Add Complete sound effected

This commit is contained in:
Li 2023-04-26 12:08:47 +12:00
parent d911c20ca2
commit e9aa19ec18
7 changed files with 228 additions and 1 deletions

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@ -1,11 +1,23 @@
using Avalonia;
using Avalonia.Controls.ApplicationLifetimes;
using Avalonia.Markup.Xaml;
using System.Media;
using System.Threading.Tasks;
namespace ChovySign_GUI
{
public partial class App : Application
{
public static async Task PlayFinishSound()
{
await Task.Run(() =>
{
using (SoundPlayer player = new SoundPlayer(Resource.FINISHSND))
{
player.Play();
}
});
}
public override void Initialize()
{
AvaloniaXamlLoader.Load(this);

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@ -57,4 +57,19 @@
<ItemGroup>
<UpToDateCheckInput Remove="Global\DevkitToggle.axaml" />
</ItemGroup>
<ItemGroup>
<Compile Update="Resource.Designer.cs">
<DesignTime>True</DesignTime>
<AutoGen>True</AutoGen>
<DependentUpon>Resource.resx</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Update="Resource.resx">
<Generator>PublicResXFileCodeGenerator</Generator>
<LastGenOutput>Resource.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
</Project>

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@ -39,8 +39,8 @@ namespace ChovySign_GUI.Ps1
Window? currentWindow = this.VisualRoot as Window;
if (currentWindow is not Window) throw new Exception("could not find current window");
_ = App.PlayFinishSound();
await MessageBox.Show(currentWindow, "Finished creating PS1 Game!\nCan now go restore it to your PSVita using Content Manager.", "Done!", MessageBoxButtons.Ok);
}
private void onProcessStarting(object? sender, EventArgs e)

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@ -5,6 +5,8 @@ using GameBuilder.Psp;
using LibChovy;
using LibChovy.Config;
using System;
using System.Media;
using System.Threading.Tasks;
using Vita.ContentManager;
using static ChovySign_GUI.Popup.Global.MessageBox;
@ -29,6 +31,7 @@ namespace ChovySign_GUI.Psp
check();
}
private async void onProcessFinished(object? sender, EventArgs e)
{
keySelector.IsEnabled = true;
@ -38,6 +41,7 @@ namespace ChovySign_GUI.Psp
Window? currentWindow = this.VisualRoot as Window;
if (currentWindow is not Window) throw new Exception("could not find current window");
_ = App.PlayFinishSound();
await MessageBox.Show(currentWindow, "Finished creating PSP Game!\nCan now go restore it to your PSVita using Content Manager.", "Done!", MessageBoxButtons.Ok);
}

72
ChovySign-GUI/Resource.Designer.cs generated Normal file
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@ -0,0 +1,72 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace ChovySign_GUI {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
public class Resource {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resource() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("ChovySign_GUI.Resource", typeof(Resource).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// Looks up a localized resource of type System.IO.UnmanagedMemoryStream similar to System.IO.MemoryStream.
/// </summary>
public static System.IO.UnmanagedMemoryStream FINISHSND {
get {
return ResourceManager.GetStream("FINISHSND", resourceCulture);
}
}
}
}

124
ChovySign-GUI/Resource.resx Normal file
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@ -0,0 +1,124 @@
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<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
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There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
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value : The object must be serialized with
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value : The object must be serialized into a byte array
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
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