Mud Engine:
* Door.cs AvailableTravelDirections enum added to the constructor arguments. Doors now require a TravelDirection to be specified as an argument when instanced. Room Designer: * frmMain.cs - renamed door field to _CurrentDoor. * frmMain.cs - renamed room field to _CurrentRoom. * frmMain.cs - Added detailed commenting. * frmMain.cs - Doorways can now be installed and uninstalled from a room. While it was available within the editor, it was not implemented fully until now. * frmMain.cs - Removed most of the doorway management code from the propertyDoor_PropertyValueChanged method, and broke the code down into several smaller methods for easier maintenance. * frmMain.cs - Added InstallDoor() method for installing doorways from rooms. * frmMain.cs - Added UninstallDoor() method for uninstalling doorways from rooms. * frmMain.cs - Added GetDirection() method, converts a string representation of a TravelDirection into an actual TravelDirection enum value for use with creating a Door.
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2 changed files with 147 additions and 39 deletions
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@ -16,85 +16,188 @@ namespace RoomDesigner
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{
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public partial class frmMain : Form
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{
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Room room;
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Door door;
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//Current _CurrentRoom
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Room _CurrentRoom;
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//Doorway currently loaded.
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Door _CurrentDoor;
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public frmMain()
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{
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InitializeComponent();
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room = new Room();
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door = new Door();
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propertyRoom.SelectedObject = room;
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//Initialize the Room & Doorway
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_CurrentRoom = new Room();
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_CurrentDoor = new Door(AvailableTravelDirections.None);
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//Show the user(s) the rooms properties
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propertyRoom.SelectedObject = _CurrentRoom;
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//This instances a copy of AvailableTravelDirections which is a list of
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//currently available directions users can travel within rooms.
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//Instead of updating the editor each time a new travel direction is implemented,
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//we simply build an array that contains each travel direction currently available
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//within the engine by getting each element from the AvailableTravelDirections enum
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AvailableTravelDirections type = new AvailableTravelDirections();
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//Build an array of travel directions currently implemented
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Array Values = System.Enum.GetValues(type.GetType());
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//Loop through each travel direction within the array and add it
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//to the lstDirections listbox.
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foreach (int Value in Values)
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{
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string Display = Enum.GetName(type.GetType(), Value);
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if (Display != "None")
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//The array contains a 'None' direction. As the editor will allow for
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//installing and uninstalling doorways, we don't need to show a 'None' direction
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//in the listbox.
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if (!Display.Equals("None"))
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this.lstDirections.Items.Add(Display);
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}
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}
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/// <summary>
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/// Closes the editor.
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/// TODO: Serialize the Room out to file.
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void btnCloseEditor_Click(object sender, EventArgs e)
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{
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Application.Exit();
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}
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/// <summary>
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/// Change the currently selected direction, allowing users to uninstall or install
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/// a doorway, and display the selected doorways properties for editing.
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void lstDirections_SelectedIndexChanged(object sender, EventArgs e)
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{
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//Used to indicate that the direction the user selected exists,
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//and was found for editing
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bool IsFound = false;
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foreach (Door newDoor in room.InstalledDoors)
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//Loop through each doorway installed within the _CurrentRoom and see if the user has
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//selected a direction that belongs to a _CurrentDoor already created. If a _CurrentDoor with
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//the selected direction is found, we display it's properties for editing instead
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//of creating a new _CurrentDoor and overwriting the previously created doorway.
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foreach (Door newDoor in _CurrentRoom.InstalledDoors)
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{
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//Check if the current _CurrentDoor in the loop matches the currently selected
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//travel direction the user has selected in the listbox.
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if (newDoor.TravelDirection.ToString() == lstDirections.SelectedItem.ToString())
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{
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door = newDoor;
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//The travel directions match, let's set the current _CurrentDoor in the loop as our
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//new selected doorway so that the user can edit it.
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_CurrentDoor = newDoor;
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//Indicates that we found a matching doorway and have set it up for
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//editing within the propertygrid
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IsFound = true;
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//Exit the loop
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break;
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}
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}
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//There isn't a _CurrentDoor installed into the _CurrentRoom yet with a travel direction
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//matching that of the users currently selected travel direction within the listbox.
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//so we instance a new _CurrentDoor
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if (!IsFound)
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door = new Door();
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propertyDoor.SelectedObject = door;
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{
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AvailableTravelDirections direction = GetDirection(lstDirections.SelectedItem.ToString());
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_CurrentDoor = new Door(direction);
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}
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//Display the properties for users to edit. This could be a pre-existing doorway
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//found within our loop, or a new doorway.
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propertyDoor.SelectedObject = _CurrentDoor;
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}
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/// <summary>
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/// Modified values within the doorway get stored within the currentDoor Field.
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/// </summary>
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/// <param name="s"></param>
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/// <param name="e"></param>
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private void propertyDoor_PropertyValueChanged(object s, PropertyValueChangedEventArgs e)
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{
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if (door.DoorState == Door.AvailableDoorStates.Installed)
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//Check if we are installing the door into the room or
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//uninstalling it from the current room.
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switch (_CurrentDoor.DoorState)
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{
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foreach(Door newDoor in room.InstalledDoors)
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{
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if (newDoor.TravelDirection == door.TravelDirection)
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{
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DialogResult result = MessageBox.Show("Door already exists! Overwrite it?", "Room Designer", MessageBoxButtons.YesNo);
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if (result == DialogResult.No)
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return;
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case Door.AvailableDoorStates.Installed:
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InstallDoor();
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break;
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case Door.AvailableDoorStates.Uninstalled:
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UninstallDoor();
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break;
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}
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}
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room.InstalledDoors.Remove(newDoor);
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room.InstalledDoors.Add(door);
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break;
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}
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else
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{
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room.InstalledDoors.Add(door);
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}
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private AvailableTravelDirections GetDirection(string Direction)
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{
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foreach (AvailableTravelDirections value in Enum.GetValues(typeof(AvailableTravelDirections)))
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{
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string name = value.ToString();
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if (name == Direction)
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return value;
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}
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return AvailableTravelDirections.None;
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}
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/// <summary>
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/// Installs the _CurrentDoor into the _CurrentRoom's collection of doorways
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/// </summary>
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private void InstallDoor()
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{
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//Indicates if we found a door already installed within the room
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//matching the selected travel direction.
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bool IsInstalled = false;
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//Incase there are no existing doors, the foreach loop gets skipped.
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if (_CurrentRoom.InstalledDoors.Count == 0)
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{
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//Add the new door to the room
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_CurrentRoom.InstalledDoors.Add(_CurrentDoor);
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return;
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}
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//Loop through all of the installed doors within this room and
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//check to see if we have a doorway with the same travel direction
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//that the user has selected within the list box. If so then we
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//need to prompt the user to ensure it's ok to overwrite the previous
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//door with a new door.
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//TODO: Look at this closer, do i need this messagebox?
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foreach (Door newDoor in _CurrentRoom.InstalledDoors)
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{
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if (newDoor.TravelDirection == _CurrentDoor.TravelDirection)
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{
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/*DialogResult result = MessageBox.Show("Door already exists! Overwrite it?", "Room Designer", MessageBoxButtons.YesNo);
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if (result == DialogResult.No)
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return;
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*/
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_CurrentRoom.InstalledDoors.Remove(newDoor);
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_CurrentRoom.InstalledDoors.Add(_CurrentDoor);
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IsInstalled = true;
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break;
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}
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//Incase there are no existing doors, the foreach loop gets skipped.
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if (room.InstalledDoors.Count == 0)
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{/*
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foreach (Enum e in door.TravelDirection)
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{
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if (e.ToString() == lstDirections.SelectedItem.ToString())
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{
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door.TravelDirection = e;
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}
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}
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*/
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}
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if (!IsInstalled)
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_CurrentRoom.InstalledDoors.Add(_CurrentDoor);
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}
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private void UninstallDoor()
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{
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foreach (Door door in _CurrentRoom.InstalledDoors)
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{
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if (door.TravelDirection == _CurrentDoor.TravelDirection)
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{
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_CurrentRoom.InstalledDoors.Remove(door);
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break;
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}
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}
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}
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