muddesigner/Mud Designer/Editors/RoomDesigner.cs
Scionwest_cp 4ebce0a987 Project Settings:
- Cleaned up the code within the editor.

Realm Explorer:
 - Some UI adjustments.

Room Designer:
 - Program.Room is no longer re-instanced after the room designer saves a room.

Toolkit Launcher:
 - Zone and Room edior buttons removed. They can now only be accessed via the Realm Explorer.
 - Changed the Toolkit Title.

Zone Builder:
 - Began Room Doorway linking UI design.

Mud Engine:
 - Zones now instance the Rooms collection.
 - Travel Directions now moved from Environment namespace and placed within Objects namespace.
 - Travel Directions now contains a class and method for returning the opposite direction provided. (ex: GetReverseDirection(TravelDirections.West) returns East).
2009-12-06 00:13:43 -08:00

337 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;
//MudEngine
using MudDesigner.MudEngine;
using MudDesigner.MudEngine.Attributes;
using MudDesigner.MudEngine.FileSystem;
using MudDesigner.MudEngine.Objects;
using MudDesigner.MudEngine.Objects.Environment;
namespace MudDesigner.Editors
{
public partial class RoomDesigner : Form
{
internal bool IsEditingExisting = false;
ZoneBuilder _ZoneBuilder;
//Doorway currently loaded.
Door _CurrentDoor;
//Collection of plugins from within the 'plugins' folder
List<System.Reflection.Assembly> _Plugins;
public RoomDesigner(ZoneBuilder designer)
{
InitializeComponent();
SetupEditor();
_ZoneBuilder = designer;
}
public RoomDesigner()
{
InitializeComponent();
SetupEditor();
}
private void SetupEditor()
{
//Initialize the Room & Doorway
Program.Room = 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.
Program.ScriptEngine = new ManagedScripting.ScriptingEngine();
Program.ScriptEngine.Compiler = ManagedScripting.ScriptingEngine.CompilerSelections.SourceCompiler;
Program.ScriptEngine.CompileStyle = ManagedScripting.Compilers.BaseCompiler.ScriptCompileStyle.CompileToMemory;
Program.ScriptEngine.KeepTempFiles = false;
//Show the user(s) the rooms properties
propertyRoom.SelectedObject = Program.Room;
txtScript.Text = Program.Room.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)
{
this.Close();
}
/// <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 Program.Room 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 Program.Room.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 Program.Room 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 Program.Room'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 (Program.Room.InstalledDoors.Count == 0)
{
//Add the new door to the room
Program.Room.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 Program.Room.InstalledDoors)
{
if (newDoor.TravelDirection == _CurrentDoor.TravelDirection)
{
Program.Room.InstalledDoors.Remove(newDoor);
Program.Room.InstalledDoors.Add(_CurrentDoor);
IsInstalled = true;
break;
}
}
if (!IsInstalled)
Program.Room.InstalledDoors.Add(_CurrentDoor);
}
/// <summary>
/// Uninstalls the doorway from the room.
/// </summary>
private void UninstallDoor()
{
foreach (Door door in Program.Room.InstalledDoors)
{
if (door.TravelDirection == _CurrentDoor.TravelDirection)
{
Program.Room.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;
Program.Room = new Room();
_CurrentDoor = new Door(AvailableTravelDirections.None);
propertyDoor.SelectedObject = null;
propertyRoom.SelectedObject = Program.Room;
}
private void btnSaveRoom_Click(object sender, EventArgs e)
{
string roomPath = FileManager.GetDataPath(SaveDataTypes.Rooms);
string roomFile = System.IO.Path.Combine(roomPath, Program.Room.Filename);
FileManager.Save(roomFile, Program.Room);
if (!_ZoneBuilder.lstRooms.Items.Contains(Program.Room.Name))
_ZoneBuilder.lstRooms.Items.Add(Program.Room.Name);
Program.Zone.Rooms.Add(Program.Room);
string zonePath = FileManager.GetDataPath(SaveDataTypes.Zones);
string zoneFile = System.IO.Path.Combine(zonePath, Program.Zone.Filename);
FileManager.Save(zoneFile, Program.Zone);
this.Close();
}
private void tabControl1_SelectedIndexChanged(object sender, EventArgs e)
{
if (tabObjects.SelectedTab.Text == "Script")
{
txtScript.Text = Program.Room.Script;
}
}
private void btnCheckScript_Click(object sender, EventArgs e)
{
Program.ScriptEngine.Compiler = ManagedScripting.ScriptingEngine.CompilerSelections.SourceCompiler;
Program.ScriptEngine.AddReference(Application.StartupPath + "/MUDEngine.dll");
string code = "namespace MudDesigner.MudEngine.Objects.Environment\n"
+ "{\n"
+ " public class " + Program.Room.Name.Replace(" ", "") + " : Room\n"
+ " {\n"
+ " " + txtScript.Text + "\n"
+ " }\n"
+ "}\n";
MessageBox.Show(Program.ScriptEngine.Compile(code), "Script Compiling", MessageBoxButtons.OK, MessageBoxIcon.Information);
}
private void txtScript_TextChanged(object sender, EventArgs e)
{
Program.Room.Script = txtScript.Text;
}
private void RoomDesigner_Load(object sender, EventArgs e)
{
if (IsEditingExisting)
{
string roomPath = FileManager.GetDataPath(SaveDataTypes.Rooms);
string roomFile = System.IO.Path.Combine(roomPath, _ZoneBuilder.lstRooms.SelectedItem.ToString() + ".room");
Program.Room = (Room)FileManager.Load(roomFile, Program.Room);
propertyRoom.SelectedObject = Program.Room;
txtScript.Text = Program.Room.Script;
}
}
}
}