private void MVImportToolForm_Load( object sender, EventArgs e ) { m_Log = new LogWriter( logPanel1.Log ); RestoreFromSavedSettings(); TidyWorkspace(); m_Worker.StandardErrorHandler = logPanel1.Log.DataReceivedHandler; m_Worker.StandardOutHandler = logPanel1.Log.DataReceivedHandler; SetStartButtonEnable( true ); }
/// <summary> /// Construct an instance of this installer. The installer operates /// on a single DAE file. If you want to install from another DAE /// file, create another instance. /// /// This only installs files with a creation date after the earliest /// time specified by the argument. /// </summary> /// <param name="daeFile">the source DAE file</param> /// <param name="earliestTime">time the </param> /// <param name="log">log for reporting status; can be null</param> public RepositoryInstaller( string daeFile, DateTime earliestTime, ILog log ) { m_DAEFile = daeFile; m_EarliestTime = earliestTime; m_LogWriter = new LogWriter( log ); InstallationCandidate.Log = m_LogWriter; // These are the file types that can be produced; a particular // conversion run does not necessarilly produce all types. // TODO: It would be nice if these came from a config file. // TODO: Maybe make this a property that is set up by the client. m_ProductFiles.Add( ".mesh", null ); m_ProductFiles.Add( ".material", null ); m_ProductFiles.Add( ".skeleton", null ); m_ProductFiles.Add( ".physics", null ); // This associates the file type with a repository subdir // TODO: Same as above... m_RepositorySubdirectories.Add( ".mesh", "Meshes" ); m_RepositorySubdirectories.Add( ".material", "Materials" ); m_RepositorySubdirectories.Add( ".skeleton", "Skeletons" ); m_RepositorySubdirectories.Add( ".physics", "Physics" ); m_Candidates.Add( "Meshes", new List<InstallationCandidate>() ); m_Candidates.Add( "Materials", new List<InstallationCandidate>() ); m_Candidates.Add( "Skeletons", new List<InstallationCandidate>() ); m_Candidates.Add( "Physics", new List<InstallationCandidate>() ); m_Candidates.Add( "Textures", new List<InstallationCandidate>() ); m_TypeToFilterFlagMap.Add( "Meshes", InstallFilterFlags.Mesh ); m_TypeToFilterFlagMap.Add( "Materials", InstallFilterFlags.Materials ); m_TypeToFilterFlagMap.Add( "Skeletons", InstallFilterFlags.Skeleton ); m_TypeToFilterFlagMap.Add( "Physics", InstallFilterFlags.Physics ); m_TypeToFilterFlagMap.Add( "Textures", InstallFilterFlags.Textures ); FindConversionProductFiles(); FilterFlags = InstallFilterFlags.All; m_Finder = new TextureFinder( daeFile ); //if( FindConversionProductFiles() ) //{ // FilterFlags = InstallFilterFlags.All; // m_Finder = new TextureFinder( daeFile ); //} }