muddesigner/Mud Designer/Designer.cs
Scionwest_cp ae672a29e1 Test Designer:
- UIControls namespace renamed to UIWidgets
 - RealmExplorer Control renamed to RealmWidget
 - RealmWidget now handles scanning and populating the Widget with existing realms rather than the designer handling it.
 - Object saving re-wrote
 - Zone Creation implemented
 - Adding Zones to Realms implemented
 - Removal of Zones from within Realms implemented
 - Support for stand-alone Zones added. Unlike the previous version of the 'Mud Designer Realm Explorer & Zone Builder', Zones can be built without being placed within a Realm
 - Deleting a Zone removes it from the Realms collection
 - Custom UITypeEditor added for adding Zones to Realms.
 - Menu item Project->Game Management has been re-structured
 - Saved file extensions on objects changed from .XML back to .ObjectType (example .realm)
 - RefreshProjectExplorer method added for refreshing the project explorer's directory structure
 - All calls to btnRefreshObjects_Click has been replaced with RefreshProjectExplorer()
 - The Project Explorer can now delete any object (file or folder) underneath the Project Root node.
 - The Project Explorer now has the files it contains highlighted as blue to help readability.
 - Changed the Project Explorer's root object from "Game Objects" to "Project"
 - Began implementation of the Project Explorer's search feature.
 - SaveSelected method added to save the current object contained within the property grid.
 - Anytime an Objects Property is changed the designer now automatically saves the object.
 - Object Properties label now displays the Type of object being edited and the objects name (Example 'Zone Properties (Village of Tespa)')

Mud Designer:
 - The New Test Designer has been set as the startup object, as the old designer toolkit is being phased out.

Mud Engine:
 - Added UIRealmControl class, a custom control used by the designer to edit the Realm.Zones property.
 - UIRealmEditor class added, manages the UIRealmControl.
2010-01-09 16:44:05 -08:00

389 lines
15 KiB
C#

//.NET
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.IO;
using System.Text;
using System.Windows.Forms;
//Mud Designer
using MudDesigner.MudEngine.FileSystem;
using MudDesigner.MudEngine.GameManagement;
using MudDesigner.MudEngine.GameObjects;
using MudDesigner.MudEngine.GameObjects.Environment;
using MudDesigner.MudEngine.GameObjects.Items;
namespace MudDesigner
{
public partial class Designer : Form
{
ProjectInformation _Project;
BaseObject _GameObject;
public Designer()
{
InitializeComponent();
//instance a baseObject so that we can store inherited classes
//for use during our runtime
_GameObject = new BaseObject();
_Project = new ProjectInformation();
//Get out saved project file
string projectPath = Path.Combine(Application.StartupPath, "Project");
string projectFilename = Path.Combine(projectPath, "Game.xml");
//Check if the project directory exists
ValidatePath(projectPath);
//Check if the project file exists. If so load it
if (File.Exists(projectFilename))
_Project = (ProjectInformation)FileManager.Load(projectFilename, _Project);
else
_Project = new ProjectInformation();
//Setup our Designer Titlebar text
StringBuilder title = new StringBuilder();
title.Append("Mud Designer: ");
title.Append(_Project.GameTitle);
title.Append(" ");
title.Append(_Project.Version);
this.Text = title.ToString();
//Assign our Project Information to the propertygrid
propertyObject.SelectedObject = _Project;
//build a collection of Realms for viewing
InstallWidgetRealms(projectPath);
}
private void InstallWidgetRealms(string projectPath)
{
ValidatePath(Path.Combine(projectPath, "Realms"));
containerMain.Panel1.Controls.Clear();
containerMain.Panel1.Controls.Add(new UIWidgets.RealmExplorer().InstallControl(projectPath));
}
private void btnSaveObject_Click(object sender, EventArgs e)
{
//Get the object Type
Type t = propertyObject.SelectedObject.GetType();
//We can use to get a copy of the currently selected object
//if it is a BaseObject (Aquire it's BaseObject.Filename)
var obj = new BaseObject();
//Filepaths
string projectPath = Path.Combine(Application.StartupPath, "Project");
string objectPath = "";
string filename = "";
//Start checking to see what object we are saving
if (t == typeof(ProjectInformation))
{
filename = Path.Combine(projectPath, "Game.xml");
FileManager.Save(filename, _Project);
}
else if (t == typeof(Currency))
{
obj = (Currency)propertyObject.SelectedObject;
objectPath = Path.Combine(projectPath, "Currencies");
ValidatePath(objectPath);
filename = Path.Combine(objectPath, obj.Filename);
FileManager.Save(filename, obj);
}
else if (t == typeof(Realm))
{
obj = (Realm)propertyObject.SelectedObject;
objectPath = Path.Combine(projectPath, "Realms");
objectPath = Path.Combine(objectPath, obj.Name);
filename = Path.Combine(objectPath, obj.Filename);
objectPath = Path.Combine(objectPath, "Zones");
ValidatePath(objectPath);
FileManager.Save(filename, obj);
}
else if (t == typeof(Zone))
{
Zone zone = (Zone)propertyObject.SelectedObject;
if (string.IsNullOrEmpty(zone.Realm))
{
objectPath = Path.Combine(projectPath, "Zones");
objectPath = Path.Combine(objectPath, zone.Name);
}
else
{
objectPath = Path.Combine(projectPath, "Realms");
objectPath = Path.Combine(objectPath, zone.Realm);
objectPath = Path.Combine(objectPath, "Zones");
objectPath = Path.Combine(objectPath, zone.Name);
filename = Path.Combine(objectPath, zone.Filename);
}
ValidatePath(objectPath);
filename = Path.Combine(objectPath, zone.Filename);
FileManager.Save(filename, zone);
}
RefreshProjectExplorer();
}
private void LoadObject(TreeNode selectedNode)
{
string projectPath = Path.Combine(Application.StartupPath, "Project");
string objectFilename = "";
if (selectedNode.Text == "Project")
{
MessageBox.Show("You cannot edit the Project node in the Project Explorer.");
return;
}
//for root objects
if (selectedNode.Parent.Text == "Project")
{
if (selectedNode.Text == "Game.xml")
{
objectFilename = selectedNode.FullPath;
ProjectInformation project = new ProjectInformation();
project = (ProjectInformation)FileManager.Load(objectFilename, project);
lblObjectProperties.Text = "Project Properties (" + project.GameTitle + ")";
propertyObject.SelectedObject = project;
}
}
else if (selectedNode.Parent.Text == "Currencies")
{
objectFilename = selectedNode.FullPath;
Currency currency = new Currency();
currency = (Currency)FileManager.Load(objectFilename, currency);
lblObjectProperties.Text = "Currency Properties (" + currency.Name + ")";
propertyObject.SelectedObject = currency;
}
else if (selectedNode.Parent.Parent.Text == "Realms")
{
objectFilename = selectedNode.FullPath;
//incase a directory was selected instead of a file to be edited.
if (Path.GetExtension(objectFilename) == "")
return;
Realm realm = new Realm();
realm= (Realm)FileManager.Load(objectFilename, realm);
lblObjectProperties.Text = "Realm Properties (" + realm.Name + ")";
propertyObject.SelectedObject = realm;
}
else if (selectedNode.Parent.Parent.Text == "Zones")
{
//Zone selected already contained within a Realm
objectFilename = selectedNode.FullPath;
//incase a directory was selected instead of a file to be edited.
if (Path.GetExtension(objectFilename) == "")
return;
Zone zone = new Zone();
zone= (Zone)FileManager.Load(objectFilename, zone);
lblObjectProperties.Text = "Zone Properties (" + zone.Name + ")";
propertyObject.SelectedObject = zone;
}
}
private void ValidatePath(string path)
{
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
string projectPath = Path.Combine(Application.StartupPath, "Project");
RefreshProjectExplorer();
}
private void PopulateTree(string dir, TreeNode node)
{
// get the information of the directory
DirectoryInfo directory = new DirectoryInfo(dir);
// loop through each subdirectory
foreach (DirectoryInfo d in directory.GetDirectories())
{
// create a new node
TreeNode t = new TreeNode(d.Name);
// populate the new node recursively
PopulateTree(d.FullName, t);
node.Nodes.Add(t); // add the node to the "master" node
}
// lastly, loop through each file in the directory, and add these as nodes
foreach (FileInfo f in directory.GetFiles())
{
// create a new node
TreeNode t = new TreeNode(f.Name);
// add it to the "master"
t.ForeColor = System.Drawing.Color.Blue;
node.Nodes.Add(t);
}
treeExplorer.SelectedNode = node;
}
private void btnRefreshObjects_Click(object sender, EventArgs e)
{
treeExplorer.Nodes.Clear();
TreeNode node = new TreeNode("Project");
treeExplorer.Nodes.Add(node);
string projectPath = Path.Combine(Application.StartupPath, "Project");
PopulateTree(projectPath, node);
}
private void mnuEditObject_Click(object sender, EventArgs e)
{
LoadObject(treeExplorer.SelectedNode);
}
private void mnuProjectInformation_Click(object sender, EventArgs e)
{
propertyObject.SelectedObject = _Project;
}
private void mnuRealmEditor_Click(object sender, EventArgs e)
{
propertyObject.SelectedObject = new Realm();
}
private void currencyEditorToolStripMenuItem_Click(object sender, EventArgs e)
{
propertyObject.SelectedObject = new Currency();
}
private void mnuZoneBuilder_Click(object sender, EventArgs e)
{
propertyObject.SelectedObject = new Zone();
}
private void txtSearch_Enter(object sender, EventArgs e)
{
if (txtSearch.Text == "")
return;
TreeNode node = FindNode(txtSearch.Text, treeExplorer.Nodes[0]);
if (node == null)
MessageBox.Show("No results found!", "Mud Designer");
else
{
//TODO select the node
}
}
private TreeNode FindNode(string nodeText, TreeNode startNode)
{
foreach (TreeNode node in startNode.Nodes)
{
if (node.Text == nodeText)
{
return node;
}
if (node.Nodes.Count != 0)
{
TreeNode n = FindNode(nodeText, node);
if (n == null) continue;
else return n;
}
}
return null;
}
private void deleteObjectToolStripMenuItem_Click(object sender, EventArgs e)
{
if (treeExplorer.SelectedNode.Text == "Project")
{
MessageBox.Show("You cannot delete the root item 'Project'", "Mud Designer");
return;
}
DialogResult result;
bool IsZone = false;
//Check if we are deleting a realm or zone, if so inform the user that
//all zones/rooms within the object will be deleted as well.
if (treeExplorer.SelectedNode.FullPath.Contains("Realms") || treeExplorer.SelectedNode.FullPath.Contains("Zones"))
{
result = MessageBox.Show("Are you sure you want to delete"
+ treeExplorer.SelectedNode.Text + "?\nAll Rooms or Zones within this item will be deleted!", "Mud Designer", MessageBoxButtons.YesNo);
if (treeExplorer.SelectedNode.FullPath.Contains("Zones"))
IsZone = true;
}
else
result = MessageBox.Show("Are you sure you want to delete"
+ treeExplorer.SelectedNode.Text + "?", "Mud Designer", MessageBoxButtons.YesNo);
if (result == DialogResult.No)
return;
if (IsZone)
{
Zone z = new Zone();
string filename = Path.Combine(Application.StartupPath, treeExplorer.SelectedNode.FullPath);
if (Path.GetExtension(treeExplorer.SelectedNode.FullPath) == "")
{
string[] zone = Directory.GetFiles(filename, "*.zone");
if (zone.Length != 0)
{
filename = zone[0];
}
else
{
Directory.Delete(treeExplorer.SelectedNode.FullPath, true);
return;
}
}
z = (Zone)FileManager.Load(filename, z);
if (z.Realm != "")
{
string projectPath = Path.Combine(Application.StartupPath, "Project");
string[] files = Directory.GetFiles(Path.Combine(projectPath, "Realms"), "*.realm", SearchOption.AllDirectories);
foreach (string file in files)
{
Realm r = new Realm();
r = (Realm)FileManager.Load(file, r);
if (r.Name == z.Realm)
{
r.Zones.Remove(z.Filename);
FileManager.Save(file, r);
break;
}
}
}
}
//Its a directory to delete if we have no extension assigned to it
if (Path.GetExtension(treeExplorer.SelectedNode.FullPath) == "")
{
Directory.Delete(Path.Combine(Application.StartupPath, treeExplorer.SelectedNode.FullPath), true);
}
else
{
string filename = Path.GetFileName(treeExplorer.SelectedNode.FullPath);
string fullPath = treeExplorer.SelectedNode.FullPath;
string deletePath = fullPath.Substring(0, fullPath.Length - filename.Length);
File.Delete(Path.Combine(Application.StartupPath, treeExplorer.SelectedNode.FullPath));
Directory.Delete(deletePath, true);
}
//Just incase we have the zone or the realm selected that the zone belonged too.
//users can re-save the current realm and if it contained the zone we just deleted
//the zone will be still be saved as part of the realm.
propertyObject.SelectedObject = null;
RefreshProjectExplorer();
}
public void RefreshProjectExplorer()
{
btnRefreshObjects_Click(null, null);
}
private void propertyObject_PropertyValueChanged(object s, PropertyValueChangedEventArgs e)
{
SaveSelected();
RefreshProjectExplorer();
}
public void SaveSelected()
{
btnSaveObject_Click(null, null);
}
}
}