Mud Designer:
- Removed code for pathing. MudEngine handles it now. - Removed _InstallLocation and placed it as a private Field within the MudEngine.Engine class. - Mud Designer now Validates paths during startup Mud Engine: - Added Debug code to ValidateDataPaths and GetDataPath Methods. if DEBUG constant is defined it returns the paths or creates the directory structure based off the _InstallLocation field. - Zones now contain a copy of the Realms Name Realm Explorer: - Renamed _Realm to _CurrentRealm to be more consistant with other editor naming conventions. - Zones can now be added to Realms - Realms can now be saved and loaded - Zones not within any Realms are listed in the Realm Explorer as being Available For Use - Realm Explorer Launchs the Zone Builder
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15 changed files with 102 additions and 90 deletions
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@ -9,14 +9,13 @@ namespace MudDesigner
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{
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static frmMain MudHUB;
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internal static string _InstallLocation = @"E:\Codeplex\MudDesigner";
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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[STAThread]
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static void Main()
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{
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MUDEngine.Engine.ValidateDataPaths();
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Application.EnableVisualStyles();
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Application.SetCompatibleTextRenderingDefault(false);
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bool bExit = false;
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@ -46,53 +45,7 @@ namespace MudDesigner
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System.Diagnostics.Process process = new System.Diagnostics.Process();
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System.Diagnostics.ProcessStartInfo info = new System.Diagnostics.ProcessStartInfo();
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//If running in debug mode we need to hard-code the paths as during normal running of the apps
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//all of the apps are running within the Apps directory.
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#if DEBUG
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string[] apps = new string[] { };
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try
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{
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apps = System.IO.Directory.GetFiles(_InstallLocation, "*.exe", System.IO.SearchOption.AllDirectories);
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}
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catch
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{
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MessageBox.Show("Error: The directory '" + _InstallLocation + "' does not exist!\n\n"
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+ "The engine has a #DEBUG constant defined in the project properties."
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+ "\nIf you are wanting to run the Designer from within Visual Studio, please change the\n"
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+ "MudDesigner.Program._InstallLocation Field to the current ROOT directory of your source code."
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+ "\n\nIf you are running a Release build of the engine, with all of the editors contained within the"
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+ " same directory, then edit the MudDesigner project properties to remove the #DEBUG constant."
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+ "\n" + appName + " will not load.",
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"Mud Designer", MessageBoxButtons.OK, MessageBoxIcon.Error);
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return;
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}
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List<string> legalApps = new List<string>();
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foreach (string app in apps)
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{
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if ((!app.EndsWith(".vshost.exe"))
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&& (!app.EndsWith(".vshost.exe.manifest"))
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&& System.IO.Directory.GetParent(app).Name == "Debug"
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&& System.IO.Directory.GetParent(app).Parent.Name == "bin")
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{
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legalApps.Add(app);
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}
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}
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string filename = "";
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foreach (string app in legalApps)
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{
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if (System.IO.Path.GetFileName(app).ToLower() == appName.ToLower())
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{
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filename = app;
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break;
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}
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}
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info.FileName = filename;
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#else
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info.FileName = appName;
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#endif
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info.FileName = System.IO.Path.Combine(MUDEngine.Engine.GetDataPath(MUDEngine.Engine.SaveDataTypes.Root), appName);
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info.WindowStyle = System.Diagnostics.ProcessWindowStyle.Normal;
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info.WorkingDirectory = Application.StartupPath;
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@ -108,7 +61,7 @@ namespace MudDesigner
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}
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catch (Exception ex)
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{
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MessageBox.Show("ERROR:\n" + ex.Message, "Editor HUB", MessageBoxButtons.OK, MessageBoxIcon.Error);
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MessageBox.Show("ERROR:\n" + ex.Message + "\nPlease change MUDEngine.Engine._InstallLocation to the Examples directory found inside of your downloaded source code folder.", "Editor HUB", MessageBoxButtons.OK, MessageBoxIcon.Error);
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}
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finally
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{
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