protected override void Dispose(bool bDisposing)
        {
            base.Dispose(bDisposing);

            if (Components != null)
            {
                Components.Dispose();
                Components = null;
            }

            if (NotifyIcon != null)
            {
                NotifyIcon.Dispose();
                NotifyIcon = null;
            }

            if (Log != null)
            {
                Log.Dispose();
                Log = null;
            }

            if (UpdateMonitor != null)
            {
                UpdateMonitor.OnUpdateAvailable -= OnUpdateAvailableCallback;
                UpdateMonitor.Close();                 // prevent race condition
                UpdateMonitor = null;
            }

            if (ActivationListener != null)
            {
                ActivationListener.OnActivate -= OnActivationListenerAsyncCallback;
                ActivationListener.Stop();
                ActivationListener.Dispose();
                ActivationListener = null;
            }

            if (MainWindowInstance != null)
            {
                MainWindowInstance.ForceClose();
                MainWindowInstance = null;
            }

            if (DetectStartupProjectSettingsWindow != null)
            {
                DetectStartupProjectSettingsWindow.Close();
                DetectStartupProjectSettingsWindow = null;
            }
        }
예제 #2
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        public MainWindow(UpdateMonitor InUpdateMonitor, string InSqlConnectionString, string InDataFolder, EventWaitHandle ActivateEvent, bool bInRestoreStateOnLoad, string InOriginalExecutableFileName, string InProjectFileName, bool bInUnstable, BoundedLogWriter InLog, UserSettings InSettings)
        {
            InitializeComponent();

            NotifyMenu_OpenUnrealGameSync.Font = new Font(NotifyMenu_OpenUnrealGameSync.Font, FontStyle.Bold);

            UpdateMonitor              = InUpdateMonitor;
            SqlConnectionString        = InSqlConnectionString;
            DataFolder                 = InDataFolder;
            ActivationListener         = new ActivationListener(ActivateEvent);
            bRestoreStateOnLoad        = bInRestoreStateOnLoad;
            OriginalExecutableFileName = InOriginalExecutableFileName;
            bUnstable = bInUnstable;
            Log       = InLog;
            Settings  = InSettings;

            TabControl.OnTabChanged  += TabControl_OnTabChanged;
            TabControl.OnNewTabClick += TabControl_OnNewTabClick;
            TabControl.OnTabClicked  += TabControl_OnTabClicked;
            TabControl.OnTabClosing  += TabControl_OnTabClosing;
            TabControl.OnTabClosed   += TabControl_OnTabClosed;
            TabControl.OnTabReorder  += TabControl_OnTabReorder;
            TabControl.OnButtonClick += TabControl_OnButtonClick;

            SetupDefaultControl();

            int SelectTabIdx = -1;

            foreach (string ProjectFileName in Settings.OpenProjectFileNames)
            {
                if (!String.IsNullOrEmpty(ProjectFileName))
                {
                    int TabIdx = TryOpenProject(ProjectFileName);
                    if (TabIdx != -1 && Settings.LastProjectFileName != null && ProjectFileName.Equals(Settings.LastProjectFileName, StringComparison.InvariantCultureIgnoreCase))
                    {
                        SelectTabIdx = TabIdx;
                    }
                }
            }

            if (SelectTabIdx != -1)
            {
                TabControl.SelectTab(SelectTabIdx);
            }
            else if (TabControl.GetTabCount() > 0)
            {
                TabControl.SelectTab(0);
            }
        }
예제 #3
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        /// <summary>
        /// Clean up any resources being used.
        /// </summary>
        /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
        protected override void Dispose(bool disposing)
        {
            if (disposing && (components != null))
            {
                components.Dispose();
            }

            for (int Idx = 0; Idx < TabControl.GetTabCount(); Idx++)
            {
                ((WorkspaceControl)TabControl.GetTabData(Idx)).Dispose();
            }

            if (ActivationListener != null)
            {
                ActivationListener.Dispose();
                ActivationListener = null;
            }

            StopScheduleTimer();

            base.Dispose(disposing);
        }
        public ProgramApplicationContext(PerforceConnection DefaultConnection, UpdateMonitor UpdateMonitor, string ApiUrl, string DataFolder, EventWaitHandle ActivateEvent, bool bRestoreState, string UpdateSpawn, string ProjectFileName, bool bUnstable, TimestampLogWriter Log)
        {
            this.DefaultConnection = DefaultConnection;
            this.UpdateMonitor     = UpdateMonitor;
            this.ApiUrl            = ApiUrl;
            this.DataFolder        = DataFolder;
            this.CacheFolder       = Path.Combine(DataFolder, "Cache");
            this.bRestoreState     = bRestoreState;
            this.UpdateSpawn       = UpdateSpawn;
            this.bUnstable         = bUnstable;
            this.Log = Log;

            // Create the directories
            Directory.CreateDirectory(DataFolder);
            Directory.CreateDirectory(CacheFolder);

            // Make sure a synchronization context is set. We spawn a bunch of threads (eg. UpdateMonitor) at startup, and need to make sure we can post messages
            // back to the main thread at any time.
            if (SynchronizationContext.Current == null)
            {
                SynchronizationContext.SetSynchronizationContext(new WindowsFormsSynchronizationContext());
            }

            // Capture the main thread's synchronization context for callbacks
            MainThreadSynchronizationContext = WindowsFormsSynchronizationContext.Current;

            // Read the user's settings
            Settings = new UserSettings(Path.Combine(DataFolder, "UnrealGameSync.ini"));
            if (!String.IsNullOrEmpty(ProjectFileName))
            {
                string FullProjectFileName = Path.GetFullPath(ProjectFileName);
                if (!Settings.OpenProjects.Any(x => x.LocalPath != null && String.Compare(x.LocalPath, FullProjectFileName, StringComparison.InvariantCultureIgnoreCase) == 0))
                {
                    Settings.OpenProjects.Add(new UserSelectedProjectSettings(null, null, UserSelectedProjectType.Local, null, FullProjectFileName));
                }
            }

            // Update the settings to the latest version
            if (Settings.Version < UserSettingsVersion.Latest)
            {
                // Clear out the server settings for anything using the default server
                if (Settings.Version < UserSettingsVersion.DefaultServerSettings)
                {
                    for (int Idx = 0; Idx < Settings.OpenProjects.Count; Idx++)
                    {
                        Settings.OpenProjects[Idx] = UpgradeSelectedProjectSettings(Settings.OpenProjects[Idx]);
                    }
                    for (int Idx = 0; Idx < Settings.RecentProjects.Count; Idx++)
                    {
                        Settings.RecentProjects[Idx] = UpgradeSelectedProjectSettings(Settings.RecentProjects[Idx]);
                    }
                }

                // Save the new settings
                Settings.Version = UserSettingsVersion.Latest;
                Settings.Save();
            }

            // Register the update listener
            UpdateMonitor.OnUpdateAvailable += OnUpdateAvailableCallback;

            // Create the activation listener
            ActivationListener = new ActivationListener(ActivateEvent);
            ActivationListener.Start();
            ActivationListener.OnActivate += OnActivationListenerAsyncCallback;

            // Create the notification menu items
            NotifyMenu_OpenUnrealGameSync        = new ToolStripMenuItem();
            NotifyMenu_OpenUnrealGameSync.Name   = nameof(NotifyMenu_OpenUnrealGameSync);
            NotifyMenu_OpenUnrealGameSync.Size   = new Size(196, 22);
            NotifyMenu_OpenUnrealGameSync.Text   = "Open UnrealGameSync";
            NotifyMenu_OpenUnrealGameSync.Click += new EventHandler(NotifyMenu_OpenUnrealGameSync_Click);
            NotifyMenu_OpenUnrealGameSync.Font   = new Font(NotifyMenu_OpenUnrealGameSync.Font, FontStyle.Bold);

            NotifyMenu_OpenUnrealGameSync_Separator      = new ToolStripSeparator();
            NotifyMenu_OpenUnrealGameSync_Separator.Name = nameof(NotifyMenu_OpenUnrealGameSync_Separator);
            NotifyMenu_OpenUnrealGameSync_Separator.Size = new Size(193, 6);

            NotifyMenu_SyncNow        = new ToolStripMenuItem();
            NotifyMenu_SyncNow.Name   = nameof(NotifyMenu_SyncNow);
            NotifyMenu_SyncNow.Size   = new Size(196, 22);
            NotifyMenu_SyncNow.Text   = "Sync Now";
            NotifyMenu_SyncNow.Click += new EventHandler(NotifyMenu_SyncNow_Click);

            NotifyMenu_LaunchEditor        = new ToolStripMenuItem();
            NotifyMenu_LaunchEditor.Name   = nameof(NotifyMenu_LaunchEditor);
            NotifyMenu_LaunchEditor.Size   = new Size(196, 22);
            NotifyMenu_LaunchEditor.Text   = "Launch Editor";
            NotifyMenu_LaunchEditor.Click += new EventHandler(NotifyMenu_LaunchEditor_Click);

            NotifyMenu_ExitSeparator      = new ToolStripSeparator();
            NotifyMenu_ExitSeparator.Name = nameof(NotifyMenu_ExitSeparator);
            NotifyMenu_ExitSeparator.Size = new Size(193, 6);

            NotifyMenu_Exit        = new ToolStripMenuItem();
            NotifyMenu_Exit.Name   = nameof(NotifyMenu_Exit);
            NotifyMenu_Exit.Size   = new Size(196, 22);
            NotifyMenu_Exit.Text   = "Exit";
            NotifyMenu_Exit.Click += new EventHandler(NotifyMenu_Exit_Click);

            // Create the notification menu
            NotifyMenu      = new ContextMenuStrip(Components);
            NotifyMenu.Name = nameof(NotifyMenu);
            NotifyMenu.Size = new System.Drawing.Size(197, 104);
            NotifyMenu.SuspendLayout();
            NotifyMenu.Items.Add(NotifyMenu_OpenUnrealGameSync);
            NotifyMenu.Items.Add(NotifyMenu_OpenUnrealGameSync_Separator);
            NotifyMenu.Items.Add(NotifyMenu_SyncNow);
            NotifyMenu.Items.Add(NotifyMenu_LaunchEditor);
            NotifyMenu.Items.Add(NotifyMenu_ExitSeparator);
            NotifyMenu.Items.Add(NotifyMenu_Exit);
            NotifyMenu.ResumeLayout(false);

            // Create the notification icon
            NotifyIcon = new NotifyIcon(Components);
            NotifyIcon.ContextMenuStrip = NotifyMenu;
            NotifyIcon.Icon             = Properties.Resources.Icon;
            NotifyIcon.Text             = "UnrealGameSync";
            NotifyIcon.Visible          = true;
            NotifyIcon.DoubleClick     += new EventHandler(NotifyIcon_DoubleClick);
            NotifyIcon.MouseDown       += new MouseEventHandler(NotifyIcon_MouseDown);

            // Find the initial list of projects to attempt to reopen
            List <DetectProjectSettingsTask> Tasks = new List <DetectProjectSettingsTask>();

            foreach (UserSelectedProjectSettings OpenProject in Settings.OpenProjects)
            {
                BufferedTextWriter StartupLog = new BufferedTextWriter();
                StartupLog.WriteLine("Detecting settings for {0}", OpenProject);
                StartupLogs.Add(StartupLog);

                Tasks.Add(new DetectProjectSettingsTask(OpenProject, DataFolder, CacheFolder, new TimestampLogWriter(new PrefixedTextWriter("  ", StartupLog))));
            }

            // Detect settings for the project we want to open
            DetectStartupProjectSettingsTask = new DetectMultipleProjectSettingsTask(DefaultConnection, Tasks);

            DetectStartupProjectSettingsWindow = new ModalTaskWindow(DetectStartupProjectSettingsTask, "Opening Projects", "Opening projects, please wait...", FormStartPosition.CenterScreen);
            if (bRestoreState)
            {
                if (Settings.bWindowVisible)
                {
                    DetectStartupProjectSettingsWindow.Show();
                }
            }
            else
            {
                DetectStartupProjectSettingsWindow.Show();
                DetectStartupProjectSettingsWindow.Activate();
            }
            DetectStartupProjectSettingsWindow.Complete += OnDetectStartupProjectsComplete;
        }
예제 #5
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        public ProgramApplicationContext(UpdateMonitor UpdateMonitor, string ApiUrl, string DataFolder, EventWaitHandle ActivateEvent, bool bRestoreState, string UpdateSpawn, string ProjectFileName, bool bUnstable)
        {
            this.UpdateMonitor = UpdateMonitor;
            this.ApiUrl        = ApiUrl;
            this.DataFolder    = DataFolder;
            this.bRestoreState = bRestoreState;
            this.UpdateSpawn   = UpdateSpawn;
            this.bUnstable     = bUnstable;

            // Make sure a synchronization context is set. We spawn a bunch of threads (eg. UpdateMonitor) at startup, and need to make sure we can post messages
            // back to the main thread at any time.
            if (SynchronizationContext.Current == null)
            {
                SynchronizationContext.SetSynchronizationContext(new WindowsFormsSynchronizationContext());
            }

            // Capture the main thread's synchronization context for callbacks
            MainThreadSynchronizationContext = WindowsFormsSynchronizationContext.Current;

            // Create the log file
            Log = new BoundedLogWriter(Path.Combine(DataFolder, "UnrealGameSync.log"));
            Log.WriteLine("Application version: {0}", Assembly.GetExecutingAssembly().GetName().Version);
            Log.WriteLine("Started at {0}", DateTime.Now.ToString());

            // Read the user's settings
            Settings = new UserSettings(Path.Combine(DataFolder, "UnrealGameSync.ini"));
            if (!String.IsNullOrEmpty(ProjectFileName))
            {
                string FullProjectFileName = Path.GetFullPath(ProjectFileName);
                if (!Settings.OpenProjects.Any(x => x.LocalPath != null && String.Compare(x.LocalPath, FullProjectFileName, StringComparison.InvariantCultureIgnoreCase) == 0))
                {
                    Settings.OpenProjects.Add(new UserSelectedProjectSettings(null, null, UserSelectedProjectType.Local, null, FullProjectFileName));
                }
            }

            // Register the update listener
            UpdateMonitor.OnUpdateAvailable += OnUpdateAvailableCallback;

            // Create the activation listener
            ActivationListener = new ActivationListener(ActivateEvent);
            ActivationListener.Start();
            ActivationListener.OnActivate += OnActivationListenerAsyncCallback;

            // Create the notification menu items
            NotifyMenu_OpenUnrealGameSync        = new ToolStripMenuItem();
            NotifyMenu_OpenUnrealGameSync.Name   = nameof(NotifyMenu_OpenUnrealGameSync);
            NotifyMenu_OpenUnrealGameSync.Size   = new Size(196, 22);
            NotifyMenu_OpenUnrealGameSync.Text   = "Open UnrealGameSync";
            NotifyMenu_OpenUnrealGameSync.Click += new EventHandler(NotifyMenu_OpenUnrealGameSync_Click);
            NotifyMenu_OpenUnrealGameSync.Font   = new Font(NotifyMenu_OpenUnrealGameSync.Font, FontStyle.Bold);

            NotifyMenu_OpenUnrealGameSync_Separator      = new ToolStripSeparator();
            NotifyMenu_OpenUnrealGameSync_Separator.Name = nameof(NotifyMenu_OpenUnrealGameSync_Separator);
            NotifyMenu_OpenUnrealGameSync_Separator.Size = new Size(193, 6);

            NotifyMenu_SyncNow        = new ToolStripMenuItem();
            NotifyMenu_SyncNow.Name   = nameof(NotifyMenu_SyncNow);
            NotifyMenu_SyncNow.Size   = new Size(196, 22);
            NotifyMenu_SyncNow.Text   = "Sync Now";
            NotifyMenu_SyncNow.Click += new EventHandler(NotifyMenu_SyncNow_Click);

            NotifyMenu_LaunchEditor        = new ToolStripMenuItem();
            NotifyMenu_LaunchEditor.Name   = nameof(NotifyMenu_LaunchEditor);
            NotifyMenu_LaunchEditor.Size   = new Size(196, 22);
            NotifyMenu_LaunchEditor.Text   = "Launch Editor";
            NotifyMenu_LaunchEditor.Click += new EventHandler(NotifyMenu_LaunchEditor_Click);

            NotifyMenu_ExitSeparator      = new ToolStripSeparator();
            NotifyMenu_ExitSeparator.Name = nameof(NotifyMenu_ExitSeparator);
            NotifyMenu_ExitSeparator.Size = new Size(193, 6);

            NotifyMenu_Exit        = new ToolStripMenuItem();
            NotifyMenu_Exit.Name   = nameof(NotifyMenu_Exit);
            NotifyMenu_Exit.Size   = new Size(196, 22);
            NotifyMenu_Exit.Text   = "Exit";
            NotifyMenu_Exit.Click += new EventHandler(NotifyMenu_Exit_Click);

            // Create the notification menu
            NotifyMenu      = new ContextMenuStrip(Components);
            NotifyMenu.Name = nameof(NotifyMenu);
            NotifyMenu.Size = new System.Drawing.Size(197, 104);
            NotifyMenu.SuspendLayout();
            NotifyMenu.Items.Add(NotifyMenu_OpenUnrealGameSync);
            NotifyMenu.Items.Add(NotifyMenu_OpenUnrealGameSync_Separator);
            NotifyMenu.Items.Add(NotifyMenu_SyncNow);
            NotifyMenu.Items.Add(NotifyMenu_LaunchEditor);
            NotifyMenu.Items.Add(NotifyMenu_ExitSeparator);
            NotifyMenu.Items.Add(NotifyMenu_Exit);
            NotifyMenu.ResumeLayout(false);

            // Create the notification icon
            NotifyIcon = new NotifyIcon(Components);
            NotifyIcon.ContextMenuStrip = NotifyMenu;
            NotifyIcon.Icon             = Properties.Resources.Icon;
            NotifyIcon.Text             = "UnrealGameSync";
            NotifyIcon.Visible          = true;
            NotifyIcon.DoubleClick     += new EventHandler(NotifyIcon_DoubleClick);
            NotifyIcon.MouseDown       += new MouseEventHandler(NotifyIcon_MouseDown);

            // Find the initial list of projects to attempt to reopen
            List <DetectProjectSettingsTask> Tasks = new List <DetectProjectSettingsTask>();

            foreach (UserSelectedProjectSettings OpenProject in Settings.OpenProjects)
            {
                Tasks.Add(new DetectProjectSettingsTask(OpenProject, DataFolder, Log));
            }

            // Detect settings for the project we want to open
            DetectStartupProjectSettingsTask = new DetectMultipleProjectSettingsTask(Tasks);

            DetectStartupProjectSettingsWindow = new ModalTaskWindow(DetectStartupProjectSettingsTask, "Opening Projects", "Opening projects, please wait...", FormStartPosition.CenterScreen);
            if (Settings.bWindowVisible)
            {
                DetectStartupProjectSettingsWindow.Show();
                if (!bRestoreState)
                {
                    DetectStartupProjectSettingsWindow.Activate();
                }
            }
            DetectStartupProjectSettingsWindow.Complete += OnDetectStartupProjectsComplete;
        }
예제 #6
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		/// <summary>
		/// Clean up any resources being used.
		/// </summary>
		/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
		protected override void Dispose(bool disposing)
		{
			if (disposing && (components != null))
			{
				components.Dispose();
			}

			if(ActivationListener != null)
			{
				ActivationListener.Dispose();
				ActivationListener = null;
			}
			if(Log != null)
			{
				Log.Dispose();
				Log = null;
			}
			if(BuildFont != null)
			{
				BuildFont.Dispose();
				BuildFont = null;
			}
			if(SelectedBuildFont != null)
			{
				SelectedBuildFont.Dispose();
				SelectedBuildFont = null;
			}
			if(BadgeFont != null)
			{
				BadgeFont.Dispose();
				BadgeFont = null;
			}

			StopScheduleTimer();

			base.Dispose(disposing);
		}
예제 #7
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		public MainWindow(UpdateMonitor InUpdateMonitor, string InSqlConnectionString, string InDataFolder, EventWaitHandle ActivateEvent, bool bInRestoreStateOnLoad, string InOriginalExecutableFileName, string InProjectFileName)
		{
			InitializeComponent();

			NotifyMenu_OpenUnrealGameSync.Font = new Font(NotifyMenu_OpenUnrealGameSync.Font, FontStyle.Bold);

            if (Application.RenderWithVisualStyles) 
            { 
				SelectedItemRenderer = new VisualStyleRenderer("Explorer::ListView", 1, 3);
				TrackedItemRenderer = new VisualStyleRenderer("Explorer::ListView", 1, 2); 
			}

			UpdateMonitor = InUpdateMonitor;
			ActivationListener = new ActivationListener(ActivateEvent);
			SqlConnectionString = InSqlConnectionString;
			DataFolder = InDataFolder;
			bRestoreStateOnLoad = bInRestoreStateOnLoad;
			OriginalExecutableFileName = InOriginalExecutableFileName;
			
			Log = new BoundedLogWriter(Path.Combine(DataFolder, "UnrealGameSync.log"));
			Log.WriteLine("Application version: {0}", Assembly.GetExecutingAssembly().GetName().Version);
			Log.WriteLine("Started at {0}", DateTime.Now.ToString());

			Settings = new UserSettings(Path.Combine(DataFolder, "UnrealGameSync.ini"));
			if(!String.IsNullOrEmpty(InProjectFileName))
			{
				Settings.LastProjectFileName = InProjectFileName;
			}

			System.Reflection.PropertyInfo DoubleBufferedProperty = typeof(Control).GetProperty("DoubleBuffered", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
			DoubleBufferedProperty.SetValue(BuildList, true, null); 

			// force the height of the rows
			BuildList.SmallImageList = new ImageList(){ ImageSize = new Size(1, 20) };
			BuildList_FontChanged(null, null);
			BuildList.OnScroll += BuildList_OnScroll;

			Splitter.OnVisibilityChanged += Splitter_OnVisibilityChanged;
			
			UpdateTimer = new Timer();
			UpdateTimer.Interval = 30;
			UpdateTimer.Tick += TimerCallback;

			BuildAfterSyncCheckBox.Checked = Settings.bBuildAfterSync;
			RunAfterSyncCheckBox.Checked = Settings.bRunAfterSync;
			OpenSolutionAfterSyncCheckBox.Checked = Settings.bOpenSolutionAfterSync;
			Splitter.SetLogVisibility(Settings.bShowLogWindow);
			OptionsContextMenu_AutoResolveConflicts.Checked = Settings.bAutoResolveConflicts;
			OptionsContextMenu_UseIncrementalBuilds.Checked = Settings.bUseIncrementalBuilds;
			OptionsContextMenu_SyncPrecompiledEditor.Checked = Settings.bSyncPrecompiledEditor;
			
			UpdateCheckedBuildConfig();

			UpdateProjectList();
			UpdateSyncActionCheckboxes();
		}