mirror of
https://github.com/Heretek-AI/GDevelop.git
synced 2026-07-23 18:45:48 -04:00
d4034bf74c
Adapted to resources using filenames relative to projects directories. Enhanced ExternalLayoutEditor. (Re)enabled ExternalLayout stuff. git-svn-id: svn://localhost@751 8062f311-0dae-4547-b526-b8ab9ac864a5
394 lines
13 KiB
C++
394 lines
13 KiB
C++
/** \file
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* Game Develop
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* 2008-2012 Florian Rival (Florian.Rival@gmail.com)
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*/
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#include <wx/progdlg.h>
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#include <wx/richmsgdlg.h>
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#include <boost/shared_ptr.hpp>
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#include <SFML/System.hpp>
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#include "GDL/OpenSaveGame.h"
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#include "GDL/ExtensionsManager.h"
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#include "GDL/Game.h"
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#include "GDL/IDE/CompilerMessagesParser.h"
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#include "GDL/IDE/CodeCompiler.h"
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#include "GDL/CommonTools.h"
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#include "BuildMessagesPnl.h"
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#include "Game_Develop_EditorMain.h"
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#include "BuildToolsPnl.h"
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#include "BuildProgressPnl.h"
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#include "Compilation.h"
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#include "Portable.h"
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#include "Fusion.h"
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#include "MessagePlus.h"
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#include "ProjectManager.h"
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#include "StartHerePage.h"
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/**
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* Request close
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*/
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void Game_Develop_EditorFrame::OnQuit( wxCommandEvent& event )
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{
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Close();
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}
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void Game_Develop_EditorFrame::OnCloseCurrentProjectSelected(wxCommandEvent& event)
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{
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wxRibbonButtonBarEvent uselessEvent;
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if ( projectManager ) projectManager->OnRibbonCloseSelected(uselessEvent);
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}
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////////////////////////////////////////////////////////////
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/// Créer un nouveau jeu vierge
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////////////////////////////////////////////////////////////
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void Game_Develop_EditorFrame::OnMenuNewSelected( wxCommandEvent& event )
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{
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games.push_back(boost::shared_ptr<RuntimeGame>(new RuntimeGame));
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wxString GD = "Game Develop - "+_( "Nouveau jeu" );
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SetTitle( GD );
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gameCurrentlyEdited = games.size()-1;
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//Mise à jour des éditeurs
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projectManager->Refresh();
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if ( startPage ) startPage->Refresh();
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}
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/**
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* Adapter for the ribbon
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*/
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void Game_Develop_EditorFrame::OnRibbonNewClicked(wxRibbonButtonBarEvent& evt)
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{
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wxCommandEvent uselessEvent;
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OnMenuNewSelected(uselessEvent);
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}
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/**
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* Open a file
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*/
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void Game_Develop_EditorFrame::OnMenuOpenSelected( wxCommandEvent& event )
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{
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sf::Lock lock(CodeCompiler::openSaveDialogMutex);
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wxFileDialog openFileDialog( this, _( "Choisissez le jeu à ouvrir" ), "", "", "*\"Game Develop\" Game (*.gdg;*.jgd)|*.jgd;*.gdg" );
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if (openFileDialog.ShowModal() != wxID_CANCEL && !openFileDialog.GetPath().empty() )
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Open( ToString(openFileDialog.GetPath()) );
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}
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/**
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* Open an example file
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*/
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void Game_Develop_EditorFrame::OnOpenExampleSelected(wxCommandEvent& event)
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{
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sf::Lock lock(CodeCompiler::openSaveDialogMutex);
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#if defined(WINDOWS)
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wxString examplesDir = wxGetCwd()+"\\Examples";
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std::cout << examplesDir;
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#else
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wxString examplesDir = wxGetCwd()+"/Examples/";
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#endif
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wxFileDialog open( NULL, _( "Ouvrir un exemple" ), examplesDir, "", "\"Game Develop\" Game (*.gdg;*.jgd)|*.jgd;*.gdg" );
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if ( open.ShowModal() != wxID_CANCEL && !open.GetPath().empty() )
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Open(ToString(open.GetPath()));
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}
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/**
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* Adapter for the ribbon
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*/
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void Game_Develop_EditorFrame::OnRibbonOpenClicked(wxRibbonButtonBarEvent& evt)
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{
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wxCommandEvent uselessEvent;
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OnMenuOpenSelected(uselessEvent);
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}
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void Game_Develop_EditorFrame::OnRibbonOpenDropDownClicked(wxRibbonButtonBarEvent& evt)
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{
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evt.PopupMenu(&openContextMenu);
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}
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////////////////////////////////////////////////////////////
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/// Ouverture du fichier, puis ajout à la RecentList et rafraichissement des éditeurs
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////////////////////////////////////////////////////////////
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void Game_Develop_EditorFrame::Open( string file )
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{
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sf::Lock lock(CodeCompiler::openSaveDialogMutex);
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boost::shared_ptr<RuntimeGame> newGame(new RuntimeGame);
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OpenSaveGame openGame( *newGame );
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if ( openGame.OpenFromFile(file) )
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{
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games.push_back(newGame);
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//Sauvegarde fichiers récents
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m_recentlist.SetLastUsed( file );
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for ( int i = 0;i < 9;i++ )
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{
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wxConfigBase *pConfig = wxConfigBase::Get();
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pConfig->Write( wxString::Format( _T( "/Recent/%d" ), i ), m_recentlist.GetEntry( i ) );
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}
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//Mise à jour des éditeurs
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SetCurrentGame(games.size()-1);
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projectManager->Refresh();
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if ( startPage ) startPage->Refresh();
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string unknownExtensions = "";
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ExtensionsManager * extensionsManager = ExtensionsManager::GetInstance();
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for (unsigned int i = 0;i<newGame->GetUsedPlatformExtensions().size();++i)
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{
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if ( extensionsManager->GetExtension(newGame->GetUsedPlatformExtensions()[i]) == boost::shared_ptr<ExtensionBase> () )
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{
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unknownExtensions += newGame->GetUsedPlatformExtensions()[i]+"\n";
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}
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}
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if (unknownExtensions != "")
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{
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wxString errorMsg = _("Une ou plusieurs extensions sont utilisées par le jeu mais ne sont pas installées :\n")
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+ unknownExtensions
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+ _("\nCertains objets, actions, conditions ou expressions peuvent manquer ou être inconnues.");
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wxLogWarning(errorMsg);
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}
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}
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}
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////////////////////////////////////////////////////////////
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/// Enregistrement du jeu
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////////////////////////////////////////////////////////////
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void Game_Develop_EditorFrame::OnMenuSaveSelected( wxCommandEvent& event )
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{
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if ( !CurrentGameIsValid() ) return;
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if ( GetCurrentGame()->GetProjectFile().empty() )
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SaveAs();
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else
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{
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OpenSaveGame saveGame( *GetCurrentGame() );
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if ( !saveGame.SaveToFile(GetCurrentGame()->GetProjectFile()) )
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wxLogError( "L'enregistrement a échoué." );
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else
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wxLogStatus(_("Enregistrement du fichier terminé."));
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m_recentlist.SetLastUsed( GetCurrentGame()->GetProjectFile() );
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return;
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}
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}
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/**
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* Adapter for the ribbon
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*/
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void Game_Develop_EditorFrame::OnRibbonSaveClicked(wxRibbonButtonBarEvent& evt)
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{
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wxCommandEvent uselessEvent;
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OnMenuSaveSelected(uselessEvent);
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}
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void Game_Develop_EditorFrame::OnRibbonSaveDropDownClicked(wxRibbonButtonBarEvent& evt)
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{
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evt.PopupMenu(&saveContextMenu);
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}
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/**
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* Save all
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*/
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void Game_Develop_EditorFrame::OnRibbonSaveAllClicked(wxRibbonButtonBarEvent& evt)
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{
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for (unsigned int i = 0;i<games.size();++i)
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{
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if ( games[i]->GetProjectFile().empty() )
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{
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sf::Lock lock(CodeCompiler::openSaveDialogMutex);
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wxFileDialog FileDialog( this, _( "Choisissez où enregistrer le projet" ), "", "", "\"Game Develop\" Game (*.gdg)|*.gdg", wxFD_SAVE );
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FileDialog.ShowModal();
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std::string path = ToString(FileDialog.GetPath());
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#if defined(LINUX) //Extension seems not be added with wxGTK?
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if ( FileDialog.GetFilterIndex() == 0 && !path.empty() )
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path += ".gdg";
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#endif
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//A t on un fichier à enregistrer ?
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if ( !path.empty() )
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{
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//oui, donc on l'enregistre
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games[i]->SetProjectFile(path);
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OpenSaveGame saveGame( *games[i] );
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if ( !saveGame.SaveToFile(games[i]->GetProjectFile()) ) {wxLogError( "L'enregistrement a échoué." );}
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m_recentlist.SetLastUsed( games[i]->GetProjectFile() );
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if ( games[i] == GetCurrentGame() )
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{
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wxString GD = "Game Develop";
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wxString Fichier = GetCurrentGame()->GetProjectFile();
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SetTitle( GD + " - " + Fichier );
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}
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}
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}
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else
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{
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OpenSaveGame saveGame( *games[i] );
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if ( !saveGame.SaveToFile(games[i]->GetProjectFile()) ) {wxLogError( "L'enregistrement a échoué." );}
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}
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}
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wxLogStatus(_("Enregistrements des fichiers terminés."));
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}
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void Game_Develop_EditorFrame::OnMenuSaveAllSelected(wxCommandEvent& event)
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{
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wxRibbonButtonBarEvent uselessEvent;
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OnRibbonSaveAllClicked(uselessEvent);
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}
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////////////////////////////////////////////////////////////
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/// Enregistrer sous
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////////////////////////////////////////////////////////////
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void Game_Develop_EditorFrame::OnMenuSaveAsSelected( wxCommandEvent& event )
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{
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SaveAs();
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}
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////////////////////////////////////////////////////////////
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/// La véritable fonction Enregistrer sous
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////////////////////////////////////////////////////////////
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void Game_Develop_EditorFrame::SaveAs()
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{
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sf::Lock lock(CodeCompiler::openSaveDialogMutex);
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if ( !CurrentGameIsValid() ) return;
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//Affichage de la boite de dialogue
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wxFileDialog fileDialog( this, _( "Choisissez où enregistrer le projet" ), "", "", "\"Game Develop\" Game (*.gdg)|*.gdg|All files|*.*", wxFD_SAVE );
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fileDialog.ShowModal();
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std::string path = ToString(fileDialog.GetPath());
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#if defined(LINUX) //Extension seems not be added with wxGTK?
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if ( fileDialog.GetFilterIndex() == 0 && !path.empty() )
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path += ".gdg";
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#endif
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//A t on un fichier à enregistrer ?
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if ( !path.empty() )
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{
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wxString oldPath = !GetCurrentGame()->GetProjectFile().empty() ? wxFileName::FileName(GetCurrentGame()->GetProjectFile()).GetPath() : "";
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//oui, donc on l'enregistre
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GetCurrentGame()->SetProjectFile(path);
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OpenSaveGame saveGame( *GetCurrentGame() );
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if ( !saveGame.SaveToFile(GetCurrentGame()->GetProjectFile()) )
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wxLogError( "L'enregistrement a échoué" );
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m_recentlist.SetLastUsed( GetCurrentGame()->GetProjectFile() );
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wxString GD = "Game Develop";
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SetTitle( GD + " - " + GetCurrentGame()->GetProjectFile() );
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//Warn the user that resources should maybe be also moved.
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bool avertOnSaveCheck;
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wxConfigBase::Get()->Read("/Save/AvertOnSaveAs", &avertOnSaveCheck, true);
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wxString newPath = wxFileName::FileName(GetCurrentGame()->GetProjectFile()).GetPath();
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if ( avertOnSaveCheck && newPath != oldPath && oldPath != "" )
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{
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wxRichMessageDialog dlg(this, _("Le projet a été enregistré dans un nouveau répertoire.\nPensez à copier dans ce repertoire les ressources utilisées par le jeu, si nécessaire."), _("Enregistrement dans un nouveau répertoire"), wxOK|wxICON_INFORMATION );
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dlg.ShowCheckBox(_("Ne plus afficher ce message"));
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dlg.ShowDetailedText(_("Depuis les dernières versions de Game Develop, les ressources sont enregistrées relativement\n"
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"au dossier du jeu, permettant de copier ou déplacer un projet en déplacant simplement le répertoire\n"
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"de celui ci, pour peu que les ressources soit enregistrées dans celui ci."));
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dlg.ShowModal();
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if ( dlg.IsCheckBoxChecked() )
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wxConfigBase::Get()->Write("/Save/AvertOnSaveAs", "false");
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}
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return;
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}
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}
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////////////////////////////////////////////////////////////
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/// Ouverture de la fenêtre de compilation
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////////////////////////////////////////////////////////////
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void Game_Develop_EditorFrame::OnMenuCompilationSelected( wxCommandEvent& event )
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{
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if ( !CurrentGameIsValid() ) return;
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Compilation Dialog( this, *GetCurrentGame() );
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Dialog.ShowModal();
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}
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////////////////////////////////////////////////////////////
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/// Ouverture de la fenêtre d'enregistrement en version portable
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////////////////////////////////////////////////////////////
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void Game_Develop_EditorFrame::OnMenuPortableSelected( wxCommandEvent& event )
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{
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if ( !CurrentGameIsValid() ) return;
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Portable dialog( this, GetCurrentGame().get() );
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dialog.ShowModal();
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}
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////////////////////////////////////////////////////////////
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/// Fichier récemment ouverts
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////////////////////////////////////////////////////////////
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void Game_Develop_EditorFrame::OnRecentClicked( wxCommandEvent& event )
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{
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wxString last;
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switch ( event.GetId() )
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{
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case wxID_FILE1:
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last = m_recentlist.GetEntry( 0 );
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break;
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case wxID_FILE2:
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last = m_recentlist.GetEntry( 1 );
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break;
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case wxID_FILE3:
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last = m_recentlist.GetEntry( 2 );
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break;
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case wxID_FILE4:
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last = m_recentlist.GetEntry( 3 );
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break;
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case wxID_FILE5:
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last = m_recentlist.GetEntry( 4 );
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break;
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case wxID_FILE6:
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last = m_recentlist.GetEntry( 5 );
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break;
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case wxID_FILE7:
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last = m_recentlist.GetEntry( 6 );
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break;
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case wxID_FILE8:
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last = m_recentlist.GetEntry( 7 );
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break;
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case wxID_FILE9:
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last = m_recentlist.GetEntry( 8 );
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break;
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default:
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break;
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}
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Open( ToString(last) );
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}
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/**
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* Open import file dialog
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*/
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void Game_Develop_EditorFrame::OnMenuFusionSelected(wxCommandEvent& event)
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{
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if ( !CurrentGameIsValid() ) return;
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Fusion dialog(this, *GetCurrentGame());
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dialog.ShowModal();
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projectManager->Refresh();
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if ( startPage ) startPage->Refresh();
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}
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