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