muddesigner/Mud Designer/MudEngine/FileSystem/FileManager.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

128 lines
4.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
namespace MudDesigner.MudEngine.FileSystem
{
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>
/// Used to ensure that the paths needed to run the game exists.
/// If no path is supplied, the engine uses it's current install path.
/// </summary>
/// <param name="validatedPath"></param>
public static void ValidateDataPaths()
{
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, "Data");
ValidateDataPaths(rootPath);
}
/// <summary>
/// Checks the supplied directory to ensure that all of the engines needed
/// data folders are created. Only use if you want to point your projects in
/// different directory other than InstallBase\Data
/// </summary>
/// <param name="InstallPath"></param>
public static void ValidateDataPaths(string InstallPath)
{
if (!InstallPath.EndsWith("data", true, null))
InstallPath = System.IO.Path.Combine(InstallPath, "Data");
if (!System.IO.Directory.Exists(InstallPath))
System.IO.Directory.CreateDirectory(InstallPath);
foreach (SaveDataTypes value in Enum.GetValues(typeof(SaveDataTypes)))
{
string dataType = value.ToString();
if (value.ToString() == "Root")
continue;
if (!System.IO.Directory.Exists(System.IO.Path.Combine(InstallPath, dataType)))
System.IO.Directory.CreateDirectory(System.IO.Path.Combine(InstallPath, dataType));
}
}
/// <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, "Data");
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, "Data");
string realmsPath = System.IO.Path.Combine(rootPath, Realm);
return System.IO.Path.Combine(realmsPath, Zone);
}
public static string GetDataPath(string Realm, string Zone, string Room)
{
return System.IO.Path.Combine(GetDataPath(Realm, Zone), Room);
}
//TODO Write CopyDirectory method.
}
}