Designer:

- Door Linking implementation started.
 - Duplicate directions are not allowed within a Room
 - If a User enters the name of a non-existing Room for linking to a Doorway, the Designer generates that Room for the User.
 - Room Editor now refreshes it's list of Rooms after the Doorway Manager closes so that auto generated Rooms are displayed.
 - Added new Doorway Manager UI

Engine:
 - Added Door.DoorwayExist() method to the Door class.
This commit is contained in:
Scionwest_cp 2010-01-21 23:33:14 -08:00
parent 0811af95b1
commit f919539a89
12 changed files with 512 additions and 25 deletions

View file

@ -542,7 +542,6 @@ namespace MudDesigner
}
SaveObject();
IsSaved = true;
RefreshProjectExplorer();
if (_Widget != null)
_Widget.Refresh();
}

View file

@ -93,6 +93,13 @@
<Compile Include="MudEngine\GameManagement\ProjectInformation.cs" />
<Compile Include="MudEngine\FileSystem\FileManager.cs" />
<Compile Include="MudEngine\GameManagement\QuestSetup.cs" />
<Compile Include="MudEngine\UITypeEditors\UIDoorwayEditor.cs" />
<Compile Include="MudEngine\UITypeEditors\UIDoorwayControl.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="MudEngine\UITypeEditors\UIDoorwayControl.Designer.cs">
<DependentUpon>UIDoorwayControl.cs</DependentUpon>
</Compile>
<Compile Include="MudEngine\UITypeEditors\UIRealmControl.cs">
<SubType>Form</SubType>
</Compile>
@ -119,6 +126,10 @@
<DependentUpon>Designer.cs</DependentUpon>
<SubType>Designer</SubType>
</EmbeddedResource>
<EmbeddedResource Include="MudEngine\UITypeEditors\UIDoorwayControl.resx">
<DependentUpon>UIDoorwayControl.cs</DependentUpon>
<SubType>Designer</SubType>
</EmbeddedResource>
<EmbeddedResource Include="MudEngine\UITypeEditors\UIRealmControl.resx">
<DependentUpon>UIRealmControl.cs</DependentUpon>
<SubType>Designer</SubType>

View file

@ -56,10 +56,5 @@ namespace MudDesigner.MudEngine.GameObjects.Environment
ConnectedRoom = connectedRoom;
TravelDirection = travelDirection;
}
public override string ToString()
{
return this.TravelDirection.ToString();
}
}
}

View file

@ -5,6 +5,9 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Serialization;
using System.Drawing.Design;
using MudDesigner.MudEngine.UITypeEditors;
namespace MudDesigner.MudEngine.GameObjects.Environment
{
@ -36,14 +39,10 @@ namespace MudDesigner.MudEngine.GameObjects.Environment
}
}
public AvailableTravelDirections Directions
{
get;
set;
}
[Category("Environment Information")]
[Description("Allows for linking of Rooms together via Doorways")]
[EditorAttribute(typeof(UIDoorwayEditor), typeof(UITypeEditor))]
[RefreshProperties(RefreshProperties.All)]
public List<Door> Doorways
{
get;
@ -77,12 +76,22 @@ namespace MudDesigner.MudEngine.GameObjects.Environment
set;
}
public Room TestRoom { get; set; }
public Room()
{
Doorways = new List<Door>();
IsSafe = false;
}
public bool DoorwayExist(string travelDirection)
{
foreach (Door door in Doorways)
{
if (door.TravelDirection.ToString().ToLower() == travelDirection.ToLower())
return true;
}
return false;
}
}
}

View file

@ -0,0 +1,140 @@
namespace MudDesigner.MudEngine.UITypeEditors
{
partial class UIDoorwayControl
{
/// <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.groupBox1 = new System.Windows.Forms.GroupBox();
this.lstInstalledDoors = new System.Windows.Forms.ListBox();
this.groupBox2 = new System.Windows.Forms.GroupBox();
this.btnAddDoorway = new System.Windows.Forms.Button();
this.btnRemoveDoorway = new System.Windows.Forms.Button();
this.propertyDoorway = new System.Windows.Forms.PropertyGrid();
this.groupBox1.SuspendLayout();
this.groupBox2.SuspendLayout();
this.SuspendLayout();
//
// groupBox1
//
this.groupBox1.Controls.Add(this.lstInstalledDoors);
this.groupBox1.Font = new System.Drawing.Font("Microsoft Sans Serif", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
this.groupBox1.ForeColor = System.Drawing.Color.Gray;
this.groupBox1.Location = new System.Drawing.Point(12, 12);
this.groupBox1.Name = "groupBox1";
this.groupBox1.Size = new System.Drawing.Size(256, 220);
this.groupBox1.TabIndex = 0;
this.groupBox1.TabStop = false;
this.groupBox1.Text = "Installed Doorways";
//
// lstInstalledDoors
//
this.lstInstalledDoors.Dock = System.Windows.Forms.DockStyle.Fill;
this.lstInstalledDoors.Font = new System.Drawing.Font("Microsoft Sans Serif", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
this.lstInstalledDoors.FormattingEnabled = true;
this.lstInstalledDoors.Location = new System.Drawing.Point(3, 16);
this.lstInstalledDoors.Name = "lstInstalledDoors";
this.lstInstalledDoors.Size = new System.Drawing.Size(250, 199);
this.lstInstalledDoors.TabIndex = 0;
this.lstInstalledDoors.SelectedIndexChanged += new System.EventHandler(this.lstInstalledDoors_SelectedIndexChanged);
//
// groupBox2
//
this.groupBox2.Controls.Add(this.propertyDoorway);
this.groupBox2.Font = new System.Drawing.Font("Microsoft Sans Serif", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
this.groupBox2.ForeColor = System.Drawing.Color.Gray;
this.groupBox2.Location = new System.Drawing.Point(306, 12);
this.groupBox2.Name = "groupBox2";
this.groupBox2.Size = new System.Drawing.Size(270, 249);
this.groupBox2.TabIndex = 1;
this.groupBox2.TabStop = false;
this.groupBox2.Text = "Installed Doorways";
//
// btnAddDoorway
//
this.btnAddDoorway.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.btnAddDoorway.Location = new System.Drawing.Point(15, 238);
this.btnAddDoorway.Name = "btnAddDoorway";
this.btnAddDoorway.Size = new System.Drawing.Size(106, 23);
this.btnAddDoorway.TabIndex = 2;
this.btnAddDoorway.Text = "Add Doorway";
this.btnAddDoorway.UseVisualStyleBackColor = true;
this.btnAddDoorway.Click += new System.EventHandler(this.btnAddDoorway_Click);
//
// btnRemoveDoorway
//
this.btnRemoveDoorway.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.btnRemoveDoorway.Location = new System.Drawing.Point(159, 238);
this.btnRemoveDoorway.Name = "btnRemoveDoorway";
this.btnRemoveDoorway.Size = new System.Drawing.Size(106, 23);
this.btnRemoveDoorway.TabIndex = 3;
this.btnRemoveDoorway.Text = "Remove Doorway";
this.btnRemoveDoorway.UseVisualStyleBackColor = true;
//
// propertyDoorway
//
this.propertyDoorway.Dock = System.Windows.Forms.DockStyle.Fill;
this.propertyDoorway.Location = new System.Drawing.Point(3, 16);
this.propertyDoorway.Name = "propertyDoorway";
this.propertyDoorway.Size = new System.Drawing.Size(264, 230);
this.propertyDoorway.TabIndex = 0;
this.propertyDoorway.ToolbarVisible = false;
this.propertyDoorway.PropertyValueChanged += new System.Windows.Forms.PropertyValueChangedEventHandler(this.propertyDoorway_PropertyValueChanged);
//
// UIDoorwayManager
//
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(591, 270);
this.Controls.Add(this.btnRemoveDoorway);
this.Controls.Add(this.btnAddDoorway);
this.Controls.Add(this.groupBox2);
this.Controls.Add(this.groupBox1);
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog;
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Name = "UIDoorwayManager";
this.ShowIcon = false;
this.ShowInTaskbar = false;
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
this.Text = "UIDoorwayManager";
this.groupBox1.ResumeLayout(false);
this.groupBox2.ResumeLayout(false);
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.GroupBox groupBox1;
private System.Windows.Forms.ListBox lstInstalledDoors;
private System.Windows.Forms.GroupBox groupBox2;
private System.Windows.Forms.Button btnAddDoorway;
private System.Windows.Forms.Button btnRemoveDoorway;
private System.Windows.Forms.PropertyGrid propertyDoorway;
}
}

View file

@ -0,0 +1,149 @@
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;
using System.IO;
using MudDesigner.MudEngine.GameObjects;
using MudDesigner.MudEngine.GameObjects.Environment;
using MudDesigner.MudEngine.GameManagement;
using MudDesigner.MudEngine.FileSystem;
namespace MudDesigner.MudEngine.UITypeEditors
{
public partial class UIDoorwayControl : Form
{
Room _Room;
Door _Door;
public UIDoorwayControl(Room room)
{
InitializeComponent();
_Room = new Room();
_Room = room;
foreach (Door d in _Room.Doorways)
{
lstInstalledDoors.Items.Add(d.TravelDirection.ToString());
}
}
private void btnAddDoorway_Click(object sender, EventArgs e)
{
_Door = new Door();
Array directions = Enum.GetValues(typeof(AvailableTravelDirections));
bool IsAvailableDirection = true;
foreach (int direction in directions)
{
//None value; Don't use the None value when linking rooms.
if (direction == 0)
continue;
string availableDirection = Enum.GetName(typeof(AvailableTravelDirections), direction);
if (_Room.DoorwayExist(availableDirection))
IsAvailableDirection = false;
else
{
IsAvailableDirection = true;
_Door.TravelDirection = (AvailableTravelDirections)Enum.Parse(typeof(AvailableTravelDirections), availableDirection);
lstInstalledDoors.Items.Add(_Door.TravelDirection.ToString());
_Room.Doorways.Add(_Door);
propertyDoorway.SelectedObject = _Door;
break;
}
}
if (!IsAvailableDirection)
{
MessageBox.Show("There are no available doorways remaining to add.", "Mud Designer");
return;
}
}
private void propertyDoorway_PropertyValueChanged(object s, PropertyValueChangedEventArgs e)
{
if (e.ChangedItem.Label == "TravelDirection")
{
if (e.ChangedItem.Value.ToString() == "None")
{
MessageBox.Show("This is not a valid Direction.", "Mud Designer");
_Door = (Door)propertyDoorway.SelectedObject;
_Door.TravelDirection = (AvailableTravelDirections)e.OldValue;
propertyDoorway.Refresh();
return;
}
else if (_Room.DoorwayExist(e.ChangedItem.Value.ToString()))
{
MessageBox.Show("This direction has already been installed into the room. Please select another direction.", "Mud Designer");
_Door = (Door)propertyDoorway.SelectedObject;
_Door.TravelDirection = (AvailableTravelDirections)e.OldValue;
propertyDoorway.Refresh();
return;
}
}
else if (e.ChangedItem.Label == "ConnectedRoom")
{
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 roomPath = Path.Combine(zonePath, "Rooms");
string roomFile = e.ChangedItem.Value.ToString() + ".Room";
string filePath = Path.Combine(roomPath, roomFile);
if (!File.Exists(filePath))
{
DialogResult result =
MessageBox.Show("Warning! The supplied Room does not exists, would you like the Designer to automatically generate it for you?", "Mud Designer", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.No)
{
_Door = (Door)propertyDoorway.SelectedObject;
_Door.ConnectedRoom = (string)e.OldValue;
propertyDoorway.Refresh();
return;
}
else
{
Room r = new Room();
r.Name = e.ChangedItem.Value.ToString();
r.Realm = _Room.Realm;
r.Zone = _Room.Zone;
r.Save(Path.Combine(roomPath, r.Filename));
}
}
}
}
private void lstInstalledDoors_SelectedIndexChanged(object sender, EventArgs e)
{
if (lstInstalledDoors.SelectedIndex == -1)
return;
foreach (Door door in _Room.Doorways)
{
if (door.TravelDirection.ToString() == lstInstalledDoors.SelectedItem.ToString())
{
_Door = door;
propertyDoorway.SelectedObject = _Door;
break;
}
}
}
}
}

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>

View file

@ -0,0 +1,54 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing.Design;
using System.IO;
using MudDesigner.MudEngine.GameObjects.Environment;
using MudDesigner.MudEngine.FileSystem;
namespace MudDesigner.MudEngine.UITypeEditors
{
public class UIDoorwayEditor : UITypeEditor
{
public override object EditValue(System.ComponentModel.ITypeDescriptorContext context, IServiceProvider provider, object value)
{
Room room = new Room();
room = (Room)context.Instance;
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();
return room.Doorways;
}
public override System.Drawing.Design.UITypeEditorEditStyle GetEditStyle(System.ComponentModel.ITypeDescriptorContext context)
{
return System.Drawing.Design.UITypeEditorEditStyle.Modal;
}
}
}

View file

@ -157,8 +157,8 @@
private System.Windows.Forms.ToolStripButton btnNewRoom;
private System.Windows.Forms.ToolStripLabel toolStripLabel1;
private System.Windows.Forms.ToolStripTextBox txtFindRoom;
private System.Windows.Forms.ListBox lstRooms;
private System.Windows.Forms.GroupBox groupBox2;
private System.Windows.Forms.PropertyGrid propertyRoom;
public System.Windows.Forms.ListBox lstRooms;
}
}

View file

@ -53,6 +53,8 @@ namespace MudDesigner.MudEngine.UITypeEditors
//Project/Realms/RealmName/Zones/ZoneName/Rooms
savePath = Path.Combine(savePath, "Rooms");
}
Program.CurrentEditor = this;
}
private bool CheckSavedState()
@ -89,6 +91,20 @@ namespace MudDesigner.MudEngine.UITypeEditors
IsSaved = true;
}
internal void RefreshRoomList()
{
if (Directory.Exists(savePath))
{
lstRooms.Items.Clear();
string[] files = Directory.GetFiles(savePath);
foreach (string file in files)
{
lstRooms.Items.Add(Path.GetFileName(file));
}
}
}
private void propertyRoom_PropertyValueChanged(object s, PropertyValueChangedEventArgs e)
{
IsSaved = false;
@ -143,15 +159,7 @@ namespace MudDesigner.MudEngine.UITypeEditors
private void UIRoomControl_Load(object sender, EventArgs e)
{
if (Directory.Exists(savePath))
{
string[] files = Directory.GetFiles(savePath);
foreach (string file in files)
{
lstRooms.Items.Add(Path.GetFileName(file));
}
}
RefreshRoomList();
}
private void lstRooms_MouseDoubleClick(object sender, MouseEventArgs e)

View file

@ -16,7 +16,6 @@ namespace MudDesigner.MudEngine.UITypeEditors
{
Zone obj = (Zone)context.Instance;
UIRoomControl ctl;
ctl = new UIRoomControl(obj);
ctl.ShowDialog();

View file

@ -2,6 +2,8 @@
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
using System.Drawing.Design;
//MudEngine
using MudDesigner.MudEngine;
using MudDesigner.MudEngine.FileSystem;
@ -17,6 +19,7 @@ namespace MudDesigner
static class Program
{
public static Designer Designer{ get; set; }
internal static Form CurrentEditor { get; set; }
/// <summary>
/// The main entry point for the application.