public void Copiar(string carpeta, System.Resources.ResourceManager rMgr) { if (_listaCopiados.Contains(rMgr)) { return; } else { _listaCopiados.Add(rMgr); } List <string> listaReportes = GetListaReportes(); if (!Directory.Exists(carpeta)) { Directory.CreateDirectory(carpeta); } System.Resources.ResourceSet r = rMgr.GetResourceSet(System.Threading.Thread.CurrentThread.CurrentCulture, true, true); foreach (string nombreReporte in listaReportes) { string archivoReporte = Path.Combine(carpeta, nombreReporte + ".rpt"); byte[] bytesReporte = (byte[])r.GetObject(nombreReporte); if (bytesReporte != null) { if (File.Exists(archivoReporte)) { File.Delete(archivoReporte); } File.WriteAllBytes(archivoReporte, bytesReporte); } } }
/// <include file='doc\Localizer.uex' path='docs/doc[@for="LocalizationExtenderProvider.LocalizationExtenderProvider"]/*' /> /// <devdoc> /// <para>Initializes a new instance of the <see cref='System.ComponentModel.Design.LocalizationExtenderProvider'/> class using the /// specified service provider and base component.</para> /// </devdoc> public LocalizationExtenderProvider(ISite serviceProvider, IComponent baseComponent) { this.serviceProvider = (IServiceProvider)serviceProvider; this.baseComponent = baseComponent; if (serviceProvider != null) { IExtenderProviderService es = (IExtenderProviderService)serviceProvider.GetService(typeof(IExtenderProviderService)); if (es != null) { es.AddExtenderProvider(this); } } language = CultureInfo.InvariantCulture; //We need to check to see if our baseComponent has its localizable value persisted into //the resource file. If so, we'll want to "inherit" this value for our baseComponent. //This enables us to create Inherited forms and inherit the localizable props from the base. System.Resources.ResourceManager resources = new System.Resources.ResourceManager(baseComponent.GetType()); if (resources != null) { System.Resources.ResourceSet rSet = resources.GetResourceSet(language, true, false); if (rSet != null) { object objLocalizable = rSet.GetObject("$this.Localizable"); if (objLocalizable is bool) { defaultLocalizable = (bool)objLocalizable; this.localizable = defaultLocalizable; } } } }
/// <summary> /// Using Project Resources and gets all byte[] data /// </summary> public static void CompileShaders() { // v5 //string vertexProfile = "vs_5_0"; //string pixelProfile = "ps_5_0"; // v4 string vertexProfile = "vs_4_0_level_9_1"; string pixelProfile = "ps_4_0_level_9_1"; string shadersCode = ""; System.Resources.ResourceSet rsrcSet = Properties.Resources.ResourceManager.GetResourceSet(CultureInfo.CurrentUICulture, true, true); foreach (System.Collections.DictionaryEntry entry in rsrcSet) { if (entry.Value is byte[]) { byte[] byteCode = ShaderBytecode.Compile((byte[])rsrcSet.GetObject(entry.Key.ToString()), "main", entry.Key.ToString() == "VertexShader" ? pixelProfile : vertexProfile, ShaderFlags.Debug); shadersCode += $"{{ \"{entry.Key.ToString()}\", new byte[] {{ {byteCode[0]}"; for (int i = 1; i < byteCode.Length; i++) { shadersCode += $",{byteCode[i]}"; } shadersCode += $" }}}},\r\n"; } } File.WriteAllText(@"Shaders.cs", shadersCode); }