mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-18 08:01:36 +00:00
99f3ba2844
Texture browser form: added "Long texture names" check-box. It can be used to toggle between displaying long and short texture names. Texture browser form: added "Show image size" check-box. Texture browser form: image size is now shown differently. Image Selector: added a button to toggle between long and short texture name. Linedef info panel: long texture names are now displayed properly. Sector info panel: long texture names are now displayed properly. Fixed: "Save Screenshot" and "Save Edit Area Screenshot" actions were triggered multiple times when a child window was open. Fixed: used textures should be always updated after using "Change map in current WAD" action. Fixed, "Change map in current WAD": fixed a crash when trying to switch from a map with missing game configuration path. Updated ZDoom_ACS.cfg.
700 lines
20 KiB
C#
700 lines
20 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using CodeImp.DoomBuilder.IO;
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using System.Collections;
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using System.Reflection;
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using System.Windows.Forms;
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#endregion
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namespace CodeImp.DoomBuilder.Actions
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{
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public class ActionManager
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{
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#region ================== Constants
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private const string ACTIONS_RESOURCE = "Actions.cfg";
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#endregion
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#region ================== Variables
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// Actions
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private Dictionary<string, Action> actions;
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// Categories
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private SortedDictionary<string, string> categories;
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// Keys state
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private int modifiers;
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private List<int> pressedkeys;
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// Begun actions
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private List<Action> activeactions;
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private Action currentaction;
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// Exclusive invokation
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private bool exclusiverequested;
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// Disposing
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private bool isdisposed;
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#endregion
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#region ================== Properties
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internal SortedDictionary<string, string> Categories { get { return categories; } }
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internal Action this[string action] { get { if(actions.ContainsKey(action)) return actions[action]; else throw new ArgumentException("There is no such action \"" + action + "\""); } }
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public bool IsDisposed { get { return isdisposed; } }
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internal bool ExclusiveRequested { get { return exclusiverequested; } }
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/// <summary>
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/// Current executing action. This returns Null when no action is invoked.
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/// </summary>
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public Action Current { get { return currentaction; } internal set { currentaction = value; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal ActionManager()
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{
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// Initialize
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General.WriteLogLine("Starting action manager...");
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actions = new Dictionary<string, Action>();
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pressedkeys = new List<int>();
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activeactions = new List<Action>();
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categories = new SortedDictionary<string, string>();
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// Load all actions in this assembly
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LoadActions(General.ThisAssembly);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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internal void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Actions
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// This loads all actions from an assembly
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internal void LoadActions(Assembly asm)
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{
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Stream actionsdata;
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StreamReader actionsreader;
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Configuration cfg;
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string name, shortname;
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bool debugonly;
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AssemblyName asmname = asm.GetName();
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// Find a resource named Actions.cfg
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string[] resnames = asm.GetManifestResourceNames();
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foreach(string rn in resnames)
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{
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// Found one?
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if(rn.EndsWith(ACTIONS_RESOURCE, StringComparison.InvariantCultureIgnoreCase))
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{
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// Get a stream from the resource
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actionsdata = asm.GetManifestResourceStream(rn);
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actionsreader = new StreamReader(actionsdata, Encoding.ASCII);
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// Load configuration from stream
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cfg = new Configuration();
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cfg.InputConfiguration(actionsreader.ReadToEnd());
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if(cfg.ErrorResult)
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{
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string errordesc = "Error in Actions configuration on line " + cfg.ErrorLine + ": " + cfg.ErrorDescription;
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General.CancelAutoMapLoad();
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General.ErrorLogger.Add(ErrorType.Error, "Unable to read Actions configuration from assembly " + Path.GetFileName(asm.Location));
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General.WriteLogLine(errordesc);
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General.ShowErrorMessage("Unable to read Actions configuration from assembly " + Path.GetFileName(asm.Location) + "!\n" + errordesc, MessageBoxButtons.OK);
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}
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else
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{
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// Read the categories structure
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IDictionary cats = cfg.ReadSetting("categories", new Hashtable());
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foreach(DictionaryEntry c in cats)
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{
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// Make the category if not already added
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if(!categories.ContainsKey(c.Key.ToString()))
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categories.Add(c.Key.ToString(), c.Value.ToString());
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}
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// Go for all objects in the configuration
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foreach(DictionaryEntry a in cfg.Root)
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{
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// Get action properties
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shortname = a.Key.ToString();
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name = asmname.Name.ToLowerInvariant() + "_" + shortname;
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debugonly = cfg.ReadSetting(a.Key + ".debugonly", false);
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// Not the categories structure?
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if(shortname.ToLowerInvariant() != "categories")
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{
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// Check if action should be included
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if(General.DebugBuild || !debugonly)
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{
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// Create an action
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CreateAction(cfg, name, shortname);
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}
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}
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}
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}
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// Done with the resource
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actionsreader.Dispose();
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actionsdata.Dispose();
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break; //mxd. Usually we have a single "Actions.cfg", right?
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}
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}
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}
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// This manually creates an action
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private void CreateAction(Configuration cfg, string name, string shortname)
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{
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// Action does not exist yet?
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if(!actions.ContainsKey(name))
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{
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// Read the key from configuration
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int key = General.Settings.ReadSetting("shortcuts." + name, -1);
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// Create an action
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actions.Add(name, new Action(cfg, name, shortname, key));
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}
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else
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{
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// Action already exists!
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General.ErrorLogger.Add(ErrorType.Warning, "Action '" + name + "' already exists. Action names must be unique.");
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}
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}
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// This binds all methods marked with this attribute
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public void BindMethods(Type type)
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{
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// Bind static methods
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BindMethods(null, type);
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}
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// This binds all methods marked with this attribute
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public void BindMethods(object obj)
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{
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// Bind instance methods
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BindMethods(obj, obj.GetType());
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}
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// This binds all methods marked with this attribute
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private void BindMethods(object obj, Type type)
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{
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MethodInfo[] methods;
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ActionAttribute[] attrs;
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ActionDelegate del;
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string actionname;
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if(obj == null)
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General.WriteLogLine("Binding static action methods for class " + type.Name + "...");
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else
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General.WriteLogLine("Binding action methods for " + type.Name + " object...");
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// Go for all methods on obj
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methods = type.GetMethods(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static);
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foreach(MethodInfo m in methods)
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{
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// Check if the method has this attribute
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attrs = (ActionAttribute[])m.GetCustomAttributes(typeof(BeginActionAttribute), true);
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// Go for all attributes
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foreach(ActionAttribute a in attrs)
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{
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// Create a delegate for this method
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del = (ActionDelegate)Delegate.CreateDelegate(typeof(ActionDelegate), obj, m);
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// Make proper name
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actionname = a.GetFullActionName(type.Assembly);
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// Bind method to action
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if(Exists(actionname))
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actions[actionname].BindBegin(del);
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else
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throw new ArgumentException("Could not bind " + m.ReflectedType.Name + "." + m.Name + " to action \"" + actionname + "\", that action does not exist! Refer to, or edit Actions.cfg for all available application actions.");
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}
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// Check if the method has this attribute
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attrs = (ActionAttribute[])m.GetCustomAttributes(typeof(EndActionAttribute), true);
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// Go for all attributes
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foreach(ActionAttribute a in attrs)
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{
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// Create a delegate for this method
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del = (ActionDelegate)Delegate.CreateDelegate(typeof(ActionDelegate), obj, m);
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// Make proper name
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actionname = a.GetFullActionName(type.Assembly);
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// Bind method to action
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if(Exists(actionname))
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actions[actionname].BindEnd(del);
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else
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throw new ArgumentException("Could not bind " + m.ReflectedType.Name + "." + m.Name + " to action \"" + actionname + "\", that action does not exist. Refer to, or edit Actions.cfg for all available application actions.");
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}
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}
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}
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// This binds a delegate manually
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internal void BindBeginDelegate(Assembly asm, ActionDelegate d, BeginActionAttribute a)
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{
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// Make proper name
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string actionname = a.GetFullActionName(asm);
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// Bind delegate to action
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if(Exists(actionname))
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actions[actionname].BindBegin(d);
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else
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General.ErrorLogger.Add(ErrorType.Warning, "Could not bind delegate for " + d.Method.Name + " to action \"" + a.ActionName + "\" (" + actionname + "), that action does not exist. Refer to, or edit Actions.cfg for all available application actions.");
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}
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// This binds a delegate manually
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internal void BindEndDelegate(Assembly asm, ActionDelegate d, EndActionAttribute a)
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{
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// Make proper name
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string actionname = a.GetFullActionName(asm);
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// Bind delegate to action
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if(Exists(actionname))
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actions[actionname].BindEnd(d);
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else
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General.ErrorLogger.Add(ErrorType.Warning, "Could not bind delegate for " + d.Method.Name + " to action \"" + a.ActionName + "\" (" + actionname + "), that action does not exist. Refer to, or edit Actions.cfg for all available application actions.");
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}
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// This unbinds all methods marked with this attribute
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public void UnbindMethods(Type type)
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{
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// Unbind static methods
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UnbindMethods(null, type);
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}
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// This unbinds all methods marked with this attribute
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public void UnbindMethods(object obj)
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{
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// Unbind instance methods
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UnbindMethods(obj, obj.GetType());
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}
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// This unbinds all methods marked with this attribute
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private void UnbindMethods(object obj, Type type)
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{
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MethodInfo[] methods;
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ActionAttribute[] attrs;
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ActionDelegate del;
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string actionname;
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if(obj == null)
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General.WriteLogLine("Unbinding static action methods for class " + type.Name + "...");
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else
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General.WriteLogLine("Unbinding action methods for " + type.Name + " object...");
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// Go for all methods on obj
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methods = type.GetMethods(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static);
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foreach(MethodInfo m in methods)
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{
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// Check if the method has this attribute
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attrs = (ActionAttribute[])m.GetCustomAttributes(typeof(BeginActionAttribute), true);
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// Go for all attributes
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foreach(ActionAttribute a in attrs)
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{
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// Create a delegate for this method
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del = (ActionDelegate)Delegate.CreateDelegate(typeof(ActionDelegate), obj, m);
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// Make proper name
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actionname = a.GetFullActionName(type.Assembly);
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// Unbind method from action
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actions[actionname].UnbindBegin(del);
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}
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// Check if the method has this attribute
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attrs = (ActionAttribute[])m.GetCustomAttributes(typeof(EndActionAttribute), true);
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// Go for all attributes
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foreach(ActionAttribute a in attrs)
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{
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// Create a delegate for this method
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del = (ActionDelegate)Delegate.CreateDelegate(typeof(ActionDelegate), obj, m);
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// Make proper name
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actionname = a.GetFullActionName(type.Assembly);
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// Unbind method from action
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actions[actionname].UnbindEnd(del);
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}
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}
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}
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// This unbinds a delegate manually
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internal void UnbindBeginDelegate(Assembly asm, ActionDelegate d, BeginActionAttribute a)
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{
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// Make proper name
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string actionname = a.GetFullActionName(asm);
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// Unbind delegate to action
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actions[actionname].UnbindBegin(d);
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}
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// This unbinds a delegate manually
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internal void UnbindEndDelegate(Assembly asm, ActionDelegate d, EndActionAttribute a)
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{
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// Make proper name
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string actionname = a.GetFullActionName(asm);
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// Unbind delegate to action
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actions[actionname].UnbindEnd(d);
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}
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// This checks if a given action exists
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public bool Exists(string action)
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{
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return actions.ContainsKey(action);
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}
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// This returns a list of all actions
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internal Action[] GetAllActions()
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{
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Action[] list = new Action[actions.Count];
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actions.Values.CopyTo(list, 0);
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return list;
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}
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// This returns the specified action
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public Action GetActionByName(string fullname)
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{
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return actions[fullname];
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}
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// This saves the control settings
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internal void SaveSettings()
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{
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// Go for all actions
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foreach(KeyValuePair<string, Action> a in actions)
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{
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// Write to configuration
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General.Settings.WriteSetting("shortcuts." + a.Key, a.Value.ShortcutKey);
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}
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}
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// This invokes the Begin and End of the given action
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public bool InvokeAction(string actionname)
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{
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if(Exists(actionname))
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{
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actions[actionname].Invoke();
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return true;
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}
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else
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{
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return false;
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}
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}
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#endregion
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#region ================== Shortcut Keys
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// This applies default keys if they are not already in use
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internal void ApplyDefaultShortcutKeys()
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{
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// Find actions that have no key set
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foreach(KeyValuePair<string, Action> a in actions)
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{
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// Key set?
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if(a.Value.ShortcutKey == -1)
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{
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// Check if the default key is not already used
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bool keyused = false;
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foreach(KeyValuePair<string, Action> d in actions)
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{
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// Check if the keys are the same
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// Note that I use the mask of the source action to check if they match any combination
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if((d.Value.ShortcutKey & a.Value.ShortcutMask) == (a.Value.DefaultShortcutKey & a.Value.ShortcutMask))
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{
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// No party.
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keyused = true;
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break;
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}
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}
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// Party?
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if(!keyused)
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{
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// Apply the default key
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a.Value.SetShortcutKey(a.Value.DefaultShortcutKey);
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}
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else
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{
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// No party.
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a.Value.SetShortcutKey(0);
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}
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}
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}
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}
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// This checks if a given action is active
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public bool CheckActionActive(Assembly asm, string actionname)
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{
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if(asm == null) asm = General.ThisAssembly;
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// Find active action
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string fullname = asm.GetName().Name.ToLowerInvariant() + "_" + actionname;
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foreach(Action a in activeactions)
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{
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if(a.Name == fullname) return true;
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}
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// No such active action
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return false;
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}
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// Removes all shortcut keys
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internal void RemoveShortcutKeys()
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{
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// Clear all keys
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foreach(KeyValuePair<string, Action> a in actions)
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a.Value.SetShortcutKey(0);
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}
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// This notifies a key has been pressed
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// Returns true when the key press has been absorbed
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internal bool KeyPressed(int key)
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{
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int strippedkey = key & ~((int)Keys.Alt | (int)Keys.Shift | (int)Keys.Control);
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if((strippedkey == (int)Keys.ShiftKey) || (strippedkey == (int)Keys.ControlKey) || (strippedkey == (int)Keys.Alt)) key = strippedkey;
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bool repeat = pressedkeys.Contains(strippedkey);
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// Update pressed keys
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if(!repeat) pressedkeys.Add(strippedkey);
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// Add action to active list
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Action[] acts = GetActionsByKey(key);
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bool absorbed = acts.Length > 0;
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foreach(Action a in acts) if(!activeactions.Contains(a)) activeactions.Add(a);
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// Invoke actions
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absorbed |= BeginActionByKey(key, repeat);
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return absorbed;
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}
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// This notifies a key has been released
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// Returns true when the key release has been absorbed
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internal bool KeyReleased(int key)
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{
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int strippedkey = key & ~((int)Keys.Alt | (int)Keys.Shift | (int)Keys.Control);
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// Update pressed keys
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if(pressedkeys.Contains(strippedkey)) pressedkeys.Remove(strippedkey);
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// End actions that no longer match
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return EndActiveActions();
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}
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// This releases all pressed keys
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internal void ReleaseAllKeys()
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{
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// Clear pressed keys
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pressedkeys.Clear();
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// End actions
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EndActiveActions();
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}
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// This updates the modifiers
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internal void UpdateModifiers(int mods)
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{
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// Update modifiers
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modifiers = mods;
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// End actions that no longer match
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EndActiveActions();
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}
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// This will call the associated actions for a keypress
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// Returns true when the key invokes any action
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internal bool BeginActionByKey(int key, bool repeated)
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{
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bool invoked = false;
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// Get all actions for which a begin is bound
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List<Action> boundactions = new List<Action>(actions.Count);
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foreach(KeyValuePair<string, Action> a in actions)
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if(a.Value.BeginBound) boundactions.Add(a.Value);
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|
|
|
// Go for all actions
|
|
foreach(Action a in boundactions)
|
|
{
|
|
// This action is associated with this key?
|
|
if(a.KeyMatches(key))
|
|
{
|
|
invoked = true;
|
|
|
|
// Allowed to repeat?
|
|
if(a.Repeat || !repeated)
|
|
{
|
|
// Invoke action
|
|
a.Begin();
|
|
}
|
|
else
|
|
{
|
|
//General.WriteLogLine("Action \"" + a.Value.Name + "\" failed because it does not support repeating activation!");
|
|
}
|
|
}
|
|
}
|
|
|
|
return invoked;
|
|
}
|
|
|
|
// This will end active actions for which the pressed keys do not match
|
|
// Returns true when actions have been ended
|
|
private bool EndActiveActions()
|
|
{
|
|
bool listchanged;
|
|
bool actionsended = false;
|
|
|
|
do
|
|
{
|
|
// Go for all active actions
|
|
listchanged = false;
|
|
for(int i = 0; i < activeactions.Count; i++)
|
|
{
|
|
Action a = activeactions[i];
|
|
|
|
// Go for all pressed keys
|
|
bool stillactive = false;
|
|
foreach(int k in pressedkeys)
|
|
{
|
|
if((k == (int)Keys.ShiftKey) || (k == (int)Keys.ControlKey))
|
|
stillactive |= a.KeyMatches(k);
|
|
else
|
|
stillactive |= a.KeyMatches(k | modifiers);
|
|
}
|
|
|
|
// End the action if no longer matches any of the keys
|
|
if(!stillactive)
|
|
{
|
|
actionsended = true;
|
|
activeactions.RemoveAt(i);
|
|
listchanged = true;
|
|
a.End();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
while(listchanged);
|
|
|
|
return actionsended;
|
|
}
|
|
|
|
// This returns all action names for a given key
|
|
public string[] GetActionNamesByKey(int key)
|
|
{
|
|
List<string> actionnames = new List<string>();
|
|
|
|
// Go for all actions
|
|
foreach(KeyValuePair<string, Action> a in actions)
|
|
{
|
|
// This action is associated with this key?
|
|
if(a.Value.KeyMatches(key))
|
|
{
|
|
// List short name
|
|
actionnames.Add(a.Value.ShortName);
|
|
}
|
|
}
|
|
|
|
// Return result;
|
|
return actionnames.ToArray();
|
|
}
|
|
|
|
// This returns all action names for a given key
|
|
public Action[] GetActionsByKey(int key)
|
|
{
|
|
List<Action> actionnames = new List<Action>();
|
|
|
|
// Go for all actions
|
|
foreach(KeyValuePair<string, Action> a in actions)
|
|
{
|
|
// This action is associated with this key?
|
|
if(a.Value.KeyMatches(key))
|
|
{
|
|
// List short name
|
|
actionnames.Add(a.Value);
|
|
}
|
|
}
|
|
|
|
// Return result;
|
|
return actionnames.ToArray();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Exclusive Invokation
|
|
|
|
// This resets the exclusive request
|
|
internal void ResetExclusiveRequest()
|
|
{
|
|
exclusiverequested = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This asks for exclusive invokation of the current BeginAction or EndAction.
|
|
/// Returns true when successull, false when denied (already given to another caller)
|
|
/// </summary>
|
|
public bool RequestExclusiveInvokation()
|
|
{
|
|
if(exclusiverequested)
|
|
{
|
|
// Already given out
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// Success
|
|
exclusiverequested = true;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|