GetRelativeToProjectPath() public static method

public static GetRelativeToProjectPath ( string absolutePath ) : string
absolutePath string
return string
示例#1
0
        private void ImportTTFFont(string fileName, string newTTFName, string newWFNName)
        {
            int fontSize = NumberEntryDialog.Show("Font size", "Select the font size to import this TTF font at:", DEFAULT_IMPORTED_FONT_SIZE, 1);

            if (fontSize > 0)
            {
                File.Copy(fileName, newTTFName, true);
                try
                {
                    if (File.Exists(newWFNName))
                    {
                        Factory.AGSEditor.DeleteFileOnDiskAndSourceControl(newWFNName);
                    }
                    Factory.NativeProxy.ReloadFont(_item.ID);
                    _item.PointSize      = fontSize;
                    _item.SizeMultiplier = 1;
                    _item.SourceFilename = Utilities.GetRelativeToProjectPath(fileName);
                }
                catch (AGSEditorException ex)
                {
                    Factory.GUIController.ShowMessage("Unable to import the font.\n\n" + ex.Message, MessageBoxIcon.Warning);
                    File.Delete(newTTFName);
                }
            }
        }
示例#2
0
        private void ImportWFNFont(string fileName, string newTTFName, string newWFNName)
        {
            try
            {
                if (File.Exists(newTTFName))
                {
                    Factory.AGSEditor.DeleteFileOnDiskAndSourceControl(newTTFName);
                }

                if (fileName.ToLower().EndsWith(".wfn"))
                {
                    File.Copy(fileName, newWFNName, true);
                }
                else
                {
                    Factory.NativeProxy.ImportSCIFont(fileName, _item.ID);
                }
                Factory.NativeProxy.ReloadFont(_item.ID);
                _item.PointSize      = 0;
                _item.SizeMultiplier = 1;
                _item.SourceFilename = Utilities.GetRelativeToProjectPath(fileName);
            }
            catch (AGSEditorException ex)
            {
                Factory.GUIController.ShowMessage("Unable to import the font.\n\n" + ex.Message, MessageBoxIcon.Warning);
            }
        }
示例#3
0
        private void ImportTTFFont(string fileName, string newTTFName, string newWFNName)
        {
            FontHeightDefinition sizeType;
            int sizeValue;

            if (!ImportTTFDialog.Show(out sizeType, out sizeValue,
                                      _item.PointSize > 0 ? _item.PointSize : DEFAULT_IMPORTED_FONT_SIZE, Int32.MaxValue))
            {
                return;
            }
            File.Copy(fileName, newTTFName, true);
            try
            {
                if (File.Exists(newWFNName))
                {
                    Factory.AGSEditor.DeleteFileOnDiskAndSourceControl(newWFNName);
                }
                Factory.NativeProxy.ReloadFont(_item.ID);
                // If user asked to get a certain pixel height, then try to change the font's
                // point size, until found the closest result
                if (sizeType == FontHeightDefinition.PixelHeight)
                {
                    sizeValue = Factory.NativeProxy.FindTTFSizeForHeight(newTTFName, sizeValue);
                }
            }
            catch (AGSEditorException ex)
            {
                Factory.GUIController.ShowMessage("Unable to import the font.\n\n" + ex.Message, MessageBoxIcon.Warning);
                File.Delete(newTTFName);
            }

            _item.PointSize      = sizeValue;
            _item.SizeMultiplier = 1;
            _item.SourceFilename = Utilities.GetRelativeToProjectPath(fileName);
        }
示例#4
0
        private void _events_GamePostLoad()
        {
            Game game = Factory.AGSEditor.CurrentGame;

            // Convert absolute paths to relative paths. This is an automatic fixup from when the
            // editor stored absolute paths only
            foreach (Sprite sprite in game.RootSpriteFolder.GetAllSpritesFromAllSubFolders())
            {
                sprite.SourceFile = Utilities.GetRelativeToProjectPath(sprite.SourceFile);
            }
            foreach (Types.Font font in game.Fonts)
            {
                font.SourceFilename = Utilities.GetRelativeToProjectPath(font.SourceFilename);
            }
            foreach (AudioClip audio in game.RootAudioClipFolder.GetAllAudioClipsFromAllSubFolders())
            {
                audio.SourceFileName = Utilities.GetRelativeToProjectPath(audio.SourceFileName);
            }
        }
示例#5
0
        private void _events_GamePostLoad()
        {
            Game game = Factory.AGSEditor.CurrentGame;

            // TODO: this may be noticably slow especially for sprites. Display some kind of
            // progress window to notify user.
            // Convert absolute paths to relative paths. This is an automatic fixup from when the
            // editor stored absolute paths only
            foreach (Sprite sprite in game.RootSpriteFolder.GetAllSpritesFromAllSubFolders())
            {
                sprite.SourceFile = Utilities.GetRelativeToProjectPath(sprite.SourceFile);
            }
            foreach (Types.Font font in game.Fonts)
            {
                font.SourceFilename = Utilities.GetRelativeToProjectPath(font.SourceFilename);
            }
            foreach (AudioClip audio in game.RootAudioClipFolder.GetAllAudioClipsFromAllSubFolders())
            {
                audio.SourceFileName = Utilities.GetRelativeToProjectPath(audio.SourceFileName);
            }
        }