New Project added: Currency Editor. Allows for creating and managing of the games currencies.

Mud Designer HUB:
 * frmMain.cs - HUB now scans entire solution directory to find the correct app to launch rather than just checking the Project Manager directory.
 * frmMain.cs - HUB now has the app launch precess wrapped within a try/catch/finally. No exception handling added as of yet within the catch.

MUDEngine:
 * Engine.cs - ValidateProjectPath method now creates the Currency directory.
 * Objects namespace added.
 * Moved the Environment namespace and folder within the new Objects namespace.
 * BaseObject.cs created. All Game objects will inherit from this, or a child of this class.
 * Currency.cs created.
 * ProjectInformation.cs - Added using statements.

Project Manager:
 * Added Using statements for MUDEngine
This commit is contained in:
Scionwest_cp 2009-11-06 22:30:22 -08:00
parent cd56036ee7
commit 035fdf96d9
24 changed files with 944 additions and 108 deletions

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>9.0.21022</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{FF28EB1C-F811-40CF-91B1-1D9F5EB5A233}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>CurrencyEditor</RootNamespace>
<AssemblyName>Currency Editor</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
<UpdateEnabled>false</UpdateEnabled>
<UpdateMode>Foreground</UpdateMode>
<UpdateInterval>7</UpdateInterval>
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
<UpdatePeriodically>false</UpdatePeriodically>
<UpdateRequired>false</UpdateRequired>
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
<IsWebBootstrapper>false</IsWebBootstrapper>
<UseApplicationTrust>false</UseApplicationTrust>
<BootstrapperEnabled>true</BootstrapperEnabled>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Xml.Linq">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data.DataSetExtensions">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data" />
<Reference Include="System.Deployment" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="frmMain.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="frmMain.Designer.cs">
<DependentUpon>frmMain.cs</DependentUpon>
</Compile>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<EmbeddedResource Include="frmMain.resx">
<DependentUpon>frmMain.cs</DependentUpon>
<SubType>Designer</SubType>
</EmbeddedResource>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
<SubType>Designer</SubType>
</EmbeddedResource>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include="Microsoft.Net.Framework.2.0">
<Visible>False</Visible>
<ProductName>.NET Framework 2.0 %28x86%29</ProductName>
<Install>false</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Net.Framework.3.0">
<Visible>False</Visible>
<ProductName>.NET Framework 3.0 %28x86%29</ProductName>
<Install>false</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5">
<Visible>False</Visible>
<ProductName>.NET Framework 3.5</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Windows.Installer.3.1">
<Visible>False</Visible>
<ProductName>Windows Installer 3.1</ProductName>
<Install>true</Install>
</BootstrapperPackage>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\MUDEngine\MUDEngine.csproj">
<Project>{33828B3B-F227-4726-8FCD-3D9D780E643D}</Project>
<Name>MUDEngine</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<PublishUrlHistory>publish\</PublishUrlHistory>
<InstallUrlHistory>
</InstallUrlHistory>
<SupportUrlHistory>
</SupportUrlHistory>
<UpdateUrlHistory>
</UpdateUrlHistory>
<BootstrapperUrlHistory>
</BootstrapperUrlHistory>
<FallbackCulture>en-US</FallbackCulture>
<VerifyUploadedFiles>false</VerifyUploadedFiles>
</PropertyGroup>
</Project>

24
CurrencyEditor/Program.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
namespace CurrencyEditor
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
MUDEngine.Engine.ValidateProjectPath(Application.StartupPath);
MUDEngine.FileSystem.FileSystem.FileType = MUDEngine.FileSystem.FileSystem.OutputFormats.XML;
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new frmMain());
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Currency Editor")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Currency Editor")]
[assembly: AssemblyCopyright("Copyright © 2009")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("5f283635-f313-48df-8ca5-61ebfe3c839f")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// 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("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:2.0.50727.4200
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace CurrencyEditor.Properties
{
/// <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", "2.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources
{
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources()
{
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager
{
get
{
if ((resourceMan == null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("CurrencyEditor.Properties.Resources", typeof(Resources).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)]
internal static global::System.Globalization.CultureInfo Culture
{
get
{
return resourceCulture;
}
set
{
resourceCulture = value;
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
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>
</data>
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
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<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>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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@ -0,0 +1,30 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:2.0.50727.4200
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace CurrencyEditor.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "9.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get
{
return defaultInstance;
}
}
}
}

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@ -0,0 +1,7 @@
<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>

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CurrencyEditor/frmMain.Designer.cs generated Normal file
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namespace CurrencyEditor
{
partial class frmMain
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.groupBox2 = new System.Windows.Forms.GroupBox();
this.propertyGrid1 = new System.Windows.Forms.PropertyGrid();
this.groupBox1 = new System.Windows.Forms.GroupBox();
this.lstCurrencies = new System.Windows.Forms.ListBox();
this.groupBox3 = new System.Windows.Forms.GroupBox();
this.btnNewCurrency = new System.Windows.Forms.Button();
this.btnSaveCurrency = new System.Windows.Forms.Button();
this.btnDeleteCurrency = new System.Windows.Forms.Button();
this.groupBox2.SuspendLayout();
this.groupBox1.SuspendLayout();
this.groupBox3.SuspendLayout();
this.SuspendLayout();
//
// groupBox2
//
this.groupBox2.Controls.Add(this.propertyGrid1);
this.groupBox2.Location = new System.Drawing.Point(1, 136);
this.groupBox2.Name = "groupBox2";
this.groupBox2.Size = new System.Drawing.Size(323, 214);
this.groupBox2.TabIndex = 6;
this.groupBox2.TabStop = false;
this.groupBox2.Text = "Currency Setup";
//
// propertyGrid1
//
this.propertyGrid1.Dock = System.Windows.Forms.DockStyle.Fill;
this.propertyGrid1.Location = new System.Drawing.Point(3, 16);
this.propertyGrid1.Name = "propertyGrid1";
this.propertyGrid1.Size = new System.Drawing.Size(317, 195);
this.propertyGrid1.TabIndex = 0;
//
// groupBox1
//
this.groupBox1.Controls.Add(this.lstCurrencies);
this.groupBox1.Location = new System.Drawing.Point(1, 0);
this.groupBox1.Name = "groupBox1";
this.groupBox1.Size = new System.Drawing.Size(323, 130);
this.groupBox1.TabIndex = 5;
this.groupBox1.TabStop = false;
this.groupBox1.Text = "Currencies";
//
// lstCurrencies
//
this.lstCurrencies.Dock = System.Windows.Forms.DockStyle.Fill;
this.lstCurrencies.FormattingEnabled = true;
this.lstCurrencies.Location = new System.Drawing.Point(3, 16);
this.lstCurrencies.Name = "lstCurrencies";
this.lstCurrencies.Size = new System.Drawing.Size(317, 108);
this.lstCurrencies.TabIndex = 0;
this.lstCurrencies.SelectedIndexChanged += new System.EventHandler(this.lstCurrencies_SelectedIndexChanged);
//
// groupBox3
//
this.groupBox3.Controls.Add(this.btnDeleteCurrency);
this.groupBox3.Controls.Add(this.btnSaveCurrency);
this.groupBox3.Controls.Add(this.btnNewCurrency);
this.groupBox3.Location = new System.Drawing.Point(1, 353);
this.groupBox3.Name = "groupBox3";
this.groupBox3.Size = new System.Drawing.Size(323, 54);
this.groupBox3.TabIndex = 7;
this.groupBox3.TabStop = false;
this.groupBox3.Text = "Options";
//
// btnNewCurrency
//
this.btnNewCurrency.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.btnNewCurrency.Location = new System.Drawing.Point(3, 16);
this.btnNewCurrency.Name = "btnNewCurrency";
this.btnNewCurrency.Size = new System.Drawing.Size(100, 31);
this.btnNewCurrency.TabIndex = 0;
this.btnNewCurrency.Text = "New Currency";
this.btnNewCurrency.UseVisualStyleBackColor = true;
this.btnNewCurrency.Click += new System.EventHandler(this.btnNewCurrency_Click);
//
// btnSaveCurrency
//
this.btnSaveCurrency.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.btnSaveCurrency.Location = new System.Drawing.Point(109, 16);
this.btnSaveCurrency.Name = "btnSaveCurrency";
this.btnSaveCurrency.Size = new System.Drawing.Size(100, 31);
this.btnSaveCurrency.TabIndex = 1;
this.btnSaveCurrency.Text = "Save Currency";
this.btnSaveCurrency.UseVisualStyleBackColor = true;
this.btnSaveCurrency.Click += new System.EventHandler(this.btnSaveCurrency_Click);
//
// btnDeleteCurrency
//
this.btnDeleteCurrency.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.btnDeleteCurrency.Location = new System.Drawing.Point(215, 16);
this.btnDeleteCurrency.Name = "btnDeleteCurrency";
this.btnDeleteCurrency.Size = new System.Drawing.Size(100, 31);
this.btnDeleteCurrency.TabIndex = 2;
this.btnDeleteCurrency.Text = "Delete Currency";
this.btnDeleteCurrency.UseVisualStyleBackColor = true;
this.btnDeleteCurrency.Click += new System.EventHandler(this.btnDeleteCurrency_Click);
//
// frmMain
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(326, 410);
this.Controls.Add(this.groupBox3);
this.Controls.Add(this.groupBox2);
this.Controls.Add(this.groupBox1);
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedSingle;
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Name = "frmMain";
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
this.Text = "Currency Editor";
this.groupBox2.ResumeLayout(false);
this.groupBox1.ResumeLayout(false);
this.groupBox3.ResumeLayout(false);
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.GroupBox groupBox2;
private System.Windows.Forms.PropertyGrid propertyGrid1;
private System.Windows.Forms.GroupBox groupBox1;
private System.Windows.Forms.ListBox lstCurrencies;
private System.Windows.Forms.GroupBox groupBox3;
private System.Windows.Forms.Button btnNewCurrency;
private System.Windows.Forms.Button btnSaveCurrency;
private System.Windows.Forms.Button btnDeleteCurrency;
}
}

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CurrencyEditor/frmMain.cs Normal file
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
//MudEngine
using MUDEngine.FileSystem;
using MUDEngine.Objects;
using MUDEngine.Objects.Environment;
namespace CurrencyEditor
{
public partial class frmMain : Form
{
Currency _Currency;
public frmMain()
{
InitializeComponent();
_Currency = new Currency();
propertyGrid1.SelectedObject = _Currency;
}
private void btnNewCurrency_Click(object sender, EventArgs e)
{
_Currency = new Currency();
propertyGrid1.SelectedObject = _Currency;
}
private void btnSaveCurrency_Click(object sender, EventArgs e)
{
if (lstCurrencies.Items.Contains(_Currency.Name))
{
MessageBox.Show("Currency already exists!", "Currency Creation", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
FileSystem.Save(Application.StartupPath + @"\Data\Currency\" + _Currency.Name + ".xml", _Currency);
lstCurrencies.Items.Add(_Currency.Name);
}
private void lstCurrencies_SelectedIndexChanged(object sender, EventArgs e)
{
//nothing selected.
if (lstCurrencies.SelectedIndex == -1)
return;
_Currency = (Currency)FileSystem.Load(Application.StartupPath + @"\Data\Currency\" + lstCurrencies.SelectedItem.ToString() + ".xml", _Currency);
propertyGrid1.SelectedObject = _Currency;
}
private void btnDeleteCurrency_Click(object sender, EventArgs e)
{
//Check if a currency is selected.
if (lstCurrencies.SelectedIndex == -1)
{
MessageBox.Show("Select a currency to delete first!", "Currency Deletion", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
//Ask if its ok to delete first.
DialogResult result = MessageBox.Show("Are you sure you want to delete " + _Currency.Name + "?",
"Currency Deletion",
MessageBoxButtons.YesNo,
MessageBoxIcon.Question);
if (result == DialogResult.No)
return;
//Delete the files and remove from the list.
System.IO.File.Delete(Application.StartupPath + @"\Data\Currency\" + lstCurrencies.SelectedItem.ToString() + ".xml");
lstCurrencies.Items.Remove(lstCurrencies.SelectedItem);
//Re-instance the currency and set it within the propertygrid.
_Currency = new Currency();
propertyGrid1.SelectedObject = _Currency;
}
}
}

120
CurrencyEditor/frmMain.resx Normal file
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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
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>
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<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">
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<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>
</data>
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
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
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<xsd:attribute name="name" use="required" type="xsd:string" />
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</root>

View file

@ -19,7 +19,7 @@ namespace MUDEngine
System.IO.Directory.CreateDirectory(dataPath);
//begin checking directories
string[] paths = { "Rooms", "Zones", "Realms" };
string[] paths = { "Rooms", "Zones", "Realms", "Currency" };
foreach (var path in paths)
{

View file

@ -1,14 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MUDEngine.Environment
{
/// <summary>
/// Doors connect two Rooms together, allowing a player to move from one room to the next.
/// </summary>
public class Door
{
}
}

View file

@ -1,31 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MUDEngine.Environment
{
/// <summary>
/// A Realm contains an unlimited number of Zones, allowing developers to split their worlds up into chunks.
/// </summary>
public class Realm
{
/// <summary>
/// The name of the realm.
/// </summary>
public string Name
{
get;
set;
}
/// <summary>
/// Description of the Realm.
/// </summary>
public string Description
{
get;
set;
}
}
}

View file

@ -1,15 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MUDEngine.Environment
{
/// <summary>
/// Rooms are traversable by players during gameplay. They are connected via Door objects, that allow players
/// to move from one room to another.
/// </summary>
public class Room : Zone
{
}
}

View file

@ -1,14 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MUDEngine.Environment
{
/// <summary>
/// Zones contain an unlimited number of Rooms.
/// </summary>
public class Zone : Realm
{
}
}

View file

@ -50,12 +50,14 @@
</ItemGroup>
<ItemGroup>
<Compile Include="Engine.cs" />
<Compile Include="Environment\Door.cs" />
<Compile Include="Environment\Realm.cs" />
<Compile Include="Environment\Room.cs" />
<Compile Include="Environment\Zone.cs" />
<Compile Include="Objects\BaseObject.cs" />
<Compile Include="Objects\Environment\Door.cs" />
<Compile Include="Objects\Environment\Realm.cs" />
<Compile Include="Objects\Environment\Room.cs" />
<Compile Include="Objects\Environment\Zone.cs" />
<Compile Include="FileSystem\FileSystem.cs" />
<Compile Include="FileSystem\XmlSerialization.cs" />
<Compile Include="Objects\Currency.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.

View file

@ -0,0 +1,27 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Collections.Generic;
namespace MUDEngine.Objects
{
public class BaseObject
{
[Category("Object Setup")]
public string Name
{
get;
set;
}
[Category("Object Setup")]
public string Description
{
get;
set;
}
}
}

View file

@ -0,0 +1,28 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Collections.Generic;
namespace MUDEngine.Objects
{
public class Currency : BaseObject
{
[Category("Currency Settings")]
/// <summary>
/// The value of this currency. It should be how many 'base currency' it takes to equal 1 of this currency
/// </summary>
public int Value
{
get;
set;
}
public Currency()
{
this.Name = "New Currency";
this.Value = 100;
}
}
}

View file

@ -7,6 +7,11 @@ using System.Collections.Generic;
using System.Xml.Serialization;
using System.Xml;
//MudEngine
using MUDEngine.Objects;
using MUDEngine.Objects.Environment;
using MUDEngine.FileSystem;
namespace MUDEngine
{
[XmlInclude(typeof(StartingLocation))]
@ -15,17 +20,9 @@ namespace MUDEngine
public struct StartingLocation
{
public Environment.Room Room;
public Environment.Zone Zone;
public Environment.Realm Realm;
}
public struct CurrencyInfo
{
public uint Amount;
public string Name;
public string Description;
public uint BaseValue;
public Room Room;
public Zone Zone;
public Realm Realm;
}
public enum TimeOfDayOptions
@ -101,7 +98,7 @@ namespace MUDEngine
//TODO: Add Party support.
[Browsable(false)]
public List<CurrencyInfo> CurrencyList { get; set; }
public List<Currency> CurrencyList { get; set; }
[Browsable(false)]
public string ProjectPath { get; set; }

View file

@ -7,6 +7,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MUDEngine", "MUDEngine\MUDE
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Project Manager", "Project Manager\Project Manager.csproj", "{1D77BC25-63FD-47BB-AE08-39D0D6E1272B}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CurrencyEditor", "CurrencyEditor\CurrencyEditor.csproj", "{FF28EB1C-F811-40CF-91B1-1D9F5EB5A233}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@ -25,6 +27,10 @@ Global
{1D77BC25-63FD-47BB-AE08-39D0D6E1272B}.Debug|Any CPU.Build.0 = Debug|Any CPU
{1D77BC25-63FD-47BB-AE08-39D0D6E1272B}.Release|Any CPU.ActiveCfg = Release|Any CPU
{1D77BC25-63FD-47BB-AE08-39D0D6E1272B}.Release|Any CPU.Build.0 = Release|Any CPU
{FF28EB1C-F811-40CF-91B1-1D9F5EB5A233}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{FF28EB1C-F811-40CF-91B1-1D9F5EB5A233}.Debug|Any CPU.Build.0 = Debug|Any CPU
{FF28EB1C-F811-40CF-91B1-1D9F5EB5A233}.Release|Any CPU.ActiveCfg = Release|Any CPU
{FF28EB1C-F811-40CF-91B1-1D9F5EB5A233}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View file

@ -32,6 +32,7 @@
this.btnLogo = new System.Windows.Forms.Button();
this.flowLayoutPanel1 = new System.Windows.Forms.FlowLayoutPanel();
this.btnProjectManager = new System.Windows.Forms.Button();
this.btnCurrencyEditor = new System.Windows.Forms.Button();
this.splitContainer1.Panel1.SuspendLayout();
this.splitContainer1.Panel2.SuspendLayout();
this.splitContainer1.SuspendLayout();
@ -78,6 +79,7 @@
// flowLayoutPanel1
//
this.flowLayoutPanel1.Controls.Add(this.btnProjectManager);
this.flowLayoutPanel1.Controls.Add(this.btnCurrencyEditor);
this.flowLayoutPanel1.Dock = System.Windows.Forms.DockStyle.Fill;
this.flowLayoutPanel1.Location = new System.Drawing.Point(0, 0);
this.flowLayoutPanel1.Name = "flowLayoutPanel1";
@ -96,6 +98,18 @@
this.btnProjectManager.UseVisualStyleBackColor = true;
this.btnProjectManager.Click += new System.EventHandler(this.btnProjectManager_Click);
//
// btnCurrencyEditor
//
this.btnCurrencyEditor.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.btnCurrencyEditor.Font = new System.Drawing.Font("Microsoft Sans Serif", 9.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
this.btnCurrencyEditor.Location = new System.Drawing.Point(156, 3);
this.btnCurrencyEditor.Name = "btnCurrencyEditor";
this.btnCurrencyEditor.Size = new System.Drawing.Size(147, 55);
this.btnCurrencyEditor.TabIndex = 1;
this.btnCurrencyEditor.Text = "Currency Editor";
this.btnCurrencyEditor.UseVisualStyleBackColor = true;
this.btnCurrencyEditor.Click += new System.EventHandler(this.btnCurrencyEditor_Click);
//
// frmMain
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
@ -122,6 +136,7 @@
private System.Windows.Forms.Button btnLogo;
private System.Windows.Forms.FlowLayoutPanel flowLayoutPanel1;
private System.Windows.Forms.Button btnProjectManager;
private System.Windows.Forms.Button btnCurrencyEditor;
}
}

View file

@ -35,7 +35,29 @@ namespace MudDesigner
//If running in debug mode we need to hard-code the paths as during normal running of the apps
//all of the apps are running within the Apps directory.
#if DEBUG
info.FileName = @"C:\CodePlex\MudDesigner\Project Manager\bin\Debug\" + appName;
string[] apps = System.IO.Directory.GetFiles(@"C:\CodePlex\MudDesigner\", "*.exe", System.IO.SearchOption.AllDirectories);
List<string> legalApps = new List<string>();
foreach(string app in apps)
{
if ((!app.EndsWith(".vshost.exe"))
&& (!app.EndsWith(".vshost.exe.manifest"))
&& System.IO.Directory.GetParent(app).Name == "Debug"
&& System.IO.Directory.GetParent(app).Parent.Name == "bin")
{
legalApps.Add(app);
}
}
string filename = "" ;
foreach(string app in legalApps)
{
if (System.IO.Path.GetFileName(app).ToLower() == appName.ToLower())
{
filename = app;
break;
}
}
info.FileName = filename;
#else
info.FileName = appName;
#endif
@ -49,12 +71,23 @@ namespace MudDesigner
info.Arguments = Application.StartupPath + "\Data\";
#endif
process.StartInfo = info;
try
{
process.Start();
this.Hide();
process.WaitForExit();
}
catch { }
finally
{
process = null;
this.Show();
}
}
private void btnCurrencyEditor_Click(object sender, EventArgs e)
{
ExecuteApp("Currency Editor.exe");
}
}
}

View file

@ -7,18 +7,23 @@ using System.Linq;
using System.Text;
using System.Windows.Forms;
//MudEngine
using MUDEngine.FileSystem;
using MUDEngine.Objects;
using MUDEngine.Objects.Environment;
namespace Project_Manager
{
public partial class frmMain : Form
{
List<MUDEngine.Environment.Zone> zones;
List<MUDEngine.Environment.Room> rooms;
List<Zone> zones;
List<Room> rooms;
public frmMain()
{
InitializeComponent();
zones = new List<MUDEngine.Environment.Zone>();
rooms = new List<MUDEngine.Environment.Room>();
zones = new List<Zone>();
rooms = new List<Room>();
}
private void frmMain_Load(object sender, EventArgs e)
@ -34,9 +39,9 @@ namespace Project_Manager
foreach (string realm in files)
{
//Instance a new realm
MUDEngine.Environment.Realm newRealm = new MUDEngine.Environment.Realm();
Realm newRealm = new Realm();
//De-serialize the current realm.
newRealm = (MUDEngine.Environment.Realm)MUDEngine.FileSystem.FileSystem.Load(realm, newRealm);
newRealm = (Realm)FileSystem.Load(realm, newRealm);
//Add it to the available realms combo box.
comRealms.Items.Add(newRealm.Name);
}
@ -66,9 +71,9 @@ namespace Project_Manager
//Add each zone found into the list box.
foreach (string zone in files)
{
MUDEngine.Environment.Zone newZone = new MUDEngine.Environment.Zone();
Zone newZone = new Zone();
//De-serialize the current zone.
newZone = (MUDEngine.Environment.Zone)MUDEngine.FileSystem.FileSystem.Load(zone, newZone);
newZone = (Zone)FileSystem.Load(zone, newZone);
//Add it to the available zones list box
lstZones.Items.Add(newZone.Name);
zones.Add(newZone);
@ -108,9 +113,9 @@ namespace Project_Manager
//Add each room found into the list box.
foreach (string room in files)
{
MUDEngine.Environment.Room newRoom = new MUDEngine.Environment.Room();
Room newRoom = new Room();
//De-serialize the current Room.
newRoom = (MUDEngine.Environment.Room)MUDEngine.FileSystem.FileSystem.Load(room, newRoom);
newRoom = (Room)FileSystem.Load(room, newRoom);
//Add it to the available rooms list box
lstRooms.Items.Add(newRoom.Name);
rooms.Add(newRoom);
@ -125,7 +130,7 @@ namespace Project_Manager
//The realm and zone that matches the initial are selected, so lets select the initial room next.
if ((initialRealm == selectedRealm) && (initialZone == selectedZone))
{
foreach (MUDEngine.Environment.Room room in rooms)
foreach (Room room in rooms)
{
if (lstRooms.Items.Contains(room.Name))
lstRooms.SelectedIndex = lstRooms.Items.IndexOf(room.Name);