muddesigner/Mud Designer/Program.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

62 lines
2.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
//MudEngine
using MudDesigner.MudEngine;
using MudDesigner.MudEngine.Attributes;
using MudDesigner.MudEngine.FileSystem;
using MudDesigner.MudEngine.GameManagement;
using MudDesigner.MudEngine.GameObjects;
using MudDesigner.MudEngine.GameObjects.Environment;
//Script Engine
using ManagedScripting;
using ManagedScripting.CodeBuilding;
namespace MudDesigner
{
static class Program
{
public static ProjectInformation Project { get; set; }
public static Realm Realm { get; set; }
public static Zone Zone {get;set;}
public static Room Room { get; set; }
public static ScriptingEngine ScriptEngine { get; set; }
public static Form CurrentEditor { get; set; }
public static Settings Settings { get; set; }
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
//Creates a new instance of the project and settings
Project = new ProjectInformation();
Settings = new Settings();
//Make sure our directory structure is created
FileManager.ValidateDataPaths();
//Setup what fileformat we are going to use.
FileManager.FileType = FileManager.OutputFormats.XML;
//Load the MUD project if the file exists
string filename = System.IO.Path.Combine(FileManager.GetDataPath(SaveDataTypes.Root), "Project.Xml");
if (System.IO.File.Exists(filename))
Project = (ProjectInformation)FileManager.Load(filename, Project);
//Load the toolkit settings if it exists.
filename = System.IO.Path.Combine(Application.StartupPath, "Toolkit.xml");
if (System.IO.File.Exists(filename))
Settings = (Settings)FileManager.Load(filename, Settings);
//Setup default application properties
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
//Run the toolkit
CurrentEditor = new Designer();
Application.Run(CurrentEditor);
}
}
}