Example #1
0
        static int Main(string[] args)
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            ProjectManager projectSelect;

            //Properties.Settings.Default.Upgrade();
            settings = ProjectManagerSettings.Load();

            StartupArgs startupArgs = new StartupArgs();

            startupArgs.mode = CLIMode.None;

            FluentCommandLineParser parser = new FluentCommandLineParser();

            // parse main options
            parser.Setup <CLIMode>('m', "mode").Callback((CLIMode mode) =>
            {
                startupArgs.mode = mode;
            });

            // parse split options
            parser.Setup <string>('f', "FileToSplit").Callback((string fileToSplit) => { startupArgs.filePath = fileToSplit; });
            parser.Setup <string>('o', "OutputFolder").Callback((string folder) => { startupArgs.outputFolder = folder; });
            parser.Setup <string>('d', "DataMappingFilePath").Callback((string mappingPath) => { startupArgs.dataMappingPath = mappingPath; });
            parser.Setup <bool>('b', "BigEndian").Callback((bool bigEndian) => { startupArgs.isBigEndian = bigEndian; });
            parser.Setup <List <string> >('a', "AnimationList").Callback((List <string> animationList) => { startupArgs.animationList = animationList.ToArray(); });
            //parser.Setup<bool>

            // parse build options
            parser.Setup <string>('p', "ProjectName").Callback((string projectName) => { startupArgs.projectName = projectName; });
            parser.Setup <SA_Tools.Game>('g', "Game").Callback((SA_Tools.Game game) => { startupArgs.game = game; });
            parser.Setup <bool>('r', "RunAfterBuild").Callback((bool runAfterbuild) => { startupArgs.runAfterBuild = runAfterbuild; });

            // do help
            parser.SetupHelp("?", "help").Callback((string text) =>
            {
                Console.WriteLine("Project Manager cmd line options:");
                Console.WriteLine(text);
                Console.WriteLine("NOTE: Not all of these options are valid in all contexts.");
                Console.WriteLine("You must set Mode. To either Split, SplitMDL, or Build.");
                Console.WriteLine("Split requires:");
                Console.WriteLine("   FileToSplit: This is the file with the data you'd like to extract.");
                Console.WriteLine("   DataMappingFilePath: This is the INI file that says where things are in the data file.");
                Console.WriteLine("   OutputFolder: This is where the split data will be placed.");
                Console.WriteLine();
                Console.WriteLine("SplitMDL requires everything Split does but also:");
                Console.WriteLine("   BigEndian: true/false. States whether or not the file is big endian.");
                Console.WriteLine("   AnimationList: (optional) a list of SAAnimation files to use. Paths are relative to the mdl file.");
                Console.WriteLine("Build requires:");
                Console.WriteLine("   ProjectName: name of the project to build.");
                Console.WriteLine("   Game: Game the project is for. Valid values are SADXPC and SA2B");
                Console.WriteLine("   RunAfterBuild: true/false. Whether or not to start the game and load the mod after build is complete");
            });

            parser.Parse(args);

            if (startupArgs.mode != CLIMode.None)            // user wants to use the CLI
            {
                switch (startupArgs.mode)
                {
                case CLIMode.Split:
                    CLISplit(startupArgs);
                    break;

                case CLIMode.SplitMDL:
                    CLISplitMDL(startupArgs);
                    break;

                case CLIMode.Build:
                    CLIBuild(startupArgs);
                    break;

                default:
                    break;
                }
            }
            else
            {
                // first check to see if we're configured properly.
                if (!AnyGamesConfigured())
                {
                    GameConfig   gameConfig   = new GameConfig();
                    DialogResult configResult = gameConfig.ShowDialog();

                    if (configResult == DialogResult.Abort)
                    {
                        return((int)ERRORVALUE.InvalidConfig);
                    }
                    gameConfig.Dispose();
                }

                // todo: catch unhandled exceptions
                projectSelect = new ProjectManager();
                Application.ThreadException += Application_ThreadException;
                Application.Run(projectSelect);
            }

            return(0);
        }
Example #2
0
        static int Main(string[] args)
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            ProjectManager projectSelect;

            //Properties.Settings.Default.Upgrade();
            settings = ProjectManagerSettings.Load();

            StartupArgs startupArgs = new StartupArgs();

            startupArgs.mode = CLIMode.None;

            FluentCommandLineParser parser = new FluentCommandLineParser();

            // parse main options
            parser.Setup <CLIMode>('m', "mode").Callback(mode => startupArgs.mode = mode);

            // parse split options
            parser.Setup <string>('f', "FileToSplit").Callback(fileToSplit => startupArgs.filePath = fileToSplit);
            parser.Setup <string>('d', "DataMappingFilePath").Callback(mappingPath => startupArgs.dataMappingPath = mappingPath);
            parser.Setup <bool>('b', "BigEndian").Callback(bigEndian => startupArgs.isBigEndian    = bigEndian);
            parser.Setup <string>('o', "OutputFolder").Callback(folder => startupArgs.outputFolder = folder);
            parser.Setup <List <string> >('a', "AnimationList").Callback(animationList => startupArgs.animationList = animationList.ToArray());
            //parser.Setup<bool>

            // parse build options
            parser.Setup <string>('p', "ProjectName").Callback(projectName => startupArgs.projectName = projectName);
            parser.Setup <SA_Tools.Game>('g', "Game").Callback(game => startupArgs.game = game);
            parser.Setup <bool>('r', "RunAfterBuild").Callback(runAfterbuild => startupArgs.runAfterBuild = runAfterbuild);

            // do help
            parser.SetupHelp("?", "help").Callback(text => Console.WriteLine(text));

            parser.Parse(args);

            if (startupArgs.mode != CLIMode.None)            // user wants to use the CLI
            {
                switch (startupArgs.mode)
                {
                case CLIMode.Split:
                    CLISplit(startupArgs);
                    break;

                case CLIMode.SplitMDL:
                    CLISplitMDL(startupArgs);
                    break;

                case CLIMode.Build:
                    CLIBuild(startupArgs);
                    break;

                default:
                    break;
                }
            }
            else
            {
                // first check to see if we're configured properly.
                if (!AnyGamesConfigured())
                {
                    GameConfig   gameConfig   = new GameConfig();
                    DialogResult configResult = gameConfig.ShowDialog();

                    if (configResult == DialogResult.Abort)
                    {
                        return((int)ERRORVALUE.InvalidConfig);
                    }
                    gameConfig.Dispose();
                }

                // todo: catch unhandled exceptions
                projectSelect = new ProjectManager();
                Application.ThreadException += Application_ThreadException;
                Application.Run(projectSelect);
            }

            return(0);
        }