Example #1
0
        /// <summary>
        /// Initializes a new instance of the <see cref="GamePage"/> class. The given package group and node tree are
        /// wrapped by the page.
        /// </summary>
        /// <param name="packageGroup">The package group which the node tree maps to.</param>
        /// <param name="nodeTree">The prebuilt node tree to display.</param>
        /// <param name="version">The Warcraft version that the game page is contextually relevant for.</param>
        public GamePage(PackageGroup packageGroup, OptimizedNodeTree nodeTree, WarcraftVersion version)
        {
            this.TreeModel   = new FileTreeModel(nodeTree);
            this.GameContext = new WarcraftGameContext(version, packageGroup, this.TreeModel);

            this.TreeAlignment = new Alignment(0.5f, 0.5f, 1.0f, 1.0f)
            {
                TopPadding    = 1,
                BottomPadding = 1
            };

            this.TreeFilter = new TreeModelFilter(new TreeModelAdapter(this.TreeModel), null)
            {
                VisibleFunc = TreeModelVisibilityFunc
            };

            this.TreeSorter = new TreeModelSort(this.TreeFilter);

            this.TreeSorter.SetSortFunc(0, SortGameTreeRow);
            this.TreeSorter.SetSortColumnId(0, SortType.Descending);

            this.Tree = new TreeView(this.TreeSorter)
            {
                HeadersVisible  = true,
                EnableTreeLines = true
            };

            CellRendererPixbuf nodeIconRenderer = new CellRendererPixbuf
            {
                Xalign = 0.0f
            };
            CellRendererText nodeNameRenderer = new CellRendererText
            {
                Xalign = 0.0f
            };

            TreeViewColumn column = new TreeViewColumn
            {
                Title   = "Data Files",
                Spacing = 4
            };

            column.PackStart(nodeIconRenderer, false);
            column.PackStart(nodeNameRenderer, false);

            column.SetCellDataFunc(nodeIconRenderer, RenderNodeIcon);
            column.SetCellDataFunc(nodeNameRenderer, RenderNodeName);

            this.Tree.AppendColumn(column);

            ScrolledWindow sw = new ScrolledWindow
            {
                this.Tree
            };

            this.TreeAlignment.Add(sw);

            this.Tree.RowActivated      += OnRowActivated;
            this.Tree.ButtonPressEvent  += OnButtonPressed;
            this.Tree.Selection.Changed += OnSelectionChanged;

            this.TreeContextMenu = new Menu();

            // Save item context button
            this.SaveItem = new ImageMenuItem
            {
                UseStock     = true,
                Label        = Stock.Save,
                CanFocus     = false,
                TooltipText  = "Save the currently selected item to disk.",
                UseUnderline = true
            };
            this.SaveItem.Activated += OnSaveItem;
            this.TreeContextMenu.Add(this.SaveItem);

            // Export item context button
            this.ExportItem = new ImageMenuItem("Export")
            {
                Image       = new Image(Stock.Convert, IconSize.Button),
                CanFocus    = false,
                TooltipText = "Exports the currently selected item to another format.",
            };
            this.ExportItem.Activated += OnExportItemRequested;
            this.TreeContextMenu.Add(this.ExportItem);

            // Open item context button
            this.OpenItem = new ImageMenuItem
            {
                UseStock     = true,
                Label        = Stock.Open,
                CanFocus     = false,
                TooltipText  = "Open the currently selected item.",
                UseUnderline = true
            };
            this.OpenItem.Activated += OnOpenItem;
            this.TreeContextMenu.Add(this.OpenItem);

            // Queue for export context button
            this.QueueForExportItem = new ImageMenuItem("Queue for export")
            {
                Image       = new Image(Stock.Convert, IconSize.Button),
                CanFocus    = false,
                TooltipText = "Queues the currently selected item for batch export.",
            };
            this.QueueForExportItem.Activated += OnQueueForExportRequested;
            this.TreeContextMenu.Add(this.QueueForExportItem);

            // Separator
            SeparatorMenuItem separator = new SeparatorMenuItem();

            this.TreeContextMenu.Add(separator);

            // Copy path context button
            this.CopyPathItem = new ImageMenuItem("Copy path")
            {
                Image       = new Image(Stock.Copy, IconSize.Button),
                CanFocus    = false,
                TooltipText = "Copy the path of the currently selected item.",
            };
            this.CopyPathItem.Activated += OnCopyPath;
            this.TreeContextMenu.Add(this.CopyPathItem);

            this.TreeAlignment.ShowAll();
        }
Example #2
0
 /// <summary>
 /// Initializes a new instance of the <see cref="FileTreeModel"/> class.
 /// </summary>
 /// <param name="nodeTree">The precomputed node tree to wrap around.</param>
 public FileTreeModel(OptimizedNodeTree nodeTree)
 {
     this.Tree  = nodeTree;
     this.Stamp = new Random().Next();
 }
Example #3
0
        private void AddGamePage(string alias, WarcraftVersion version, PackageGroup group, OptimizedNodeTree nodeTree)
        {
            GamePage page = new GamePage(group, nodeTree, version);

            page.Alias = alias;

            page.FileLoadRequested          += OnFileLoadRequested;
            page.ExportItemRequested        += OnExportItemRequested;
            page.EnqueueFileExportRequested += OnEnqueueItemRequested;

            this.GamePages.Add(page);
            this.GameTabNotebook.AppendPage(page.PageWidget, new Label(page.Alias));
            this.GameTabNotebook.SetTabReorderable(page.PageWidget, true);

            this.GameTabNotebook.ShowAll();
        }
Example #4
0
        /// <summary>
        /// Attempts to load a game in a specified path, returning a <see cref="PackageGroup"/> object with the
        /// packages in the path and an <see cref="OptimizedNodeTree"/> with a fully qualified node tree of the
        /// package group.
        /// If no packages are found, then this method will return null in both fields.
        /// </summary>
        /// <param name="gameAlias">The alias of the game at the path.</param>
        /// <param name="gamePath">The path to load as a game.</param>
        /// <param name="ct">A cancellation token.</param>
        /// <param name="progress">An <see cref="IProgress{GameLoadingProgress}"/> object for progress reporting.</param>
        /// <returns>A tuple with a package group and a node tree for the requested game.</returns>
        public async Task <(PackageGroup packageGroup, OptimizedNodeTree nodeTree)> LoadGameAsync(
            string gameAlias,
            string gamePath,
            CancellationToken ct,
            IProgress <GameLoadingProgress> progress = null)
        {
            progress?.Report(new GameLoadingProgress
            {
                CompletionPercentage = 0.0f,
                State = GameLoadingState.SettingUp,
                Alias = gameAlias
            });

            List <string> packagePaths = Directory.EnumerateFiles
                                         (
                gamePath,
                "*",
                SearchOption.AllDirectories
                                         )
                                         .Where(p => p.EndsWith(".mpq", StringComparison.InvariantCultureIgnoreCase))
                                         .OrderBy(p => p)
                                         .ToList();

            if (packagePaths.Count == 0)
            {
                return(null, null);
            }

            string packageSetHash      = GeneratePathSetHash(packagePaths);
            string packageTreeFilename = $".{packageSetHash}.tree";
            string packageTreeFilePath = Path.Combine(gamePath, packageTreeFilename);

            PackageGroup      packageGroup = new PackageGroup(packageSetHash);
            OptimizedNodeTree nodeTree     = null;

            bool generateTree = true;

            if (File.Exists(packageTreeFilePath))
            {
                progress?.Report(new GameLoadingProgress
                {
                    CompletionPercentage = 0,
                    State = GameLoadingState.LoadingNodeTree,
                    Alias = gameAlias
                });

                try
                {
                    // Load tree
                    nodeTree     = new OptimizedNodeTree(packageTreeFilePath);
                    generateTree = false;
                }
                catch (NodeTreeNotFoundException)
                {
                    Log.Error("No file for the node tree found at the given location.");
                }
                catch (UnsupportedNodeTreeVersionException)
                {
                    Log.Info("Unsupported node tree version present. Deleting and regenerating.");
                    File.Delete(packageTreeFilePath);
                }
            }

            if (generateTree)
            {
                // Internal counters for progress reporting
                double completedSteps = 0;
                double totalSteps     = packagePaths.Count * 2;

                // Load packages
                List <(string packageName, IPackage package)> packages = new List <(string packageName, IPackage package)>();
                foreach (string packagePath in packagePaths)
                {
                    ct.ThrowIfCancellationRequested();

                    progress?.Report(new GameLoadingProgress
                    {
                        CompletionPercentage = completedSteps / totalSteps,
                        State = GameLoadingState.LoadingPackages,
                        Alias = gameAlias
                    });

                    try
                    {
                        PackageInteractionHandler package = await PackageInteractionHandler.LoadAsync(packagePath);

                        packages.Add((Path.GetFileNameWithoutExtension(packagePath), package));
                    }
                    catch (FileLoadException fex)
                    {
                        Log.Warn($"Failed to load archive {Path.GetFileNameWithoutExtension(packagePath)}: {fex.Message}");
                    }

                    ++completedSteps;
                }

                // Load dictionary if neccesary
                if (this.Dictionary == null)
                {
                    progress?.Report(new GameLoadingProgress
                    {
                        CompletionPercentage = completedSteps / totalSteps,
                        State = GameLoadingState.LoadingDictionary,
                        Alias = gameAlias
                    });

                    this.Dictionary = await LoadDictionaryAsync(ct);
                }

                // Generate node tree
                MultiPackageNodeTreeBuilder multiBuilder = new MultiPackageNodeTreeBuilder(this.Dictionary);
                foreach (var packageInfo in packages)
                {
                    ct.ThrowIfCancellationRequested();

                    progress?.Report(new GameLoadingProgress
                    {
                        CompletionPercentage = completedSteps / totalSteps,
                        State = GameLoadingState.BuildingNodeTree,
                        Alias = gameAlias
                    });

                    await multiBuilder.ConsumePackageAsync(packageInfo.packageName, packageInfo.package, ct);

                    packageGroup.AddPackage((PackageInteractionHandler)packageInfo.package);

                    ++completedSteps;
                }

                // Build node tree
                multiBuilder.Build();

                // Save it to disk
                File.WriteAllBytes(packageTreeFilePath, multiBuilder.CreateTree());

                nodeTree = new OptimizedNodeTree(packageTreeFilePath);
            }
            else
            {
                progress?.Report(new GameLoadingProgress
                {
                    CompletionPercentage = 1,
                    State = GameLoadingState.LoadingPackages,
                    Alias = gameAlias
                });

                // Load packages
                packageGroup = await PackageGroup.LoadAsync(gameAlias, packageSetHash, gamePath, ct, progress);
            }

            progress?.Report(new GameLoadingProgress
            {
                CompletionPercentage = 1,
                State = GameLoadingState.Loading,
                Alias = gameAlias
            });

            return(packageGroup, nodeTree);
        }