mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
deb43343bb
Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
152 lines
4.1 KiB
C#
152 lines
4.1 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.Diagnostics;
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using System.IO;
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using CodeImp.DoomBuilder.Config;
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using System.Windows.Forms;
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#endregion
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namespace CodeImp.DoomBuilder.Compilers
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{
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internal sealed class NodesCompiler : Compiler
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public NodesCompiler(CompilerInfo info) : base(info)
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{
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// Initialize
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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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public override 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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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// This runs the compiler with a file as input.
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public override bool Run()
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{
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ProcessStartInfo processinfo;
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Process process;
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TimeSpan deltatime;
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// Create parameters
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string args = this.parameters;
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args = args.Replace("%FI", inputfile);
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args = args.Replace("%FO", outputfile);
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// Setup process info
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processinfo = new ProcessStartInfo();
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processinfo.Arguments = args;
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//processinfo.FileName = Path.Combine(this.tempdir.FullName, info.ProgramFile);
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processinfo.FileName = Path.Combine(info.Path, info.ProgramFile); //mxd
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processinfo.CreateNoWindow = true; //mxd. was false
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processinfo.ErrorDialog = false;
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processinfo.UseShellExecute = false; //mxd. was true
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processinfo.WindowStyle = ProcessWindowStyle.Hidden;
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processinfo.WorkingDirectory = this.workingdir;
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//mxd
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processinfo.RedirectStandardError = true;
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processinfo.RedirectStandardOutput = true;
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// Output info
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General.WriteLogLine("Running compiler...");
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General.WriteLogLine("Program: " + processinfo.FileName);
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General.WriteLogLine("Arguments: " + processinfo.Arguments);
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try
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{
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// Start the compiler
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process = Process.Start(processinfo);
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}
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catch(Exception e)
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{
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// Unable to start the compiler
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General.ShowErrorMessage("Unable to start the compiler (" + info.Name + "). " + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
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return false;
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}
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//mxd
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string outErr = process.StandardError.ReadToEnd().Trim().Replace("\b", "");
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string outMsg = process.StandardOutput.ReadToEnd().Trim().Replace("\b", "");
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// Wait for compiler to complete
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process.WaitForExit();
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//mxd
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bool errorsInNormalOurput = (outMsg.Length > 0 && outMsg.ToLowerInvariant().IndexOf("error") != -1);
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//zdbsp actually writes building process here, not error info
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bool errorsInErrorOutput = (outErr.Length > 0 && outErr.ToLowerInvariant().IndexOf("error") != -1);
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deltatime = TimeSpan.FromTicks(process.ExitTime.Ticks - process.StartTime.Ticks);
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General.WriteLogLine("Compiler process has finished " + (errorsInNormalOurput || errorsInErrorOutput ? "with errors." : ".")); //mxd
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General.WriteLogLine("Compile time: " + deltatime.TotalSeconds.ToString("########0.00") + " seconds");
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//mxd
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if (process.ExitCode > 0 || errorsInNormalOurput || errorsInErrorOutput)
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{
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if (errorsInNormalOurput)
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{
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ReportError(new CompilerError(outMsg));
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General.WriteLogLine("Normal output: " + outMsg);
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}
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if (errorsInErrorOutput)
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{
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ReportError(new CompilerError(outErr));
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General.WriteLogLine("Error output: " + outErr);
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}
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return false;
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}
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return true;
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}
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#endregion
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}
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}
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