Fix issue #4 and remove duplicate icon

This will fix issue #4. You can read an in depth description of the
problem here:
https://github.com/mogzol/BrawlBuilder/issues/4#issuecomment-245806404

Additionaly, this will move the app icon from the designer resources
to the program's resources, so that it can be used in both the designer
and as the app icon.

Finally this makes a few small code cleanup changes.
This commit is contained in:
Mogzol 2016-09-09 21:09:49 -07:00
parent 558e3afb2e
commit 8de9719f4c
8 changed files with 137 additions and 6194 deletions

View File

@ -1,4 +1,6 @@
namespace BrawlBuilder
using BrawlBuilder.Properties;
namespace BrawlBuilder
{
partial class BrawlBuilder
{
@ -324,7 +326,7 @@
this.Controls.Add(this.exit);
this.ForeColor = System.Drawing.SystemColors.ControlText;
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;
this.Icon = ((System.Drawing.Icon)(resources.GetObject("$this.Icon")));
this.Icon = Resources.icon;
this.MaximumSize = new System.Drawing.Size(334, 542);
this.MinimizeBox = false;
this.MinimumSize = new System.Drawing.Size(334, 542);

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@ -9,6 +9,7 @@ using System.Text.RegularExpressions;
using System.Threading;
using System.Windows.Forms;
using JR.Utils.GUI.Forms;
using System.Collections.Specialized;
namespace BrawlBuilder
{
@ -27,6 +28,35 @@ namespace BrawlBuilder
Finish
}
// Yes most of these are the same. I realized after I wrote them out it would have probably been faster to just make a few special cases, but w/e
private static readonly NameValueCollection pacRelMappings = new NameValueCollection
{
{"stgdonkey", "st_donkey"}, /* 75m */ {"stgkart", "st_kart"}, /* Mario Circuit */
{"stgbattlefield", "st_battle"}, /* Battlefield */ {"stgmariopast", "st_mariopast"}, /* Mushroomy Kingdom */
{"stgdxbigblue", "st_dxbigblue"}, /* Big Blue */ {"stgnewpork", "st_newpork"}, /* New Pork City */
{"stgoldin", "st_oldin"}, /* Bridge of Eldin */ {"stgnorfair", "st_norfair"}, /* Norfair */
{"stgdxzebes", "st_dxzebes"}, /* Brinstar */ {"stgdxonett", "st_dxonett"}, /* Onett */
{"stgemblem", "st_emblem"}, /* Castle Siege */ {"stgonlinetraining", "st_otrain"}, /* Online Training */
{"stgconfigtest", "st_config"}, /* ConfigTest */ {"stgpictchat", "st_pictchat"}, /* PictoChat */
{"stgdxcorneria", "st_dxcorneria"}, /* Corneria */ {"stgpirates", "st_pirates"}, /* Pirate Ship */
{"stgdolpic", "st_dolpic"}, /* Delfino Plaza */ {"stgdxpstadium", "st_dxpstadium"}, /* Pokémon Stadium */
{"stgearth", "st_earth"}, /* Distant Planet */ {"stgstadium", "st_stadium"}, /* Pokémon Stadium 2 */
{"stgedit", "st_stageedit"}, /* Edit */ {"stgfzero", "st_fzero"}, /* Port Town Aero Dive */
{"stgfinal", "st_final"}, /* Final Destination */ {"stgdxrcruise", "st_dxrcruise"}, /* Rainbow Cruise */
{"stggw", "st_gw"}, /* Flat Zone 2 */ {"stgjungle", "st_jungle"}, /* Rumble Falls */
{"stgorpheon", "st_orpheon"}, /* Frigate Orpheon */ {"stgmetalgear", "st_metalgear"}, /* Shadow Moses Island */
{"stgdxgreens", "st_dxgreens"}, /* Green Greens */ {"stgpalutena", "st_palutena"}, /* Skyworld */
{"stggreenhill", "st_greenhill"}, /* Green Hill Zone */ {"stgvillage", "st_village"}, /* Smashville */
{"stghalberd", "st_halberd"}, /* Halberd */ {"stgtengan", "st_tengan"}, /* Spear Pillar */
{"stgplankton", "st_plankton"}, /* Hanenbow */ {"stgice", "st_ice"}, /* Summit */
{"stgheal", "st_heal"}, /* Heal */ {"stgtarget", "st_tbreak"}, /* Target Break */
{"stghomerun", "st_homerun"}, /* Homerun */ {"stgdxshrine", "st_dxshrine"}, /* Temple */
{"stgdxgarden", "st_dxgarden"}, /* Jungle Japes */ {"stgmadein", "st_madein"}, /* WarioWare Inc. */
{"stgmansion", "st_mansion"}, /* Luigi's Mansion */ {"stgcrayon", "st_crayon"}, /* Yoshi's Island (Brawl) */
{"stgstarfox", "st_starfox"}, /* Lylat Cruise */ {"stgdxyorster", "st_dxyorster"}, /* Yoshi's Island (Melee) */
{"stgfamicom", "st_famicom"}, /* Mario Bros. */
};
private bool _remove_en;
private bool _showWit;
private State _state;
@ -489,6 +519,30 @@ namespace BrawlBuilder
{
if (Directory.Exists(modFolder.Text))
{
// If the mod contains stages (actually just alt stages) then we have to do some preparation
if (Directory.Exists(modFolder.Text + @"\stage\melee"))
{
SetStatus("Preparing...");
// The first thing we want to do is get a list of all alt stages included in the mod. This is to resolve the problem described here: https://github.com/mogzol/BrawlBuilder/issues/4#issuecomment-245806404
// We will use that list to create duplicates of the original .rel files for each alternate stage prior to copying over any files.
IEnumerable<string> altStages = Directory.EnumerateFiles(modFolder.Text + @"\stage\melee")
.Where(f => Regex.IsMatch(f, @"_[A-Z]\.pac$", RegexOptions.IgnoreCase));
foreach (string stage in altStages)
{
Regex altStageMatcher = new Regex(@"melee\" + Path.DirectorySeparatorChar + "(STG.+?)(?:_.+|LV[0-9])?(_[A-Z]).pac$", RegexOptions.IgnoreCase);
Match match = altStageMatcher.Match(stage);
string baseName = match.Groups[1].Value;
string altCode = match.Groups[2].Value;
string relPath = @"ssbb.d\files\module\" + pacRelMappings[baseName];
if (File.Exists(relPath + ".rel") && !File.Exists(relPath + altCode + ".rel"))
File.Copy(relPath + ".rel", relPath + altCode + ".rel");
}
}
SetStatus("Copying...");
// Get mod files in alphabetical order (makes alt stage checking easy)
@ -530,7 +584,7 @@ namespace BrawlBuilder
// Perform copy
Directory.CreateDirectory(@"ssbb.d\files" + Path.GetDirectoryName(relativeFile)); // Just in case it doesn't already exist
// If we are doing alt stage, then code has been patched and we don't need the _en files
// If remove_en was set in the CodePatches.txt file, then remove _en suffixes
if (_remove_en)
{
File.Copy(absoluteFile, @"ssbb.d\files" + relativeFile, true);
@ -565,7 +619,7 @@ namespace BrawlBuilder
{
string[] stages = Directory.GetFiles(@"ssbb.d\files\stage\melee");
SetStatus("Padding....");
SetStatus("Padding...");
_progress = 0;
_progressMax = stages.Length;
blinker.RunWorkerAsync();
@ -580,7 +634,7 @@ namespace BrawlBuilder
IEnumerable<string> altStages = stages.Where(s => Regex.IsMatch(s, filename + @"_[A-Z]\.pac$", RegexOptions.IgnoreCase));
// Determine the largest one (resharper converted my foreach loop. LINQ is cool.)
long largest = altStages.Select(altStage => new FileInfo(altStage).Length).Concat(new long[] { 0 }).Max();
long largest = altStages.Select(altStage => new FileInfo(altStage).Length).DefaultIfEmpty(0).Max();
// If base stage is smaller, add padding to match largest alt stage
long baseStageSize = new FileInfo(stage).Length;
@ -607,12 +661,58 @@ namespace BrawlBuilder
return false;
}
}
// Stop blinker before continuing
blinker.CancelAsync();
while (blinker.IsBusy)
Thread.Sleep(100);
}
// Stop blinker before continuing
blinker.CancelAsync();
while (blinker.IsBusy)
Thread.Sleep(100);
// Finally we need to clean up any extra uneeded alternate stage .rel files (since we made copies of the original for every alt stage)
// The way we will do this is delete any alternate .rel files that are identical to the base one (since the mod will fall back to the base one anyway)
IEnumerable<string> altRels = Directory.EnumerateFiles(@"ssbb.d\files\module\").Where(f => Regex.IsMatch(f, @"_[A-Z]\.rel$", RegexOptions.IgnoreCase));
if (altRels.Any())
{
SetStatus("Cleaning Up...");
_progress = 0;
_progressMax = altRels.Count();
blinker.RunWorkerAsync();
foreach (string altRel in altRels)
{
string filename = Path.GetFileNameWithoutExtension(altRel);
string baseRel = @"ssbb.d\files\module\" + filename.Remove(filename.Length - 2) + ".rel"; // Remove the _[A-Z] part to get the base rel name
FileInfo baseInfo = new FileInfo(baseRel);
if (baseInfo.Exists)
{
FileInfo altInfo = new FileInfo(altRel);
// First check if files are the same size. If yes, then check if they are identical.
if (baseInfo.Length == altInfo.Length && File.ReadAllBytes(baseRel).SequenceEqual(File.ReadAllBytes(altRel)))
File.Delete(altRel);
}
_progress++;
if (buildWorker.CancellationPending)
{
blinker.CancelAsync();
// Since we have been copying files in, ssbb.d is no longer a clean Brawl. Delete it.
DeleteBrawlFolder();
return false;
}
}
// Stop blinker before continuing
blinker.CancelAsync();
while (blinker.IsBusy)
Thread.Sleep(100);
}
}
else
{
@ -956,7 +1056,7 @@ namespace BrawlBuilder
else if (!e.Cancelled)
{
string message = "";
switch(_state)
switch (_state)
{
case State.Analyze:
message = "Build failed due to an unknown error while patching the GCT file.";

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@ -34,7 +34,7 @@
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup>
<ApplicationIcon>icon.ico</ApplicationIcon>
<ApplicationIcon>Resources\icon.ico</ApplicationIcon>
</PropertyGroup>
<PropertyGroup>
<RunPostBuildEvent>Always</RunPostBuildEvent>
@ -94,7 +94,7 @@
<None Include="Resources\x.png" />
</ItemGroup>
<ItemGroup>
<Content Include="icon.ico" />
<None Include="Resources\icon.ico" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>

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@ -32,5 +32,5 @@ using System.Runtime.InteropServices;
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.1.2.0")]
[assembly: AssemblyFileVersion("1.1.2.0")]
[assembly: AssemblyVersion("1.2.0.0")]
[assembly: AssemblyFileVersion("1.2.0.0")]

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@ -70,6 +70,16 @@ namespace BrawlBuilder.Properties {
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Icon similar to (Icon).
/// </summary>
internal static System.Drawing.Icon icon {
get {
object obj = ResourceManager.GetObject("icon", resourceCulture);
return ((System.Drawing.Icon)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>

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@ -121,6 +121,9 @@
<data name="bg" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\bg.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="icon" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\icon.ico;System.Drawing.Icon, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="x" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\x.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>

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