public void LoadConfig()
        {
            LauncherSettingsFile sfile = new LauncherSettingsFile();

            try
            {
                sfile.ReadFromFile(Engine.SETTINGS_PATH);
                spGamePath.Text = sfile.ExecutablePath ?? Resource.Strings.EmptyPath;
                ofdGamePath.InitialDirectory = Path.GetDirectoryName(sfile.ExecutablePath);
            }
            catch
            {
                spGamePath.Text = Resource.Strings.EmptyPath;
            }
        }
Exemple #2
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        public static MountResult CreateFromConfig(string configPath, out MountInfo mount)
        {
            mount = null;
            if (!File.Exists(configPath))
            {
                return(new MountResult(MountErrorType.CONFIG_NOTFOUND, Resource.Strings.MountError_CONFIG_NOTFOUND.F(configPath)));
            }

            LauncherSettingsFile sFile = new LauncherSettingsFile();

            try
            {
                sFile.ReadFromFile(configPath);
            }
            catch (Exception ex)
            {
                return(new MountResult(MountErrorType.CONFIG_READ_ERROR, Resource.Strings.MountError_CONFIG_READ_ERROR, ex));
            }
            return(Create(sFile.ExecutablePath, out mount));
        }
        public bool WriteConfig()
        {
            LauncherSettingsFile sfile = new LauncherSettingsFile();

            // We read the existing file, if any. This allows settings beyond the scope of this screen to be saved
            try { sfile.ReadFromFile(Engine.SETTINGS_PATH); }
            catch { }

            if (spGamePath.Text != Resource.Strings.EmptyPath)
            {
                sfile.ExecutablePath = spGamePath.Text;
            }

            // Save
            try { sfile.WriteToFile(Engine.SETTINGS_PATH); }
            catch (Exception ex)
            {
                SaveError?.Invoke(Resource.Strings.Error_WriteConfig.F(ex.Message), ex);
                return(false);
            }
            return(true);
        }