Designer:

- Doorway Linking is now completed.
 - Auto-Generated Rooms are now linked back to the Doorway that created them.

Runtime:
 - Began implementing a very simple Runtime for offline testing.

Engine:
 - Room Editor now saves a Room after it has had a Doorway change made to it.
 - Fixed the missing Doorways issue after closing the Room Editor.
This commit is contained in:
Scionwest_cp 2010-01-22 08:43:41 -08:00
parent f919539a89
commit d78b4e196e
6 changed files with 255 additions and 20 deletions

View file

@ -123,6 +123,8 @@ namespace MudDesigner.MudEngine.UITypeEditors
r.Name = e.ChangedItem.Value.ToString();
r.Realm = _Room.Realm;
r.Zone = _Room.Zone;
Door d = new Door(TravelDirections.GetReverseDirection(_Door.TravelDirection), _Room.Name);
r.Doorways.Add(d);
r.Save(Path.Combine(roomPath, r.Filename));
}

View file

@ -20,29 +20,13 @@ namespace MudDesigner.MudEngine.UITypeEditors
UIDoorwayControl ctl = new UIDoorwayControl(room);
ctl.ShowDialog();
//Load the Zone that this room belongs to.
string zonePath = "";
if (room.Realm == "No Realm Associated.")
{
zonePath = FileManager.GetDataPath(SaveDataTypes.Zones);
}
else
{
zonePath = FileManager.GetDataPath(room.Realm, room.Zone);
}
zonePath = Path.Combine(zonePath, room.Zone);
string zoneFile = Path.Combine(zonePath, room.Zone + ".zone");
Zone z = new Zone();
z = (Zone)z.Load(zoneFile);
//Get an instance of the current Room Editor so we can refresh it.
//it requires the zone it belongs to, to be passed into the constructor
UIRoomControl roomEd =(UIRoomControl)Program.CurrentEditor;
roomEd.RefreshRoomList();
roomEd.SaveSelected();
return room.Doorways;
}

View file

@ -16,7 +16,7 @@ namespace MudDesigner.MudEngine.UITypeEditors
{
public partial class UIRoomControl : Form
{
bool IsSaved;
public bool IsSaved;
Room _Room;
Zone _Zone;
string savePath = "";
@ -74,7 +74,7 @@ namespace MudDesigner.MudEngine.UITypeEditors
return true;
}
private void SaveSelected()
public void SaveSelected()
{
if (!Directory.Exists(savePath))
Directory.CreateDirectory(savePath);
@ -167,6 +167,11 @@ namespace MudDesigner.MudEngine.UITypeEditors
if (lstRooms.SelectedIndex == -1)
return;
if (!CheckSavedState())
{
return;
}
string roomName = lstRooms.SelectedItem.ToString();
string zonePath = "";
string zoneRoomPath = "";

98
Mud Designer/Runtime.Designer.cs generated Normal file
View file

@ -0,0 +1,98 @@
namespace MudDesigner
{
partial class Runtime
{
/// <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.splitContainer1 = new System.Windows.Forms.SplitContainer();
this.txtCommand = new System.Windows.Forms.TextBox();
this.txtConsole = new System.Windows.Forms.RichTextBox();
this.splitContainer1.Panel1.SuspendLayout();
this.splitContainer1.Panel2.SuspendLayout();
this.splitContainer1.SuspendLayout();
this.SuspendLayout();
//
// splitContainer1
//
this.splitContainer1.Dock = System.Windows.Forms.DockStyle.Fill;
this.splitContainer1.FixedPanel = System.Windows.Forms.FixedPanel.Panel2;
this.splitContainer1.Location = new System.Drawing.Point(0, 0);
this.splitContainer1.Name = "splitContainer1";
this.splitContainer1.Orientation = System.Windows.Forms.Orientation.Horizontal;
//
// splitContainer1.Panel1
//
this.splitContainer1.Panel1.Controls.Add(this.txtConsole);
//
// splitContainer1.Panel2
//
this.splitContainer1.Panel2.Controls.Add(this.txtCommand);
this.splitContainer1.Size = new System.Drawing.Size(693, 422);
this.splitContainer1.SplitterDistance = 393;
this.splitContainer1.TabIndex = 0;
//
// txtCommand
//
this.txtCommand.Dock = System.Windows.Forms.DockStyle.Fill;
this.txtCommand.Location = new System.Drawing.Point(0, 0);
this.txtCommand.Name = "txtCommand";
this.txtCommand.Size = new System.Drawing.Size(693, 20);
this.txtCommand.TabIndex = 1;
this.txtCommand.TextChanged += new System.EventHandler(this.txtCommand_TextChanged);
//
// txtConsole
//
this.txtConsole.Dock = System.Windows.Forms.DockStyle.Fill;
this.txtConsole.Location = new System.Drawing.Point(0, 0);
this.txtConsole.Name = "txtConsole";
this.txtConsole.Size = new System.Drawing.Size(693, 393);
this.txtConsole.TabIndex = 0;
this.txtConsole.Text = "";
//
// Runtime
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(693, 422);
this.Controls.Add(this.splitContainer1);
this.Name = "Runtime";
this.Text = "Runtime";
this.splitContainer1.Panel1.ResumeLayout(false);
this.splitContainer1.Panel2.ResumeLayout(false);
this.splitContainer1.Panel2.PerformLayout();
this.splitContainer1.ResumeLayout(false);
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.SplitContainer splitContainer1;
private System.Windows.Forms.RichTextBox txtConsole;
private System.Windows.Forms.TextBox txtCommand;
}
}

26
Mud Designer/Runtime.cs Normal file
View file

@ -0,0 +1,26 @@
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;
namespace MudDesigner
{
public partial class Runtime : Form
{
public Runtime()
{
InitializeComponent();
}
private void txtCommand_TextChanged(object sender, EventArgs e)
{
}
}
}

120
Mud Designer/Runtime.resx Normal file
View file

@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<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>
</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.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<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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<xsd:element name="assembly">
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<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
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</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" />
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute ref="xml:space" />
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<xsd:element name="resheader">
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<xsd:attribute name="name" type="xsd:string" use="required" />
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<resheader name="resmimetype">
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<resheader name="version">
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</root>