/// <summary> /// Edits the specified shader with the specified data. /// </summary> /// <param name="p_intPackage">The package containing the shader to edit.</param> /// <param name="p_strShaderName">The shader to edit.</param> /// <param name="p_bteData">The value to which to edit the shader.</param> /// <returns> /// <lang langref="true" /> if the value was set; <lang langref="false" /> /// if the user chose not to overwrite the existing value. /// </returns> /// <exception cref="ShaderException">Thrown if the shader could not be edited.</exception> public virtual bool EditShader(int p_intPackage, string p_strShaderName, byte[] p_bteData) { var strShaderKey = String.Format("sdp:{0}/{1}", p_intPackage, p_strShaderName); var strOldMod = InstallLog.Current.GetCurrentGameSpecifcValueEditorModName(strShaderKey); if (strOldMod != null) { var strMessage = String.Format("Shader '{0}' in package '{1}' has already been overwritten by '{2}'\n" + "Overwrite the changes?", p_strShaderName, p_intPackage, strOldMod); if ( System.Windows.Forms.MessageBox.Show(strMessage, "Confirm Overwrite", MessageBoxButtons.YesNo, MessageBoxIcon.Question) != DialogResult.Yes) { return(false); } } PermissionsManager.CurrentPermissions.Assert(); byte[] oldData; if (!SDPArchives.EditShader(p_intPackage, p_strShaderName, p_bteData, out oldData)) { throw new ShaderException("Failed to edit the shader"); } //if we are overwriting an original shader, back it up if ((strOldMod == null) || (oldData != null)) { Installer.MergeModule.BackupOriginalGameSpecificValueEdit(strShaderKey, oldData); } Installer.MergeModule.AddGameSpecificValueEdit(strShaderKey, p_bteData); return(true); }
/// <summary> /// Edits the specified game specific value. /// </summary> /// <remarks> /// This method writes the given value in the specified game specific value, if it /// is owned by the mod being upgraded. If the specified edit is not owned by the /// mod being upgraded, the edit is archived in the install log. /// /// If the edit was not previously installed by the mod, then the normal install /// rules apply, including confirming overwrite if applicable. /// </remarks> /// <param name="p_strKey">The key of the edited Game Specific Value.</param> /// <param name="p_bteValue">The value to install.</param> /// <returns><c>true</c> if the value was set; <c>false</c> otherwise.</returns> public override bool EditGameSpecificValue(string p_strKey, byte[] p_bteValue) { IList <IMod> lstInstallers = InstallLog.GetGameSpecificValueEditInstallers(p_strKey); if (lstInstallers.Contains(Mod, ModComparer.Filename)) { if (!ModComparer.Filename.Equals(lstInstallers[lstInstallers.Count - 1], Mod)) { InstallLog.ReplaceGameSpecificValueEdit(Mod, p_strKey, p_bteValue); } else { ShaderEdit sedShader = new ShaderEdit(p_strKey); SDPArchives sdpManager = new SDPArchives(GameModeInfo, FileUtility); if (!TouchedFiles.Contains(sdpManager.GetPath(sedShader.Package))) { TouchedFiles.Add(sdpManager.GetPath(sedShader.Package)); TransactionalFileManager.Snapshot(sdpManager.GetPath(sedShader.Package)); } byte[] oldData; if (!sdpManager.EditShader(sedShader.Package, sedShader.ShaderName, p_bteValue, out oldData)) { throw new Exception("Failed to edit the shader"); } } OriginallyInstalledEdits.Remove(p_strKey); return(true); } return(base.EditGameSpecificValue(p_strKey, p_bteValue)); }
/// <summary> /// Edits the specified game specific value. /// </summary> /// <param name="p_strKey">The key of the edited Game Specific Value.</param> /// <param name="p_bteValue">The value to install.</param> /// <returns><c>true</c> if the value was set; <c>false</c> otherwise.</returns> public virtual bool EditGameSpecificValue(string p_strKey, byte[] p_bteValue) { if (m_booDontOverwriteAll) { return(false); } ShaderEdit sedShader = new ShaderEdit(p_strKey); SDPArchives sdpManager = new SDPArchives(GameModeInfo, FileUtility); if (!TouchedFiles.Contains(sdpManager.GetPath(sedShader.Package))) { TouchedFiles.Add(sdpManager.GetPath(sedShader.Package)); TransactionalFileManager.Snapshot(sdpManager.GetPath(sedShader.Package)); } IMod modOldMod = InstallLog.GetCurrentGameSpecificValueEditOwner(p_strKey); if (!m_booOverwriteAll && (modOldMod != null)) { string strMessage = String.Format("Shader '{0}' in package '{1}' has already been overwritten by '{2}'\n" + "Overwrite the changes?", sedShader.ShaderName, sedShader.Package, modOldMod.ModName); switch (m_dlgOverwriteConfirmationDelegate(strMessage, false, false)) { case OverwriteResult.YesToAll: m_booOverwriteAll = true; break; case OverwriteResult.NoToAll: m_booDontOverwriteAll = true; break; case OverwriteResult.Yes: break; default: return(false); } } byte[] oldData; if (!sdpManager.EditShader(sedShader.Package, sedShader.ShaderName, p_bteValue, out oldData)) { throw new Exception("Failed to edit the shader"); } //if we are overwriting an original shader, back it up if ((modOldMod == null) && (oldData != null)) { InstallLog.LogOriginalGameSpecificValue(p_strKey, oldData); } InstallLog.AddGameSpecificValueEdit(Mod, p_strKey, p_bteValue); return(true); }
/// <summary> /// Edits the specified shader with the specified data. /// </summary> /// <remarks> /// This method edits the specified shader, if the latest edit is owned /// by the fomod being upgraded. If the latest edit is not owned by the fomod /// being upgraded, the edit is simply archived in the appropriate location in the /// install log. /// If the edit was not previously installed by the fomod, then the normal install rules apply, /// including confirming overwrite if applicable. /// </remarks> /// <param name="p_intPackage">The package containing the shader to edit.</param> /// <param name="p_strShaderName">The shader to edit.</param> /// <param name="p_bteData">The value to which to edit the shader.</param> /// <returns> /// <lang langref="true" /> if the value was set; <lang langref="false" /> /// if the user chose not to overwrite the existing value. /// </returns> /// <exception cref="ShaderException">Thrown if the shader could not be edited.</exception> public override bool EditShader(int p_intPackage, string p_strShaderName, byte[] p_bteData) { PermissionsManager.CurrentPermissions.Assert(); var strShaderKey = String.Format("sdp:{0}/{1}", p_intPackage, p_strShaderName); IList <string> lstInstallers = InstallLog.Current.GetGameSpecifcValueInstallingMods(strShaderKey); if (lstInstallers.Contains(Fomod.BaseName)) { if (lstInstallers[lstInstallers.Count - 1].Equals(Fomod.BaseName)) { byte[] oldData; if (!SDPArchives.EditShader(p_intPackage, p_strShaderName, p_bteData, out oldData)) { throw new ShaderException("Failed to edit the shader"); } } Installer.MergeModule.AddGameSpecificValueEdit(strShaderKey, p_bteData); return(true); } return(base.EditShader(p_intPackage, p_strShaderName, p_bteData)); }