muddesigner/Mud Designer/MudEngine/FileSystem/FileManager.cs
Scionwest_cp afd74530cd Engine:
- Corrected SaveDataTypes.Currency being named incorrectly. Changed to Currencies
 - ProjectInformation now inherits from the new IFileIO interface.
 - ProjectInformation.Load can be used instead of the FileManager now (note: Saving of ProjectInformation must still be done using FileManager)
 - Organizing of BaseObject done
 - BaseObject now supports BaseObject.Load. Use this instead of FileManager.Load
 - Fixed UIRealmControl error, attempting to deserialize into a null Zone Field
 - Program.cs is now encapsulated into a try/catch
 - IFileIO interface added for providing a blueprint on file I/O operations

Designer:
 - Additional ObjectTypes added to the ObjectTypes enum
 - Additional commenting provided throughout the source.
 - Re-organized the source code.
 - Simplified the Constructor code. Roughly 50% less code now.
 - Re-wrote the Object Load code to make it easier to read and maintain.
 - Renamed several menu items to conform to the projects naming conventions
2010-01-17 18:58:26 -08:00

99 lines
3.4 KiB
C#

//.NET
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
//Mud Designer
using MudDesigner.MudEngine.Interfaces;
namespace MudDesigner.MudEngine.FileSystem
{
/// <summary>
/// Handles saving and loading of engine objects
/// </summary>
public static class FileManager
{
public enum OutputFormats
{
XML = 0,
}
/// <summary>
/// The filetype that the MUDs files will be saved as
/// </summary>
public static OutputFormats FileType
{
get;
set;
}
/// <summary>
/// Saves the object using the specified output format
/// </summary>
/// <param name="Filename"></param>
/// <param name="o"></param>
public static void Save(string Filename, object o)
{
if (FileType == OutputFormats.XML)
{
XmlSerialization.Save(Filename, o);
}
}
/// <summary>
/// Loads the object using the specified FileType format
/// </summary>
/// <param name="Filename"></param>
/// <param name="o"></param>
/// <returns></returns>
public static object Load(string Filename, object o)
{
if (FileType == OutputFormats.XML)
{
return XmlSerialization.Load(Filename, o);
}
else return null;
}
/// <summary>
/// Returns the complete path to the specified data's save folder.
/// </summary>
/// <param name="DataType"></param>
/// <returns></returns>
public static string GetDataPath(SaveDataTypes DataType)
{
string assemblyPath = System.Reflection.Assembly.GetExecutingAssembly().ManifestModule.FullyQualifiedName;
string assemblyName = System.IO.Path.GetFileName(assemblyPath);
string installBase = assemblyPath.Substring(0, assemblyPath.Length - assemblyName.Length);
string rootPath = System.IO.Path.Combine(installBase, "Project");
if (DataType == SaveDataTypes.Root)
return rootPath;
else
return System.IO.Path.Combine(rootPath, DataType.ToString());
}
public static string GetDataPath(string Realm, string Zone)
{
string assemblyPath = System.Reflection.Assembly.GetExecutingAssembly().ManifestModule.FullyQualifiedName;
string assemblyName = System.IO.Path.GetFileName(assemblyPath);
string installBase = assemblyPath.Substring(0, assemblyPath.Length - assemblyName.Length);
string rootPath = System.IO.Path.Combine(installBase, "Project");
string realmsPath = System.IO.Path.Combine(rootPath, "Realms");
string requestRealm = Path.Combine(realmsPath, Realm);
string requestedRealmZones = Path.Combine(requestRealm, "Zones");
string requestedZone = Path.Combine(requestedRealmZones, Zone);
return requestedZone;
}
public static string GetDataPath(string Realm, string Zone, string Room)
{
return System.IO.Path.Combine(GetDataPath(Realm, Zone), Room);
}
//TODO Write CopyDirectory method.
}
}