muddesigner/RoomDesigner/frmMain.cs
Scionwest_cp 1cc477f23c MUD Engine:
- Changed ValidateProjectPath to ValidateDataPaths. Now can use the engines current install location if a path is not supplied
 - ValidateDataPaths iterates through a new enumerator containing all of the data paths, and creates the directories if they dont exist.
 - GetDataPath method added for returning the absolute path to any of the save directories specified in the argument.
 - BaseObject now contains a readonly Filename property that returns the objects Name with it's Type assigned as the files extension.
 - BaseObject's Script property was added.
 - Room.StatDrain re-added. Changed property Type to boolean instead of custom struct.
 - Room Designer's constructor code was refracted to help clean it up. Plugin loading, doorway list compiling and room setup is now contained in three different methods.
 - Room Designer can now Save scripts.
 - Room Designer now has default scripts generated.
 - Changing the Object Management tabs to 'Script' now refreshes the script to display correctly.
 - Room Designer now accepts a single argument for specifying the name of a room to Load. Use "room=Room Name.room" as the syntax.
 - Room loading is implemented, but only via a supplied argument during application launch.
2009-11-25 21:21:50 -08:00

350 lines
14 KiB
C#

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 MUDEngine.Objects.Environment;
using MUDEngine.Objects;
using MUDEngine;
using MUDEngine.FileSystem;
using MUDEngine.Attributes;
namespace RoomDesigner
{
public partial class frmMain : Form
{
//Current _CurrentRoom
Room _CurrentRoom;
//Doorway currently loaded.
Door _CurrentDoor;
//Scripting engine and it's components.
ManagedScripting.ScriptingEngine _ScriptEngine;
ManagedScripting.CodeBuilding.ClassGenerator _CurrentClass;
ManagedScripting.CodeBuilding.MethodSetup _CurrentCodeBlock;
//Collection of plugins from within the 'plugins' folder
List<System.Reflection.Assembly> _Plugins;
public frmMain(params object[] parameters)
{
InitializeComponent();
SetupEditor(parameters);
}
private void SetupEditor(params object[] parameters)
{
//Initialize the Room & Doorway
_CurrentRoom = new Room();
_CurrentDoor = new Door(AvailableTravelDirections.None);
//This instances a copy of AvailableTravelDirections which is a list of
//currently available directions users can travel within rooms.
//Instead of updating the editor each time a new travel direction is implemented,
//we simply build an array that contains each travel direction currently available
//within the engine by getting each element from the AvailableTravelDirections enum
BuildDoorwayList();
//Load all of our plugin .dll files. This is the only directory not generated by
//the engine, developers will need to manually create the folder if they want to
//create plugins
LoadPlugins();
//Instance the scripting engine and set it up.
_ScriptEngine = new ManagedScripting.ScriptingEngine();
_ScriptEngine.Compiler = ManagedScripting.ScriptingEngine.CompilerSelections.SourceCompiler;
_ScriptEngine.CompileStyle = ManagedScripting.Compilers.BaseCompiler.ScriptCompileStyle.CompileToMemory;
_ScriptEngine.KeepTempFiles = false;
//Get the current rooms scripts.
//TODO: Add Doorway script support
SetupRoomScript();
if (parameters.Length != 0)
{
string rooms = Engine.GetDataPath(Engine.SaveDataTypes.Rooms);
string filename = System.IO.Path.Combine(rooms, parameters[0].ToString());
//Room to load should always be the first arg.
if (System.IO.File.Exists(filename))
{
_CurrentRoom = (Room)ManagedScripting.XmlSerialization.Load(filename, _CurrentRoom);
}
}
//Show the user(s) the rooms properties
propertyRoom.SelectedObject = _CurrentRoom;
}
private void SetupRoomScript()
{
//Check if the rooms script is empty. If so then generate a standard script for it.
if (String.IsNullOrEmpty(_CurrentRoom.Script))
{
//Instance a new method helper class
ManagedScripting.CodeBuilding.MethodSetup method = new ManagedScripting.CodeBuilding.MethodSetup();
string script = "";
//Setup our method. All objects inheriting from BaseObject will have the standard
//methods created for them.
string[] names = new string[] { "OnCreate", "OnDestroy", "OnEnter", "OnExit" };
foreach (string name in names)
{
method = new ManagedScripting.CodeBuilding.MethodSetup();
method.Name = name;
method.ReturnType = "void";
method.IsOverride = true;
method.Modifier = ManagedScripting.CodeBuilding.ClassGenerator.Modifiers.Public;
method.Code = new string[] { "base." + method.Name + "();" };
script = script.Insert(_CurrentRoom.Script.Length, method.Create());
}
_CurrentRoom.Script = script;
}
}
private void BuildDoorwayList()
{
AvailableTravelDirections direction = new AvailableTravelDirections();
//Build an array of travel directions currently implemented
Array Values = System.Enum.GetValues(direction.GetType());
//Loop through each travel direction within the array and add it
//to the lstDirections listbox.
foreach (int Value in Values)
{
string Display = Enum.GetName(direction.GetType(), Value);
//The array contains a 'None' direction. As the editor will allow for
//installing and uninstalling doorways, we don't need to show a 'None' direction
//in the listbox.
if (!Display.Equals("None"))
this.lstDirections.Items.Add(Display);
}
}
private void LoadPlugins()
{
string pluginPath = System.IO.Path.Combine(Application.StartupPath, "Plugins");
_Plugins = new List<System.Reflection.Assembly>();
//Check if the plugin path exists.
if (!System.IO.Directory.Exists(pluginPath))
return;
//Now loop through every .dll file in the plugins directory and load it into memory
//A copy is stored within a collection for use later if needed.
foreach (string assembly in System.IO.Directory.GetFiles(pluginPath, "*.dll"))
{
_Plugins.Add(System.Reflection.Assembly.LoadFile(assembly));
}
//TODO: Look for ways to allow Types to inherit from a Windows Control, and add each
//control to a new tab or menu item, allowing for editor plugins as well.
}
/// <summary>
/// Closes the editor.
/// TODO: Serialize the Room out to file.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void btnCloseEditor_Click(object sender, EventArgs e)
{
Application.Exit();
}
/// <summary>
/// Change the currently selected direction, allowing users to uninstall or install
/// a doorway, and display the selected doorways properties for editing.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void lstDirections_SelectedIndexChanged(object sender, EventArgs e)
{
//Used to indicate that the direction the user selected exists,
//and was found for editing
bool IsFound = false;
//Loop through each doorway installed within the _CurrentRoom and see if the user has
//selected a direction that belongs to a _CurrentDoor already created. If a _CurrentDoor with
//the selected direction is found, we display it's properties for editing instead
//of creating a new _CurrentDoor and overwriting the previously created doorway.
foreach (Door newDoor in _CurrentRoom.InstalledDoors)
{
//Check if the current _CurrentDoor in the loop matches the currently selected
//travel direction the user has selected in the listbox.
if (newDoor.TravelDirection.ToString() == lstDirections.SelectedItem.ToString())
{
//The travel directions match, let's set the current _CurrentDoor in the loop as our
//new selected doorway so that the user can edit it.
_CurrentDoor = newDoor;
//Indicates that we found a matching doorway and have set it up for
//editing within the propertygrid
IsFound = true;
//Exit the loop
break;
}
}
//There isn't a _CurrentDoor installed into the _CurrentRoom yet with a travel direction
//matching that of the users currently selected travel direction within the listbox.
//so we instance a new _CurrentDoor
if (!IsFound)
{
AvailableTravelDirections direction = GetDirection(lstDirections.SelectedItem.ToString());
_CurrentDoor = new Door(direction);
}
//Display the properties for users to edit. This could be a pre-existing doorway
//found within our loop, or a new doorway.
propertyDoor.SelectedObject = _CurrentDoor;
}
/// <summary>
/// Modified values within the doorway get stored within the currentDoor Field.
/// </summary>
/// <param name="s"></param>
/// <param name="e"></param>
private void propertyDoor_PropertyValueChanged(object s, PropertyValueChangedEventArgs e)
{
//Check if we are installing the door into the room or
//uninstalling it from the current room.
switch (_CurrentDoor.DoorState)
{
case Door.AvailableDoorStates.Installed:
InstallDoor();
break;
case Door.AvailableDoorStates.Uninstalled:
UninstallDoor();
break;
}
}
/// <summary>
/// Converts a string into an AvailableTravelDirections enum equivilant if it
/// exists within the enum list.
/// </summary>
/// <param name="Direction"></param>
/// <returns></returns>
private AvailableTravelDirections GetDirection(string Direction)
{
foreach (AvailableTravelDirections value in Enum.GetValues(typeof(AvailableTravelDirections)))
{
string name = value.ToString();
if (name == Direction)
return value;
}
return AvailableTravelDirections.None;
}
/// <summary>
/// Installs the _CurrentDoor into the _CurrentRoom's collection of doorways
/// </summary>
private void InstallDoor()
{
//Indicates if we found a door already installed within the room
//matching the selected travel direction.
bool IsInstalled = false;
//Incase there are no existing doors, the foreach loop gets skipped.
if (_CurrentRoom.InstalledDoors.Count == 0)
{
//Add the new door to the room
_CurrentRoom.InstalledDoors.Add(_CurrentDoor);
return;
}
//Loop through all of the installed doors within this room and
//check to see if we have a doorway with the same travel direction
//that the user has selected within the list box. If so then we
//need to prompt the user to ensure it's ok to overwrite the previous
//door with a new door.
foreach (Door newDoor in _CurrentRoom.InstalledDoors)
{
if (newDoor.TravelDirection == _CurrentDoor.TravelDirection)
{
_CurrentRoom.InstalledDoors.Remove(newDoor);
_CurrentRoom.InstalledDoors.Add(_CurrentDoor);
IsInstalled = true;
break;
}
}
if (!IsInstalled)
_CurrentRoom.InstalledDoors.Add(_CurrentDoor);
}
/// <summary>
/// Uninstalls the doorway from the room.
/// </summary>
private void UninstallDoor()
{
foreach (Door door in _CurrentRoom.InstalledDoors)
{
if (door.TravelDirection == _CurrentDoor.TravelDirection)
{
_CurrentRoom.InstalledDoors.Remove(door);
break;
}
}
}
/// <summary>
/// Resets the room.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void btnNewRoom_Click(object sender, EventArgs e)
{
DialogResult result = MessageBox.Show("Are you sure you want to create a new room?", "Room Designer", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.No)
return;
_CurrentRoom = new Room();
_CurrentDoor = new Door(AvailableTravelDirections.None);
_CurrentClass = new ManagedScripting.CodeBuilding.ClassGenerator();
_CurrentCodeBlock = new ManagedScripting.CodeBuilding.MethodSetup();
propertyDoor.SelectedObject = null;
propertyRoom.SelectedObject = _CurrentRoom;
}
private void btnSaveRoom_Click(object sender, EventArgs e)
{
string savePath = Engine.GetDataPath(Engine.SaveDataTypes.Rooms);
string filePath = System.IO.Path.Combine(savePath, _CurrentRoom.Name + ".room");
if (System.IO.File.Exists(filePath))
{
DialogResult result = MessageBox.Show("File exists! Overwrite?", "Room Designer", MessageBoxButtons.YesNo);
if (result == DialogResult.No)
return;
}
ManagedScripting.XmlSerialization.Save(filePath, _CurrentRoom);
MessageBox.Show("Saved.", "Room Designer");
}
private void tabControl1_SelectedIndexChanged(object sender, EventArgs e)
{
if (tabControl1.SelectedTab.Text == "Script")
{
txtScript.Text = _CurrentRoom.Script;
}
}
private void propertyRoom_PropertyValueChanged(object s, PropertyValueChangedEventArgs e)
{
//propertyRoom.Refresh();
}
}
}