private void OnDetectStartupProjectsComplete() { // Close the startup window bool bVisible = DetectStartupProjectSettingsWindow.Visible; DetectStartupProjectSettingsWindow.Close(); DetectStartupProjectSettingsWindow = null; // Create the main window MainWindowInstance = new MainWindow(ApiUrl, DataFolder, bRestoreState, UpdateSpawn ?? Assembly.GetExecutingAssembly().Location, DetectStartupProjectSettingsTask.Results, Log, Settings); if (bUnstable) { MainWindowInstance.Text += String.Format(" (UNSTABLE BUILD {0})", Assembly.GetExecutingAssembly().GetName().Version); } if (bVisible) { MainWindowInstance.Show(); if (!bRestoreState) { MainWindowInstance.Activate(); } } MainWindowInstance.FormClosed += MainWindowInstance_FormClosed; // Delete the project settings task DetectStartupProjectSettingsTask.Dispose(); DetectStartupProjectSettingsTask = null; }
private void OnDetectStartupProjectsComplete() { // Close the startup window bool bVisible = DetectStartupProjectSettingsWindow.Visible; DetectStartupProjectSettingsWindow.Close(); DetectStartupProjectSettingsWindow = null; // Copy all the logs to the main log foreach (BufferedTextWriter StartupLog in StartupLogs) { foreach (string Line in StartupLog.Lines) { Log.WriteLine("{0}", Line); } } // Clear out the cache folder Utility.ClearPrintCache(CacheFolder); // Get a list of all the valid projects to open DetectProjectSettingsResult[] StartupProjects = DetectStartupProjectSettingsTask.Results.Where(x => x != null).ToArray(); // Create the main window MainWindowInstance = new MainWindow(UpdateMonitor, ApiUrl, DataFolder, CacheFolder, bRestoreState, UpdateSpawn ?? Assembly.GetExecutingAssembly().Location, bUnstable, StartupProjects, DefaultConnection, Log, Settings); if (bVisible) { MainWindowInstance.Show(); if (!bRestoreState) { MainWindowInstance.Activate(); } } MainWindowInstance.FormClosed += MainWindowInstance_FormClosed; // Delete the project settings task DetectStartupProjectSettingsTask.Dispose(); DetectStartupProjectSettingsTask = null; }
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; }
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; }