispRead(Properties Props)
    {
        foreach (Type type in this.GetType().Assembly.GetTypes())
        {
            SupertuxObjectAttribute objectAttribute
                = (SupertuxObjectAttribute)Attribute.GetCustomAttribute(type, typeof(SupertuxObjectAttribute));
            if (objectAttribute == null)
            {
                continue;
            }

            LispSerializer serializer = new LispSerializer(type);
            foreach (List list in Props.GetList(objectAttribute.Name))
            {
                IGameObject Object = (IGameObject)serializer.Read(list);
                GameObjects.Add(Object);
            }
        }
    }
Beispiel #4
0
    public static void ResaveLevel(string inFileName, string outFileName)
    {
        Console.WriteLine($"Datadir: {Settings.Instance.SupertuxData}");
        LispSerializer serializer = new LispSerializer(typeof(Level));

        Console.WriteLine($"loading {inFileName}");
        Level level = (Level)serializer.Read(inFileName);

        if (level.Version < 2)
        {
            throw new Exception("Couldn't load level: Old Level Format not supported\n" +
                                "Supertux-Editor does not support Supertux-0.1.x levels");
        }
        else
        {
            Console.WriteLine($"saving {outFileName}");
            serializer.Write(outFileName, level);
        }
    }
Beispiel #5
0
    public void CustomLispWrite(Writer Writer)
    {
        Type[] types = this.GetType().Assembly.GetTypes();
        Array.Sort(types, CompareTypeNames);
        foreach (Type type in types)
        {
            SupertuxObjectAttribute objectAttribute = (SupertuxObjectAttribute)
                                                      Attribute.GetCustomAttribute(type, typeof(SupertuxObjectAttribute));
            if (objectAttribute == null)
            {
                continue;
            }

            string         name       = objectAttribute.Name;
            LispSerializer serializer = new LispSerializer(type);
            foreach (object Object in GetObjects(type))
            {
                serializer.Write(Writer, name, Object);
            }
        }
    }
Beispiel #6
0
    public static void Main(string[] args)
    {
        // FIXME: 2018-10-12
        // Temporary workaround to solve incompatibility of mono with ncurses6
        // See: https://github.com/mono/mono/issues/6752
        System.Environment.SetEnvironmentVariable("TERM", "xterm");

        LispSerializer.SetupSerializers(typeof(Application).Assembly);

        Options opts = ParseArgs(args);

        if (opts.NoSort)
        {
            Sector.SortObjectTags = false;
        }

        if (opts.Help)
        {
            Console.WriteLine("Usage: supertux-editor.exe [--help|--resave|--no-sort] [FILENAME]...");
            Console.WriteLine();
            Console.WriteLine("A SuperTux level editor");
            Console.WriteLine();
            Console.WriteLine("  FILENAME      A level or worldmap to load");
            Console.WriteLine("  -h, --help    Print this help");
            Console.WriteLine("  --resave      Load a level, save it and exit");
            Console.WriteLine("  --no-sort     Don't sort object tags");
        }
        else if (opts.Resave)
        {
            var failedFiles = new List <string>();
            foreach (var fileName in opts.FileNames)
            {
                try {
                    ResaveLevel(fileName, fileName);
                } catch (Exception e) {
                    LogManager.Log(LogLevel.Fatal, $"{fileName}: error while resaving the level:\n{e}");
                    failedFiles.Add(fileName);
                }
            }

            if (failedFiles.Count > 0)
            {
                Console.WriteLine("Files that failed to resave:");
                foreach (var fileName in failedFiles)
                {
                    Console.WriteLine($"  {fileName}");
                }
            }
        }
        else
        {
            Gtk.Application.Init();

            Application app = new Application(opts);
#if !INSANEDEBUG
            try {
#endif
            Gtk.Application.Run();
#if !INSANEDEBUG
        } catch (Exception e) {
            if (app.level != null)
            {
                string filename = System.IO.Path.GetTempPath() + "/supertux-editor-emergency." + ((app.level.isWorldmap)?"stwm":"stl");
                LogManager.Log(LogLevel.Fatal, "Unexpected Exception... Emergency save to '" + filename + "'");
                Console.Error.WriteLine(e.Message);
                app.serializer.Write(filename, app.level);
            }
            throw;
        }
#endif
            Settings.Instance.Save();
        }
    }
Beispiel #7
0
    /// <summary>Loads the tiles from <paramref name="Resourcepath"/>.</summary>
    /// <param name="Resourcepath">A path relative to the data folder of SuperTux.</param>
    public Tileset(string Resourcepath)
    {
        baseDir = ResourceManager.Instance.GetDirectoryName(Resourcepath);
        List TilesL = Util.Load(Resourcepath, "supertux-tiles");

        Properties TilesP = new Properties(TilesL);

        // add blank tile with ID 0
        Tile blank = new Tile();

        blank.Id = 0;
        while (tiles.Count <= blank.Id)
        {
            tiles.Add(null);
        }
        tiles[blank.Id] = blank;

        foreach (List list in TilesP.GetList("tile"))
        {
            try {
                Tile tile = new Tile();
                ParseTile(tile, list);
                while (tiles.Count <= tile.Id)
                {
                    tiles.Add(null);
                }
                tiles[tile.Id] = tile;
            } catch (Exception e) {
                LogManager.Log(LogLevel.Error, "Couldn't parse a Tile: " + e.Message);
                Console.WriteLine(e.StackTrace);
            }
        }

        foreach (List list in TilesP.GetList("tiles"))
        {
            try {
                ParseTiles(list);
            } catch (Exception e) {
                LogManager.Log(LogLevel.Error, "Couldn't parse a tiles: " + e.Message);
                Console.WriteLine(e.StackTrace);
            }
        }

        // construct a tilegroup with all tiles
        Tilegroup allGroup = new Tilegroup();

        allGroup.Name = "All";
        foreach (Tile tile in tiles)
        {
            if (tile != null)
            {
                allGroup.Tiles.Add(tile.Id);
            }
        }
        tilegroups.Add(allGroup.Name, allGroup);

        LispSerializer serializer = new LispSerializer(typeof(Tilegroup));

        foreach (List list in TilesP.GetList("tilegroup"))
        {
            try {
                Tilegroup group = (Tilegroup)serializer.Read(list);
                for (int i = 0; i < group.Tiles.Count;)
                {
                    if (!IsValid(group.Tiles[i]))
                    {
                        LogManager.Log(LogLevel.DebugWarning, "Tilegroup " + group.Name + " contains invalid TileID " + group.Tiles[i]);
                        group.Tiles.RemoveAt(i);
                        continue;
                    }
                    ++i;
                }
                tilegroups.Add(group.Name, group);
            } catch (Exception e) {
                LogManager.Log(LogLevel.Error, "Couldn't parse tilegroup: " + e.Message);
                Console.WriteLine(e.StackTrace);
            }
        }
    }
Beispiel #8
0
    public void CustomLispRead(Properties Props)
    {
        if (SortObjectTags)
        {
            foreach (Type type in this.GetType().Assembly.GetTypes())
            {
                SupertuxObjectAttribute objectAttribute
                    = (SupertuxObjectAttribute)Attribute.GetCustomAttribute(type, typeof(SupertuxObjectAttribute));
                if (objectAttribute == null)
                {
                    continue;
                }

                LispSerializer serializer = new LispSerializer(type);
                foreach (List list in Props.GetList(objectAttribute.Name))
                {
                    try {
                        IGameObject Object = (IGameObject)serializer.Read(list);
                        GameObjects.Add(Object);
                    } catch (System.NullReferenceException) {
                        if (type == typeof(MusicObject) || type == typeof(AmbientLightObject))
                        {
                            // ignore errors here due to the given fields being
                            // turned from properties to objects
                        }
                        else
                        {
                            Console.WriteLine("Unexpected error while parsing object: {0} {1}", type, list);
                            throw;
                        }
                    }
                }
            }
        }
        else
        {
            // FIXME: this is all just a hack to make the
            // editor not reorder the elements on load,
            // could be done nicer.
            foreach (List list in Props.GetList())
            {
                foreach (Type type in this.GetType().Assembly.GetTypes())
                {
                    SupertuxObjectAttribute objectAttribute
                        = (SupertuxObjectAttribute)Attribute.GetCustomAttribute(type, typeof(SupertuxObjectAttribute));
                    if (objectAttribute == null)
                    {
                        continue;
                    }

                    if (objectAttribute.Name == (list[0] as Symbol).Name)
                    {
                        LispSerializer serializer = new LispSerializer(type);
                        IGameObject    Object     = (IGameObject)serializer.Read(list);
                        GameObjects.Add(Object);
                        break;
                    }
                }
            }
        }
    }