muddesigner/MudDesigner/frmInputBox.cs
Scionwest_cp a347607337 Mud Designer:
- Added new Project. Mud Designer project will include the GUI elements needed for graphically building a MUD. Due to Environment creation being finalized, work on a GUI based Environment creation can start.

Mud Engine:
 - Objects no longer require a path to be supplied when calling Object.Save()
 - EditRealm command now edits senses.
 - EditRoom now fully supports creating doorways, however editing existing doorways and linking to existing rooms is not implemented. This command only supports creating new doorways for non-existing Rooms (Rooms are generated as needed)
 - EditZone Now fully supports senses and implemented.
 - Game now supports loading of .ini files when calling Game.Load()
 - All objects now include a SavePath properties. Override this to supply a path for where the object needs to be saved. All Environment and BaseCharacter objects override the BaseObject.SavePath to save into ActiveGame.DataPaths.Environemnts and Players respectively.
 - ObjectCollection now instanced during ScriptEngine initialization to prevent exceptions during runtime.
 - Create command no longer converts all names to lower case.
 - Updated the Walk command to execute the Look command in a safe manor without injecting a command into the player Telnet console.
2010-09-26 08:00:34 -07:00

46 lines
1.2 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;
namespace MudDesigner
{
public partial class frmInputBox : Form
{
public bool IsCancel { get; set; }
public String Description { get { return this.lblDescription.Text; } set { this.lblDescription.Text = value; } }
public String Input { get { return this.txtInput.Text; } private set { this.txtInput.Text = value; } }
public frmInputBox(String desc)
{
InitializeComponent();
this.Description = desc;
}
private void btnOK_Click(object sender, EventArgs e)
{
this.Hide();
}
private void btnCancel_Click(object sender, EventArgs e)
{
IsCancel = true;
Input = String.Empty;
}
private void txtInput_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Enter)
btnOK_Click(sender, null);
else if (e.KeyCode == Keys.Escape)
btnCancel_Click(sender, null);
}
}
}