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:
Scionwest_cp 2010-01-09 18:53:15 -08:00
parent 30a5ce61a3
commit ecd2645421
8 changed files with 258 additions and 29 deletions

View file

@ -99,6 +99,13 @@
<DependentUpon>UIRealmControl.cs</DependentUpon>
</Compile>
<Compile Include="MudEngine\UITypeEditors\UIRealmEditor.cs" />
<Compile Include="MudEngine\UITypeEditors\UIRoomControl.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="MudEngine\UITypeEditors\UIRoomControl.Designer.cs">
<DependentUpon>UIRoomControl.cs</DependentUpon>
</Compile>
<Compile Include="MudEngine\UITypeEditors\UIRoomEditor.cs" />
<Compile Include="MudEngine\UITypeEditors\UIScriptControl.cs">
<SubType>UserControl</SubType>
</Compile>
@ -115,6 +122,10 @@
<DependentUpon>UIRealmControl.cs</DependentUpon>
<SubType>Designer</SubType>
</EmbeddedResource>
<EmbeddedResource Include="MudEngine\UITypeEditors\UIRoomControl.resx">
<DependentUpon>UIRoomControl.cs</DependentUpon>
<SubType>Designer</SubType>
</EmbeddedResource>
<EmbeddedResource Include="MudEngine\UITypeEditors\UIScriptControl.resx">
<DependentUpon>UIScriptControl.cs</DependentUpon>
<SubType>Designer</SubType>

View file

@ -14,7 +14,7 @@ namespace MudDesigner.MudEngine.GameObjects.Environment
public class Realm : BaseObject
{
[Category("Realm Information")]
[Category("Environment Information")]
[EditorAttribute(typeof(UIRealmEditor), typeof(System.Drawing.Design.UITypeEditor))]
public List<string> Zones { get; set; }

View file

@ -5,9 +5,11 @@ using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Xml.Serialization;
using System.Drawing.Design;
using MudDesigner.MudEngine.FileSystem;
using MudDesigner.MudEngine.GameObjects;
using MudDesigner.MudEngine.UITypeEditors;
namespace MudDesigner.MudEngine.GameObjects.Environment
{
@ -46,7 +48,10 @@ namespace MudDesigner.MudEngine.GameObjects.Environment
set;
}
internal List<Room> Rooms { get; set; }
[Category("Environment Information")]
[EditorAttribute(typeof(UIRoomEditor), typeof(UITypeEditor))]
[ReadOnly(false)]
public List<Room> Rooms { get; set; }
public Zone()
{

View file

@ -34,33 +34,6 @@ namespace MudDesigner.MudEngine.UITypeEditors
}
return ctl.Zones;
/*
if (Program.CurrentEditor is Designer)
{
UIRealmControl control = new UIRealmControl();
control.Dock = DockStyle.Fill;
Designer frm = (Designer)Program.CurrentEditor;
//frm.ControlContainer.Panel1.Controls.Clear();
//frm.ControlContainer.Panel1.Controls.Add(control);
string script = "";
while (control.Created)
{
//if (!frm.ControlContainer.Panel1.Controls.Contains(control))
//break;
Application.DoEvents();
}
control = null;
frm = null;
return script;
}
return null;
* */
}
public override System.Drawing.Design.UITypeEditorEditStyle GetEditStyle(System.ComponentModel.ITypeDescriptorContext context)

View file

@ -0,0 +1,52 @@
namespace MudDesigner.MudEngine.UITypeEditors
{
partial class UIRoomControl
{
/// <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.SuspendLayout();
//
// UIRoomControl
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(64)))), ((int)(((byte)(64)))), ((int)(((byte)(64)))));
this.ClientSize = new System.Drawing.Size(600, 461);
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedSingle;
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Name = "UIRoomControl";
this.ShowInTaskbar = false;
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
this.Text = "Room Designer";
this.ResumeLayout(false);
}
#endregion
}
}

View file

@ -0,0 +1,19 @@
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.MudEngine.UITypeEditors
{
public partial class UIRoomControl : Form
{
public UIRoomControl()
{
InitializeComponent();
}
}
}

View file

@ -0,0 +1,120 @@
<?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.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">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</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" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</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 +1,49 @@
using System;
using System.ComponentModel;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Drawing.Design;
using MudDesigner.MudEngine.GameObjects.Environment;
namespace MudDesigner.MudEngine.UITypeEditors
{
public class UIRoomEditor : System.Drawing.Design.UITypeEditor
{
public override object EditValue(System.ComponentModel.ITypeDescriptorContext context, IServiceProvider provider, object value)
{
Zone obj = (Zone)context.Instance;
List<string> Rooms = new List<string>();
UIRoomControl ctl = new UIRoomControl();
if (ctl.IsDisposed)
//return the previous zones collection, incase the control error'd out
//we aren't overriding and loosing content.
return obj.Rooms;
ctl.ShowDialog();
while (ctl.Created)
{
Application.DoEvents();
}
if (Program.CurrentEditor is Designer)
{
Designer form = (Designer)Program.CurrentEditor;
form.RefreshProjectExplorer();
}
return new List<Room>();
}
public override UITypeEditorEditStyle GetEditStyle(ITypeDescriptorContext context)
{
return UITypeEditorEditStyle.Modal;
}
}
}