コード例 #1
0
        public override bool Process( GameMakerFile aGmFile )
        {
            m_gmk = aGmFile;

              OnProcessStarted();

              try {
            Directory.CreateDirectory( m_directory );
            Directory.SetCurrentDirectory( m_directory );

            ProcessResources();
            OnProcessFinished();
              }
              catch ( Exceptions.ProcessingAborted ) {
            OnProcessAborted();
            return false;
              }

              return true;
        }
コード例 #2
0
        private void m_itemAsm_Click( object sender, EventArgs e )
        {
            SetCurrentDirectory();

              var importer = new XmlImporter( m_project.ResourceDirectory );

              if ( !importer.IsValidImportDirectory() ) {
            LogLine( "Cannot assemble game project: specified resource directory lacks essential data files.", MessageType.Warning, false );
            return;
              }

              importer.ProcessStarted += Importer_ProcessStarted;
              importer.ProcessFinished += Importer_ProcessFinished;
              importer.ProcessAborted += Importer_ProcessAborted;
              importer.CategoryProcessing += Importer_CategoryProcessing;
              importer.ProcessingErrorOccurred += Importer_ProcessingErrorOccurred;
              importer.XmlParseErrorOccurred += Importer_XmlParseErrorOccurred;

              if ( Settings.Default.VerboseLog )
            importer.ResourceProcessed += Importer_ResourceProcessed;

              m_gmFile = new GameMakerFile();
              SetStatus( "Assembling game project..." );

              if ( importer.Process( m_gmFile ) ) {
            LogLine( "Project data collected!", MessageType.Information, false );

            if ( SaveGameFile() )
              SetLoggedStatus( "Game project created." );
            else {
              LogLine( "Process aborted.", MessageType.Warning, false );
              SetStatus( "Process aborted." );
            }
              }

              m_statusProgress.Value = m_statusProgress.Maximum;
              GenerateResourceTree();
        }
コード例 #3
0
 public abstract bool Process( GameMakerFile aGmFile );
コード例 #4
0
        private bool LoadGameFile()
        {
            SetCurrentDirectory();

              if ( !File.Exists( m_project.GameFilePath ) ) {
            LogLine( "Game project file path is not set or is invalid. Go to project options and specify valid path.",
                 MessageType.Warning, false );

            return false;
              }

              m_treeResources.Nodes.Clear();

              try {
            m_gmFile = new GameMakerFile();
            SetLoggedStatus( "Loading " + Path.GetFileName( m_project.GameFilePath ) + "..." );

            m_gmFile.Open( m_project.GameFilePath );

            SetStatus( "File loaded successfully." );
            LogLine(  "File loaded successfully.", MessageType.Success, false );
            GenerateResourceTree();

            return true;
              }
              catch ( GameMaker.Format.Exceptions.FileCorrupted e ) {
            LogLine( "Failed to read the game project -- file is corrupted at position " + e.Position + ": " + e.Message,
                 MessageType.Error, false );
              }
              catch ( GameMaker.Format.Exceptions.UnknownFormat ) {
            LogLine( "Error: File is not a Game Maker game project or it is corrupted.", MessageType.Error, false );
              }
              catch ( GameMaker.Format.Exceptions.UnsupportedVersion e ) {
            LogLine( "Error: Game project was created with an unsupported version of Game Maker or it is corrupted." +
                 " (Version == " + e.Version + "?)", MessageType.Error, false );
              }
              catch ( IOException e ) {
            LogLine( "Error occurred while trying to read the file: " + e.Message, MessageType.Error, false );
              }

              m_gmFile = null;
              SetStatus( "Failed to the load game project." );
              return false;
        }