public bool Update(int percent, string description) { this.description = description; this.percent = percent; MOG_Progress.ProgressUpdateStep(this.Handle, description, percent); return(CancelClicked()); }
private classTreeNode EncodeTree(AssetTreeNode tn, MOG_Properties props, int dialogId) { classTreeNode classNode = new classTreeNode(tn.Text); classNode.ImageIndex = BLUEDOT_INDEX; classNode.SelectedImageIndex = BLUEDOT_INDEX; // Get a local handle for our progress dialog MOG_Progress.ProgressUpdate(dialogId, tn.FullPath); // if this is an asset filename node? if (tn.IsAnAssetFilename) { classNode.Text = classNode.Text; classNode.ForeColor = Color.Blue; classNode.ImageIndex = ARROW_INDEX; classNode.SelectedImageIndex = ARROW_INDEX; classNode.IsAssetFilenameNode = true; // Inherit Properties from parent // 'props' needs to be cloned or else all of these children assets will share the same Properties!!! classNode.props = props; // Make list o' children foreach (AssetTreeNode fileNode in tn.fileNodes) { if (fileNode.IsAFile) { classNode.importFiles.Add(fileNode.FileFullPath); } } // setup gamedatapath string assetDirectoryPath = MOG.CONTROLLER.CONTROLLERASSET.MOG_ControllerAsset.GetCommonDirectoryPath(this.projectRootPath, classNode.importFiles); string relativePath = ""; if (assetDirectoryPath.Length > this.projectRootPath.Length) { relativePath = assetDirectoryPath.Substring(this.projectRootPath.Length + 1); } classNode.props.SyncTargetPath = relativePath; // add it to the list of asset filename nodes for later processing this.assetFilenameNodes.Add(classNode); return(classNode); // don't do children of an asset filename node } // Use our properties to pass along to our children props = MOG_ControllerProject.GetClassificationProperties(tn.FullPath.Replace(tn.TreeView.PathSeparator, "~")); props.SetImmeadiateMode(true); classNode.props = props; // Loop through all of our children nodes sending them our Properties foreach (AssetTreeNode subNode in tn.Nodes) { classNode.Nodes.Add(EncodeTree(subNode, props, dialogId)); } return(classNode); }
public void Kill() { MOG_Progress.ProgressClose(this.Handle); }
public bool Update(string description) { MOG_Progress.ProgressUpdate(this.Handle, description); this.description = description; return(CancelClicked()); }
public bool CancelClicked() { return(MOG_Progress.ProgressStatus(this.Handle) != MOGPromptResult.Cancel); }
public int DialogInit(string title, string description, bool bCancelVisible) { this.Handle = MOG_Progress.ProgressSetup(title, description, 0, 100); this.Title = title; return(this.Handle); }