mirror of
https://github.com/Heretek-AI/GDevelop.git
synced 2026-07-24 03:54:34 -04:00
2b30f4ad4d
Changed all toolbars to wxAuiToolbar for linux. git-svn-id: svn://localhost@516 8062f311-0dae-4547-b526-b8ab9ac864a5
424 lines
14 KiB
C++
424 lines
14 KiB
C++
/** \file
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* Game Develop
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* 2008-2011 Florian Rival (Florian.Rival@gmail.com)
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*/
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#include <wx/progdlg.h>
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#include <boost/shared_ptr.hpp>
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#include <SFML/System.hpp>
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#include "GDL/EventsCodeCompiler.h"
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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/DynamicExtensionsManager.h"
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#include "GDL/CompilerMessagesParser.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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/// Fermeture avec le menu quitter
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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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////////////////////////////////////////////////////////////
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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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/// Ouvrir un jeu
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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(EventsCodeCompiler::openSaveDialogMutex);
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//Affichage de la boite de dialogue
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wxFileDialog openFileDialog( this, _( "Choisissez le jeu à ouvrir" ), "", "", "*\"Game Develop\" Game (*.gdg;*.jgd)|*.jgd;*.gdg" );
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//A t on un fichier à ouvrir ?
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if (openFileDialog.ShowModal() == wxID_CANCEL)
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return;
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Open( string(openFileDialog.GetPath().mb_str()) );
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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(EventsCodeCompiler::openSaveDialogMutex);
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wxFileDialog open( NULL, _( "Ouvrir un exemple" ), wxGetCwd()+"/Examples/", "", "\"Game Develop\" Game (*.gdg;*.jgd)|*.jgd;*.gdg" );
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open.ShowModal();
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if ( !open.GetPath().empty() ) Open(string(open.GetPath().mb_str()));
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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(EventsCodeCompiler::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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GDpriv::ExtensionsManager * extensionsManager = GDpriv::ExtensionsManager::GetInstance();
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for (unsigned int i = 0;i<newGame->extensionsUsed.size();++i)
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{
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if ( extensionsManager->GetExtension(newGame->extensionsUsed[i]) == boost::shared_ptr<ExtensionBase> () )
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{
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unknownExtensions += newGame->extensionsUsed[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()->gameFile.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()->gameFile) )
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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()->gameFile );
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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]->gameFile.empty() )
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{
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sf::Lock lock(EventsCodeCompiler::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]->gameFile = path;
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OpenSaveGame saveGame( *games[i] );
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if ( !saveGame.SaveToFile(games[i]->gameFile) ) {wxLogError( "L'enregistrement a échoué." );}
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m_recentlist.SetLastUsed( games[i]->gameFile );
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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()->gameFile;
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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]->gameFile) ) {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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////////////////////////////////////////////////////////////
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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(EventsCodeCompiler::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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//oui, donc on l'enregistre
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GetCurrentGame()->gameFile = path;
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OpenSaveGame saveGame( *GetCurrentGame() );
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if ( !saveGame.SaveToFile(GetCurrentGame()->gameFile) )
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{
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wxLogError( "L'enregistrement a échoué" );
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}
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m_recentlist.SetLastUsed( GetCurrentGame()->gameFile );
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wxString GD = "Game Develop";
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wxString Fichier = GetCurrentGame()->gameFile;
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SetTitle( GD + " - " + Fichier );
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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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//Compile now source if there are not up to date ( and if game use C++ features ).
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if ( GetCurrentGame()->useExternalSourceFiles )
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{
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if ( !GetBuildToolsPanel()->buildProgressPnl->ChangeGameWithoutBuilding(*GetCurrentGame()) )
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{
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wxLogWarning(_("Game Develop est entrain de compiler les sources C++ et ne pourra compiler le jeu qu'une fois ce processus terminé."));
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return;
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}
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if ( true )
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{
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GDpriv::SourceFileBuilder builder(GetBuildToolsPanel()->buildProgressPnl->progressGauge, GetBuildToolsPanel()->buildProgressPnl->statusTxt, true);
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builder.SetFiles(GetCurrentGame()->externalSourceFiles);
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builder.SetExtensionsUsed(GetCurrentGame()->extensionsUsed);
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GDpriv::DynamicExtensionsManager::GetInstance()->UnloadAllDynamicExtensions();
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GetBuildToolsPanel()->notebook->SetSelection(0);
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//Be sure another build process is not running, and then launch build.
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if ( GetBuildToolsPanel()->buildProgressPnl->IsBuilding() || !builder.LaunchSourceFilesBuild() )
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{
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wxLogWarning(_("Game Develop est entrain de compiler les sources C++ et ne pourra compiler le jeu qu'une fois ce processus terminé."));
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return;
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}
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//Wait build to finish.
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wxProgressDialog progress(_("Compilation"),_("Veuillez patienter pendant la compilation des sources C++..."),100, NULL, wxPD_CAN_ABORT | wxPD_AUTO_HIDE | wxPD_APP_MODAL | wxPD_ELAPSED_TIME);
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while ( builder.IsBuilding() )
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{
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if ( !progress.Update(GetBuildToolsPanel()->buildProgressPnl->progressGauge->GetValue()) ) //Enable the user to stop compilation
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{
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builder.AbordBuild();
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return;
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}
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}
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GDpriv::CompilerMessagesParser errorsParser;
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errorsParser.ParseOutput(builder.GetErrors());
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GetBuildToolsPanel()->buildMessagesPnl->RefreshWith(&*GetCurrentGame(), errorsParser.parsedErrors);
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//Build failed, stop here and show errors
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if ( !builder.LastBuildSuccessed() )
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{
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m_mgr.GetPane(GetBuildToolsPanel()).Show(true);
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GetBuildToolsPanel()->notebook->SetSelection(1);
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GetBuildToolsPanel()->buildMessagesPnl->OpenFileContainingFirstError();
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RequestUserAttention();
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return;
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}
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}
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}
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//Be sure that we are able to compile all scenes of game.
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std::vector<Scene*> sceneWithCompilationPrevented = EventsCodeCompiler::GetInstance()->GetSceneWithCompilationDisallowed();
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for (unsigned int i = 0;i<GetCurrentGame()->scenes.size();++i)
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{
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if ( find(sceneWithCompilationPrevented.begin(), sceneWithCompilationPrevented.end(), GetCurrentGame()->scenes[i].get()) != sceneWithCompilationPrevented.end() )
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{
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wxLogMessage(_("La scène ")+GetCurrentGame()->scenes[i]->title+_(" ne peut être compilée : Fermez l'aperçu de celle ci avant de continuer."));
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return;
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}
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}
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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( static_cast<string>( Last ) );
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}
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////////////////////////////////////////////////////////////
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/// Ouvrir la fenêtre de fusion de jeux
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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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