Changeset 379
- Timestamp:
- Jun 29, 2009, 9:23:42 PM (15 years ago)
- Location:
- AE/Installer/trunk/source
- Files:
-
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
AE/Installer/trunk/source/aeinstallerapp.cpp
r360 r379 11 11 #include "boost/thread.hpp" 12 12 #include <boost/thread/mutex.hpp> 13 13 #include <fstream> 14 14 #include "boost/filesystem.hpp" // includes all needed Boost.Filesystem declarations 15 15 #include "boost/lexical_cast.hpp" //int -> string … … 111 111 TheWindow = mainWindow; 112 112 113 #ifndef WIN32 114 // CIP: test for the third-party mono framework, because without it, on Mac, we are up a creek 115 116 117 if (!monoPresent) // abort! abort! abort! 118 { 119 // CIP: disable window controls, present alert with URL to download mono, alert window has one button, "Quit" 120 } 121 #endif 122 113 123 //anything after this is done after the window appears... 114 124 if ( !exists("../GameDataFolder") ) { -
AE/Installer/trunk/source/aeinstallerapp.h
r356 r379 22 22 #include "main_window.h" 23 23 ////@end includes 24 25 bool monoPresent = false; // the Mac won't be able to do anything without mono installed 24 26 25 27 /*! -
AE/Installer/trunk/source/installer.cpp
r325 r379 1 1 /* 2 2 AE/Mod Installer 3 v1.04 3 by Gumby and Iritscen 5 4 */ 6 5 7 6 #define DEBUG … … 28 27 #endif 29 28 30 const string strInstallerVersion = "1.0";29 //const string strInstallerVersion = "1.0"; 31 30 const bool SPLIT = 1; 32 31 const bool NOT_SPLIT = 0; -
AE/Installer/trunk/source/installer.h
r358 r379 14 14 static string DIRSLASH = "\\"; 15 15 string strInstallCfg = "../GameDataFolder/Add.cfg"; 16 17 16 static string strInstallerVersion = "1.0"; 18 17 19 18 #define STRUCT_DEFS -
AE/Installer/trunk/source/main_window.cpp
r373 r379 1 1 /* 2 AE/Mod Installer3 by Gumby and Iritscen2 AE/Mod Installer 3 by Gumby and Iritscen 4 4 */ 5 5 6 6 // To-do: - Load credits from text resource file 7 // - Version number in credits should be universalized8 7 // - Institute lots of checks into file-handling 9 8 // - Clear mod info fields when mod is de-selected … … 32 31 #endif 33 32 34 const string strInstallerVersion = "1.0";33 //const string strInstallerVersion = "1.0"; 35 34 const bool SPLIT = 1; 36 35 const bool NOT_SPLIT = 0; … … 326 325 create_directory((path)"../GameDataFolder/IGMD"); 327 326 copy((path)"packages/VanillaBSL/IGMD", (path)"../GameDataFolder"); 328 setProgressBar( 1000 ); 327 setProgressBar( 1000 ); 328 329 // CIP:last of all, set up the edition folder as a playable Oni installation by placing the latest application (+ Daodan DLL on Windows) in edition/ 330 331 // CIP:then copy persist.dat and keyconfig.txt into edition/ as well 332 333 #ifndef WIN32 334 /* On Mac only, set the current GDF to the AE GDF by writing to Oni's global preferences file (thankfully a standard OS X ".plist" XML file). 335 If there are no Oni prefs (only possible if Oni has not been run even once), then the above line will fail silently, no harm done, 336 and when the user does run Oni for the first time, using the copy of the app in the AE GDF, Oni will set the prefs to use that GDF at that point */ 337 path fullAEpath = system_complete("."); // get full path for Installer 338 char prefsCommand[300] = "defaults write com.godgames.oni RetailInstallationPath -string '"; 339 strcat(prefsCommand, fullAEpath.parent_path().parent_path().string().c_str()); // get path of edition/ folder (Oni wants the folder that *contains* the GDF) 340 strcat(prefsCommand, "'"); // path string is enclosed in single quotes to avoid the need to escape UNIX-unfriendly characters 341 system(prefsCommand); 342 343 #endif 344 329 345 setStatusArea((string)"Done! Now select your mod packages and click install."); 330 346 // while(1) Sleep(-1); … … 1284 1300 YesNoDialog->ShowModal(); 1285 1301 OptionsPanel->Show(); 1286 this->SetSize(this->GetRect().GetWidth(), this->GetRect().GetHeight()+OptionsPanel->GetRect().GetHeight()+2); 1302 this->SetSize(this->GetRect().GetWidth(), this->GetRect().GetHeight()+OptionsPanel->GetRect().GetHeight()+1); 1303 this->SetSize(this->GetRect().GetWidth(), this->GetRect().GetHeight()-1); 1287 1304 } 1288 1305 } … … 1546 1563 void MainWindow::OnReGlobalizeButtonClick( wxCommandEvent& event ) 1547 1564 { 1548 wxMessageDialog* YesNoDialog = new wxMessageDialog(this, "WARNING: This will DELETE the Edition's GameDataFolder and re globalize all of yourdata. \n Are you SURE you want to do this? ", "AE Installer Alert", wxYES_NO | wxICON_EXCLAMATION , wxDefaultPosition);1565 wxMessageDialog* YesNoDialog = new wxMessageDialog(this, "WARNING: This will DELETE the Edition's GameDataFolder and recreate it from the vanilla Oni game data. \n Are you SURE you want to do this? ", "AE Installer Alert", wxYES_NO | wxICON_EXCLAMATION , wxDefaultPosition); 1549 1566 1550 1567 if (YesNoDialog->ShowModal() == wxID_NO) { //if the user said no...
Note:
See TracChangeset
for help on using the changeset viewer.