Mud Engine:
- Realm.Zones Property Category changed from "Realm Information" to "Environment Information" - Changed Zone.Rooms from internal to public - Added a custom Editor for the Zone.Rooms property. - Room Editing development started. Rooms are created and managed within the currently loaded Zone. - UIRealmEditor had un-unused code removed. - Added UIRoomEditor. Manages the UIRoomControl. - Added UIRoomControl, which will be the editor used when managing Rooms within a Zone Object.
This commit is contained in:
parent
30a5ce61a3
commit
ecd2645421
8 changed files with 258 additions and 29 deletions
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@ -99,6 +99,13 @@
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<DependentUpon>UIRealmControl.cs</DependentUpon>
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<DependentUpon>UIRealmControl.cs</DependentUpon>
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</Compile>
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</Compile>
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<Compile Include="MudEngine\UITypeEditors\UIRealmEditor.cs" />
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<Compile Include="MudEngine\UITypeEditors\UIRealmEditor.cs" />
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<Compile Include="MudEngine\UITypeEditors\UIRoomControl.cs">
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<SubType>Form</SubType>
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</Compile>
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<Compile Include="MudEngine\UITypeEditors\UIRoomControl.Designer.cs">
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<DependentUpon>UIRoomControl.cs</DependentUpon>
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</Compile>
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<Compile Include="MudEngine\UITypeEditors\UIRoomEditor.cs" />
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<Compile Include="MudEngine\UITypeEditors\UIScriptControl.cs">
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<Compile Include="MudEngine\UITypeEditors\UIScriptControl.cs">
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<SubType>UserControl</SubType>
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<SubType>UserControl</SubType>
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</Compile>
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</Compile>
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@ -115,6 +122,10 @@
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<DependentUpon>UIRealmControl.cs</DependentUpon>
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<DependentUpon>UIRealmControl.cs</DependentUpon>
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<SubType>Designer</SubType>
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<SubType>Designer</SubType>
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</EmbeddedResource>
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</EmbeddedResource>
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<EmbeddedResource Include="MudEngine\UITypeEditors\UIRoomControl.resx">
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<DependentUpon>UIRoomControl.cs</DependentUpon>
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<SubType>Designer</SubType>
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</EmbeddedResource>
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<EmbeddedResource Include="MudEngine\UITypeEditors\UIScriptControl.resx">
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<EmbeddedResource Include="MudEngine\UITypeEditors\UIScriptControl.resx">
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<DependentUpon>UIScriptControl.cs</DependentUpon>
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<DependentUpon>UIScriptControl.cs</DependentUpon>
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<SubType>Designer</SubType>
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<SubType>Designer</SubType>
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@ -14,7 +14,7 @@ namespace MudDesigner.MudEngine.GameObjects.Environment
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public class Realm : BaseObject
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public class Realm : BaseObject
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{
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{
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[Category("Realm Information")]
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[Category("Environment Information")]
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[EditorAttribute(typeof(UIRealmEditor), typeof(System.Drawing.Design.UITypeEditor))]
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[EditorAttribute(typeof(UIRealmEditor), typeof(System.Drawing.Design.UITypeEditor))]
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public List<string> Zones { get; set; }
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public List<string> Zones { get; set; }
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@ -5,9 +5,11 @@ using System.Linq;
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using System.Text;
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using System.Text;
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using System.ComponentModel;
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using System.ComponentModel;
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using System.Xml.Serialization;
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using System.Xml.Serialization;
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using System.Drawing.Design;
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using MudDesigner.MudEngine.FileSystem;
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using MudDesigner.MudEngine.FileSystem;
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using MudDesigner.MudEngine.GameObjects;
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using MudDesigner.MudEngine.GameObjects;
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using MudDesigner.MudEngine.UITypeEditors;
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namespace MudDesigner.MudEngine.GameObjects.Environment
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namespace MudDesigner.MudEngine.GameObjects.Environment
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{
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{
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@ -46,7 +48,10 @@ namespace MudDesigner.MudEngine.GameObjects.Environment
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set;
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set;
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}
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}
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internal List<Room> Rooms { get; set; }
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[Category("Environment Information")]
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[EditorAttribute(typeof(UIRoomEditor), typeof(UITypeEditor))]
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[ReadOnly(false)]
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public List<Room> Rooms { get; set; }
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public Zone()
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public Zone()
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{
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{
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@ -34,33 +34,6 @@ namespace MudDesigner.MudEngine.UITypeEditors
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}
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}
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return ctl.Zones;
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return ctl.Zones;
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/*
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if (Program.CurrentEditor is Designer)
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{
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UIRealmControl control = new UIRealmControl();
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control.Dock = DockStyle.Fill;
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Designer frm = (Designer)Program.CurrentEditor;
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//frm.ControlContainer.Panel1.Controls.Clear();
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//frm.ControlContainer.Panel1.Controls.Add(control);
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string script = "";
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while (control.Created)
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{
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//if (!frm.ControlContainer.Panel1.Controls.Contains(control))
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//break;
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Application.DoEvents();
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}
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control = null;
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frm = null;
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return script;
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}
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return null;
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* */
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}
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}
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public override System.Drawing.Design.UITypeEditorEditStyle GetEditStyle(System.ComponentModel.ITypeDescriptorContext context)
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public override System.Drawing.Design.UITypeEditorEditStyle GetEditStyle(System.ComponentModel.ITypeDescriptorContext context)
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52
Mud Designer/MudEngine/UITypeEditors/UIRoomControl.Designer.cs
generated
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52
Mud Designer/MudEngine/UITypeEditors/UIRoomControl.Designer.cs
generated
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@ -0,0 +1,52 @@
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namespace MudDesigner.MudEngine.UITypeEditors
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{
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partial class UIRoomControl
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Windows Form Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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this.SuspendLayout();
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//
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// UIRoomControl
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(64)))), ((int)(((byte)(64)))), ((int)(((byte)(64)))));
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this.ClientSize = new System.Drawing.Size(600, 461);
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this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedSingle;
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this.MaximizeBox = false;
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this.MinimizeBox = false;
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this.Name = "UIRoomControl";
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this.ShowInTaskbar = false;
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this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
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this.Text = "Room Designer";
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this.ResumeLayout(false);
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}
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#endregion
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}
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}
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19
Mud Designer/MudEngine/UITypeEditors/UIRoomControl.cs
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19
Mud Designer/MudEngine/UITypeEditors/UIRoomControl.cs
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@ -0,0 +1,19 @@
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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namespace MudDesigner.MudEngine.UITypeEditors
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{
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public partial class UIRoomControl : Form
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{
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public UIRoomControl()
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{
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InitializeComponent();
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}
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}
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}
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120
Mud Designer/MudEngine/UITypeEditors/UIRoomControl.resx
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120
Mud Designer/MudEngine/UITypeEditors/UIRoomControl.resx
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@ -0,0 +1,120 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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|
</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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</root>
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49
Mud Designer/MudEngine/UITypeEditors/UIRoomEditor.cs
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49
Mud Designer/MudEngine/UITypeEditors/UIRoomEditor.cs
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using System;
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using System.ComponentModel;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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using System.Drawing.Design;
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using MudDesigner.MudEngine.GameObjects.Environment;
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|
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namespace MudDesigner.MudEngine.UITypeEditors
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{
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public class UIRoomEditor : System.Drawing.Design.UITypeEditor
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{
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public override object EditValue(System.ComponentModel.ITypeDescriptorContext context, IServiceProvider provider, object value)
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{
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Zone obj = (Zone)context.Instance;
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List<string> Rooms = new List<string>();
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UIRoomControl ctl = new UIRoomControl();
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if (ctl.IsDisposed)
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//return the previous zones collection, incase the control error'd out
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//we aren't overriding and loosing content.
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return obj.Rooms;
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ctl.ShowDialog();
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while (ctl.Created)
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{
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Application.DoEvents();
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}
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if (Program.CurrentEditor is Designer)
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{
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Designer form = (Designer)Program.CurrentEditor;
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form.RefreshProjectExplorer();
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}
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return new List<Room>();
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}
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public override UITypeEditorEditStyle GetEditStyle(ITypeDescriptorContext context)
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{
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return UITypeEditorEditStyle.Modal;
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}
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}
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||||||
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}
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Loading…
Add table
Add a link
Reference in a new issue