- Updated IPP to work with new provision searching. Now requires a uproject for the GUI [ttp 342924]

- Removed old cruft from the GUI

#codereview peter.sauerbrei

[CL 2240401 by Josh Adams in Main branch]
This commit is contained in:
Josh Adams
2014-08-01 18:29:52 -04:00
committed by UnrealBot
parent 9d624898bc
commit e1595de1b1
4 changed files with 433 additions and 667 deletions

File diff suppressed because it is too large Load Diff

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@@ -87,7 +87,7 @@ namespace iPhonePackager
public static ToolsHub CreateShowingTools()
{
ToolsHub Result = new ToolsHub();
Result.tabControl1.SelectTab(Result.tabPage3);
Result.tabControl1.SelectTab(Result.tabPage2);
return Result;
}
@@ -106,9 +106,9 @@ namespace iPhonePackager
MobileProvisionCheck2.Image = MobileProvisionCheck.Image = CheckStateImages[Provision != null];
CertificatePresentCheck2.Image = CertificatePresentCheck.Image = CheckStateImages[Cert != null];
OverridesPresentCheck2.Image = OverridesPresentCheck.Image = CheckStateImages[bOverridesExists];
// OverridesPresentCheck2.Image = OverridesPresentCheck.Image = CheckStateImages[bOverridesExists];
ReadyToPackageButton.Enabled = bOverridesExists && (Provision != null) && (Cert != null);
// ReadyToPackageButton.Enabled = /*bOverridesExists && */(Provision != null) && (Cert != null);
}
private void CreateCSRButton_Click(object sender, EventArgs e)
@@ -139,9 +139,12 @@ namespace iPhonePackager
MobileProvision Provision = MobileProvisionParser.ParseFile(ProvisionFilename);
bIsDistribution = IsProfileForDistribution(Provision);
// use the input filename if the GameName is empty
string DestName = string.IsNullOrEmpty(Program.GameName) ? Path.GetFileNameWithoutExtension(ProvisionFilename) : Program.GameName;
// Copy the file into the destination location
string EffectivePrefix = bIsDistribution ? "Distro_" : Config.SigningPrefix;
string DestinationFilename = Path.Combine(Config.ProvisionDirectory, EffectivePrefix + Program.GameName + ".mobileprovision");
string DestinationFilename = Path.Combine(Config.ProvisionDirectory, EffectivePrefix + DestName + ".mobileprovision");
if (File.Exists(DestinationFilename))
{

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@@ -112,13 +112,13 @@
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<data name="linkLabel2.Text" xml:space="preserve">
<value>To run UDK on iOS hardware, new users need to register with Apple as an iOS developer (http://developer.apple.com/programs/ios/).
<value>To run UE4 on iOS hardware, new users need to register with Apple as an iOS developer (http://developer.apple.com/programs/ios/).
Once you are approved by Apple, generate a certificate request and upload it to the iOS Provisioning Portal to create your signing certificate.</value>
</data>
@@ -132,7 +132,7 @@ Import the mobile provision first.</value>
Downloading the certificate again from the provisioning portal is not sufficient, as that will not include the private key used to generate the original signing request.</value>
</data>
<assembly alias="System.Drawing" name="System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" />
<assembly alias="System.Drawing" name="System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" />
<data name="$this.Icon" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>
AAABAAIAICAAAAEAIACoEAAAJgAAABAQAAABACAAaAQAAM4QAAAoAAAAIAAAAEAAAAABACAAAAAAAAAg

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@@ -86,13 +86,34 @@ namespace iPhonePackager
{
if (Arguments.Length == 0)
{
Program.Warning("No arguments specified, assuming GUI mode");
Arguments = new string[] { "gui" };
StartVisuals();
// we NEED a project, so show a uproject picker
string UProjectFile;
string StartingDir = "";
if (ToolsHub.ShowOpenFileDialog("Unreal Project Files (*.uproject)|*.uproject;", "IPhonePackager now requires a .uproject file to continue", "mobileprovision", "", ref StartingDir, out UProjectFile))
{
Arguments = new string[] { UProjectFile };
}
else
{
return false;
}
}
if (Arguments.Length == 1)
{
MainCommand = Arguments[0];
// if the only argument is a uproject, then assume gui mode, with the uproject as the project
if (Arguments[0].EndsWith(".uproject"))
{
Config.ProjectFile = GamePath = Arguments[0];
MainCommand = "gui";
}
else
{
MainCommand = Arguments[0];
}
}
else if (Arguments.Length == 2)
{
@@ -412,8 +433,15 @@ namespace iPhonePackager
delegate Form CreateFormDelegate();
static bool bVisualsStarted = false;
static void StartVisuals()
{
if (bVisualsStarted)
{
return;
}
bVisualsStarted = true;
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);