Beispiel #1
0
        private void bgWorker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
        {
            WorkerResult result = e.Result as WorkerResult;
            FileInfo     file   = new FileInfo(result.data.csharpShaderFiles[0]);

            string directory = file.DirectoryName;

            if (result.builder != null)
            {
                try
                {
                    string log = file.FullName + ".log";
                    File.WriteAllText(log, result.builder.ToString());
                    Process.Start("explorer", log);
                }
                catch (Exception ex)
                {
                    string message = string.Format("{0}", ex);
                    MessageBox.Show(message);
                }
            }

            if (e.Error != null)
            {
                MessageBox.Show(e.Error.ToString(), "发生异常");
                if (MessageBox.Show("是否打开保存结果的文件夹?", "提示", MessageBoxButtons.YesNo, MessageBoxIcon.Question)
                    == DialogResult.Yes)
                {
                    Process.Start("explorer", directory);
                }
            }
            else if (e.Cancelled)
            {
                if (MessageBox.Show("您取消了操作,是否打开保存结果的文件夹?", "提示", MessageBoxButtons.YesNo, MessageBoxIcon.Question)
                    == DialogResult.Yes)
                {
                    Process.Start("explorer", directory);
                }
            }
            else
            {
                if (MessageBox.Show("操作已完成,是否打开保存结果的文件夹?", "提示", MessageBoxButtons.YesNo, MessageBoxIcon.Question)
                    == DialogResult.Yes)
                {
                    Process.Start("explorer", directory);
                }
            }

            pgbProgress.Value           = pgbProgress.Minimum;
            pgbSingleFileProgress.Value = pgbSingleFileProgress.Minimum;

            WorkingSwitch(false);
        }
Beispiel #2
0
        private void bgWorker_DoWork(object sender, DoWorkEventArgs e)
        {
            WorkerData data        = e.Argument as WorkerData;
            int        fileCount   = data.csharpShaderFiles.Length;
            int        fileIndex   = 1;
            const int  magicNumber = 100;

            WorkerResult result = new WorkerResult(null, data);

            e.Result = result;

            StringBuilder builder = new StringBuilder();

            foreach (var fullname in this.selectedCSharpShaderFiles)
            {
                builder.Append(fileIndex); builder.Append("/"); builder.Append(fileCount);
                builder.Append(": "); builder.AppendLine(fullname);

                FileInfo fileInfo = new FileInfo(fullname);
                string   filename = fileInfo.Name;

                try
                {
                    CSharpCodeProvider objCSharpCodePrivoder = new CSharpCodeProvider();

                    CompilerParameters objCompilerParameters = new CompilerParameters();
                    objCompilerParameters.ReferencedAssemblies.Add("CSharpShadingLanguage.dll");
                    objCompilerParameters.GenerateExecutable      = false;
                    objCompilerParameters.GenerateInMemory        = true;
                    objCompilerParameters.IncludeDebugInformation = true;
                    CompilerResults cr = objCSharpCodePrivoder.CompileAssemblyFromFile(
                        objCompilerParameters, fullname);

                    if (cr.Errors.HasErrors)
                    {
                        builder.AppendLine(string.Format("编译错误:{0}", fullname));
                        foreach (CompilerError err in cr.Errors)
                        {
                            Console.WriteLine(err.ErrorText);
                            builder.AppendLine(err.ErrorText);
                        }
                    }
                    else
                    {
                        List <SemanticShader> semanticShaderList = new List <SemanticShader>();
                        Assembly assembly = cr.CompiledAssembly;
                        Type[]   types    = assembly.GetTypes();
                        foreach (var type in types)
                        {
                            if (type.IsSubclassOf(typeof(CSShaderCode)))
                            {
                                CSShaderCode   shaderCode     = Activator.CreateInstance(type) as CSShaderCode;
                                SemanticShader semanticShader = shaderCode.GetSemanticShader(fullname);
                                semanticShaderList.Add(semanticShader);
                            }
                        }

                        //var semanticShaderList =
                        //    from type in cr.CompiledAssembly.GetTypes()
                        //    where type.IsSubclassOf(typeof(ShaderCode))
                        //    select (Activator.CreateInstance(type) as ShaderCode).Dump(fullname);

                        foreach (var item in semanticShaderList)
                        {
                            item.Dump2File();
                        }
                    }
                }
                catch (Exception ex)
                {
                    string message = string.Format("{0}", ex);
                    builder.AppendLine(message);
                    result.builder = builder;
                }

                if (result.builder != builder)
                {
                    builder.AppendLine("sucessfully done!");
                }
                builder.AppendLine();

                SingleFileProgress thisFileDone = new SingleFileProgress()
                {
                    filename = filename,
                    progress = magicNumber,
                    message  = string.Format("All is done for {0}", fileInfo.Name),
                };
                bgWorker.ReportProgress(fileIndex++ *magicNumber / fileCount, thisFileDone);
            }
        }
Beispiel #3
0
        private void bgWorker_DoWork(object sender, DoWorkEventArgs e)
        {
            WorkerData data = e.Argument as WorkerData;
            int fileCount = data.csharpShaderFiles.Length;
            int fileIndex = 1;
            const int magicNumber = 100;

            WorkerResult result = new WorkerResult(null, data);
            e.Result = result;

            StringBuilder builder = new StringBuilder();

            foreach (var fullname in this.selectedCSharpShaderFiles)
            {
                builder.Append(fileIndex); builder.Append("/"); builder.Append(fileCount);
                builder.Append(": "); builder.AppendLine(fullname);

                FileInfo fileInfo = new FileInfo(fullname);
                string filename = fileInfo.Name;

                try
                {
                    CSharpCodeProvider objCSharpCodePrivoder = new CSharpCodeProvider();

                    CompilerParameters objCompilerParameters = new CompilerParameters();
                    objCompilerParameters.ReferencedAssemblies.Add("CSharpShaderLanguage.dll");
                    objCompilerParameters.GenerateExecutable = false;
                    objCompilerParameters.GenerateInMemory = true;
                    objCompilerParameters.IncludeDebugInformation = true;
                    CompilerResults cr = objCSharpCodePrivoder.CompileAssemblyFromFile(
                        objCompilerParameters, fullname);

                    if (cr.Errors.HasErrors)
                    {
                        builder.AppendLine(string.Format("编译错误:{0}", fullname));
                        foreach (CompilerError err in cr.Errors)
                        {
                            Console.WriteLine(err.ErrorText);
                            builder.AppendLine(err.ErrorText);
                        }
                    }
                    else
                    {
                        List<SemanticShader> semanticShaderList = new List<SemanticShader>();
                        Assembly assembly = cr.CompiledAssembly;
                        Type[] types = assembly.GetTypes();
                        foreach (var type in types)
                        {
                            if (type.IsSubclassOf(typeof(CSShaderCode)))
                            {
                                CSShaderCode shaderCode = Activator.CreateInstance(type) as CSShaderCode;
                                SemanticShader semanticShader = shaderCode.Dump(fullname);
                                semanticShaderList.Add(semanticShader);
                            }
                        }

                        //var semanticShaderList =
                        //    from type in cr.CompiledAssembly.GetTypes()
                        //    where type.IsSubclassOf(typeof(ShaderCode))
                        //    select (Activator.CreateInstance(type) as ShaderCode).Dump(fullname);

                        foreach (var item in semanticShaderList)
                        {
                            item.Dump2File();
                        }

                    }
                }
                catch (Exception ex)
                {
                    string message = string.Format("{0}", ex);
                    builder.AppendLine(message);
                    result.builder = builder;
                }

                if (result.builder != builder) { builder.AppendLine("sucessfully done!"); }
                builder.AppendLine();

                SingleFileProgress thisFileDone = new SingleFileProgress()
                {
                    filename = filename,
                    progress = magicNumber,
                    message = string.Format("All is done for {0}", fileInfo.Name),
                };
                bgWorker.ReportProgress(fileIndex++ * magicNumber / fileCount, thisFileDone);
            }
        }