- Finalized Adding/Removing Zones from within Realms (their Rooms included.) - Finalized Deleting objects. - Rooms can now be loaded and edited after Saving. Minor Changes: - Code Optimizations - Object Property organizing improved.
582 lines
23 KiB
C#
582 lines
23 KiB
C#
//.NET
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.IO;
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using System.Text;
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using System.Windows.Forms;
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//Mud Designer
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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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using MudDesigner.MudEngine.GameObjects.Items;
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using MudDesigner.UIWidgets;
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namespace MudDesigner
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{
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public partial class Designer : Form
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{
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//The available object types that we can scan through
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//while loading objects
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enum ObjectType
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{
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Nothing,
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Project,
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Currency,
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Realm,
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ZoneRoot,
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ZoneWithinRealm,
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RoomRoot,
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RoomWithinZone,
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Zone,
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Room,
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}
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//Currently loaded project
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ProjectInformation _Project;
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//Used for temporarily holding an object during load.
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BaseObject _GameObject;
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//Check for if the loaded object is saved yet or not.
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bool IsSaved;
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/// <summary>
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/// Initializes the Designers Temporary objects, Project Information and varifies project paths.
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/// </summary>
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public Designer()
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{
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InitializeComponent();
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//instance a baseObject so that we can store inherited classes
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//for use during our runtime
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_GameObject = new BaseObject();
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_Project = new ProjectInformation();
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IsSaved = true;
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//Get out saved project file
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string projectPath = FileManager.GetDataPath(SaveDataTypes.Root);
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if (File.Exists(Path.Combine(projectPath, _Project.Filename)))
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_Project = (ProjectInformation)_Project.Load(projectPath);
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//ensure the path exists
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ValidatePath(projectPath);
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//Display the Project directory structure in the Project Explorer
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RefreshProjectExplorer();
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}
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/// <summary>
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/// Checks the provided treenode to see what Type of object it is.
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/// The result is returned for use. This method is only useful for
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/// Files that have been selected in the designer.
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/// </summary>
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/// <param name="node"></param>
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/// <returns></returns>
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private ObjectType GetNodeType(TreeNode node)
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{
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try
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{
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//The provided nodes parent node is aquired so we can
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//find if we can get it's current type.
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TreeNode parentNode = node.Parent;
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//Root searching.
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switch (node.Text)
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{
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case "Currencies":
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return ObjectType.Currency;
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case "Realms":
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return ObjectType.Realm;
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case "Zones":
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if (parentNode.Text == "Realms")
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return ObjectType.ZoneWithinRealm;
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else
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return ObjectType.ZoneRoot;
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}
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//switch is only for ProjectInfo, Currency, un-owned Zones & Rooms
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switch (parentNode.Text)
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{
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case "Project":
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if (node.Text == _Project.Filename)
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return ObjectType.Project;
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break;
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case "Currencies":
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return ObjectType.Currency;
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case "Realms":
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return ObjectType.Realm;
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case "Zones":
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if ((parentNode.Parent.Parent != null) && (parentNode.Parent.Parent.Text == "Realms"))
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return ObjectType.ZoneWithinRealm;
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else
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return ObjectType.ZoneRoot;
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}
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//Basic Root items where not found, do a deeper search now.
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//Find Realms, owned Zones & owned Rooms
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TreeNode grandparentNode = new TreeNode();
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if (parentNode.Parent != null)
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grandparentNode = parentNode.Parent;
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switch (grandparentNode.Text)
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{
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case "Realms":
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return ObjectType.Realm;
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//Root Zones
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case "Zones":
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if (grandparentNode.Parent.Text == "Project")
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return ObjectType.ZoneRoot;
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else
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return ObjectType.ZoneWithinRealm;
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}
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}
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//Something happened, handle it with a message box.
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catch (Exception ex)
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{
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MessageBox.Show("Internal Error: " + ex.Message);
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}
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return ObjectType.Nothing;
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}
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public void SaveObject()
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{
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//We can use to get a copy of the currently selected object
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//if it is a BaseObject (Aquire it's BaseObject.Filename)
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var obj = (BaseObject)propertyObject.SelectedObject;
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//Filepaths
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string objectPath = "";
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string filename = "";
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//Scan through the available Types that can be saved
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switch (obj.GetType().Name)
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{
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//ProjectInformation
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case "ProjectInformation":
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filename = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Root), "Game.xml");
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_Project.Save(filename);
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break;
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//Currency
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case "Currency":
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filename = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Currencies), obj.Filename);
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obj.Save(filename);
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break;
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//Realm
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case "Realm":
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objectPath= Path.Combine(FileManager.GetDataPath(SaveDataTypes.Realms), obj.Name);
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filename = Path.Combine(objectPath, obj.Filename);
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obj.Save(filename);
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break;
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//Zone
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case "Zone":
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//Get the current Zone being edited. We need to check if it has a Realm
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Zone z = new Zone();
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z = (Zone)obj;
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//No realm assigned to it, so it's in the Root Zones directory.
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//Base our save path off of that
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if (z.Realm == "No Realm Associated.")
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{
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objectPath = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Zones), z.Name);
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filename = Path.Combine(objectPath, z.Filename);
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}
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//Realm assigned to it, so save the zone within that Realm
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else
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{
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objectPath = FileManager.GetDataPath(z.Realm, z.Name);
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filename = Path.Combine(objectPath, z.Filename);
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}
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//Save the Zone
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obj.Save(filename);
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//Check if the Rooms Directory exists.
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string roomsPath = Path.Combine(objectPath, "Rooms");
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if (!Directory.Exists(roomsPath))
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Directory.CreateDirectory(roomsPath);
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break;
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case "Room":
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break;
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}
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RefreshProjectExplorer();
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}
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/// <summary>
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/// Searchs to find what Type the selected TreeNode is, and loads
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/// that objects into the propertygrid.
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/// </summary>
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/// <param name="selectedNode"></param>
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private void LoadObject(TreeNode selectedNode)
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{
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///Method Fields we will need to use
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string projectPath = FileManager.GetDataPath(SaveDataTypes.Root);
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string objectFilename = "";
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string objectPath = "";
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string objectName = "";
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string parentName = "";
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ObjectType objType = GetNodeType(selectedNode);
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//for root objects
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switch (objType)
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{
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//A non-editable object was found
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case ObjectType.Nothing:
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return;
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//Project Information file
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case ObjectType.Project:
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_Project = (ProjectInformation)_Project.Load(FileManager.GetDataPath(SaveDataTypes.Root));
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propertyObject.SelectedObject = _Project;
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break;
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//Currency File
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case ObjectType.Currency:
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Currency currency = new Currency();
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objectFilename = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Currencies), selectedNode.Text);
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propertyObject.SelectedObject = (Currency)currency.Load(objectFilename);
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break;
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//Realm File selected
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case ObjectType.Realm:
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objectName = Path.GetFileNameWithoutExtension(selectedNode.Parent.Text);
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objectPath = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Realms), objectName);
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objectFilename = Path.Combine(objectPath, selectedNode.Text);
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_GameObject = new Realm();
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propertyObject.SelectedObject = _GameObject.Load(objectFilename);
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break;
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//Zone File located under Project/Zones
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case ObjectType.ZoneRoot:
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objectName = Path.GetFileNameWithoutExtension(selectedNode.Parent.Text);
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objectPath = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Zones), objectName);
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objectFilename = Path.Combine(objectPath, selectedNode.Text);
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_GameObject = new Zone();
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propertyObject.SelectedObject = _GameObject.Load(objectFilename);
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break;
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//Zone File located under Project/Realms/Zones
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case ObjectType.ZoneWithinRealm:
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TreeNode grandparent = selectedNode.Parent.Parent;
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objectName = Path.GetFileNameWithoutExtension(selectedNode.Parent.Text);
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parentName = grandparent.Parent.Text;
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objectFilename = Path.Combine(FileManager.GetDataPath(parentName, objectName), selectedNode.Text);
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_GameObject = new Zone();
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propertyObject.SelectedObject = _GameObject.Load(objectFilename);
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break;
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}
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}
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/// <summary>
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/// Checks the supplied path and creates it if the path does not exist.
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/// </summary>
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/// <param name="path"></param>
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public static void ValidatePath(string path)
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{
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if (!Directory.Exists(path))
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Directory.CreateDirectory(path);
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}
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/// <summary>
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/// Checks to see if the curent object in the Properties Pane has been saved or not.
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/// </summary>
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/// <returns></returns>
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private bool CheckSavedState()
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{
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//No need to continue if the save flag is already set
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if (IsSaved)
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return true;
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//Inform the user
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DialogResult result = MessageBox.Show(lblObjectProperties.Text + " has not been saved! Do you wish to save it?", "Mud Designer", MessageBoxButtons.YesNoCancel);
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//Don't save it. Return true so that it can be overwrote
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if (result == DialogResult.No)
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return true;
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//User hit cancel, it's not saved so return false.
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else if (result == DialogResult.Cancel)
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return false;
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//User hit Yes, so save the object
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else
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SaveObject();
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return true;
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}
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/// <summary>
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/// Searches the Project Explorer for a TreeNode matching the supplied string
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/// </summary>
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/// <param name="nodeText"></param>
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/// <param name="startNode"></param>
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/// <returns></returns>
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private TreeNode FindNode(string nodeText, TreeNode startNode)
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{
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foreach (TreeNode node in startNode.Nodes)
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{
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if (node.Text == nodeText)
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{
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return node;
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}
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if (node.Nodes.Count != 0)
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{
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TreeNode n = FindNode(nodeText, node);
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if (n == null) continue;
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else return n;
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}
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}
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return null;
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}
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/// <summary>
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/// Populates the Project Explorer with a directory hierarchy
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/// </summary>
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/// <param name="dir"></param>
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/// <param name="node"></param>
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private void PopulateTree(string dir, TreeNode node)
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{
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// get the information of the directory
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DirectoryInfo directory = new DirectoryInfo(dir);
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// loop through each subdirectory
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foreach (DirectoryInfo d in directory.GetDirectories())
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{
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// create a new node
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TreeNode t = new TreeNode(d.Name);
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// populate the new node recursively
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PopulateTree(d.FullName, t);
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node.Nodes.Add(t); // add the node to the "master" node
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}
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// lastly, loop through each file in the directory, and add these as nodes
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foreach (FileInfo f in directory.GetFiles())
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{
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// create a new node
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TreeNode t = new TreeNode(f.Name);
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// add it to the "master"
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t.ForeColor = System.Drawing.Color.Blue;
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if (node.Text == "Rooms")
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t.ForeColor = System.Drawing.Color.Red;
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node.Nodes.Add(t);
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}
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treeExplorer.SelectedNode = node;
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}
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public void RefreshProjectExplorer()
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{
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treeExplorer.Nodes.Clear();
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TreeNode node = new TreeNode("Project");
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treeExplorer.Nodes.Add(node);
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PopulateTree(FileManager.GetDataPath(SaveDataTypes.Root), node);
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}
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public void FindObject(string obj)
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{
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if (txtSearch.Text == "")
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return;
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TreeNode node = FindNode(txtSearch.Text, treeExplorer.Nodes[0]);
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if (node == null)
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MessageBox.Show("No results found!", "Mud Designer");
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else
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{
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treeExplorer.SelectedNode = node;
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//TODO: Fix objects not loading during search.
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LoadObject(node);
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}
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}
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/// <summary>
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/// Refreshes the Project Explorer incase the directory structure
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/// has changed, but was not reflected in the Explorer
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void btnRefreshObjects_Click(object sender, EventArgs e)
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{
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RefreshProjectExplorer();
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}
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/// <summary>
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/// Right-Click context menu for the Project Explorer.
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/// Loads the currently selected object into the Property Pane
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void mnuEditObject_Click(object sender, EventArgs e)
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{
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if (CheckSavedState())
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LoadObject(treeExplorer.SelectedNode);
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}
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/// <summary>
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/// Loads the Project Information for editing into the Properties Pane
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void mnuProjectInformation_Click(object sender, EventArgs e)
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{
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if (CheckSavedState())
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propertyObject.SelectedObject = _Project;
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}
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/// <summary>
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/// Creates a new Realm for editing within the Properties Pane
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void mnuNewRealm_Click(object sender, EventArgs e)
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{
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if (CheckSavedState())
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propertyObject.SelectedObject = new Realm();
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}
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/// <summary>
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/// Creates a new Currency for editing within the Properties Pane
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void mnuNewCurrency_Click(object sender, EventArgs e)
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{
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if (CheckSavedState())
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propertyObject.SelectedObject = new Currency();
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}
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/// <summary>
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/// Creates a new Zone for editing within the Properties Pane
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void mnuNewZone_Click(object sender, EventArgs e)
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{
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if (CheckSavedState())
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propertyObject.SelectedObject = new Zone();
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}
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private void mnuDeleteSelectedObject_Click(object sender, EventArgs e)
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{
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//Check if we are trying to delete the root node
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if (treeExplorer.SelectedNode.Text == "Project")
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{
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MessageBox.Show("You cannot delete the root item 'Project'", "Mud Designer");
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return;
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}
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DialogResult result;
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TreeNode selectedNode = treeExplorer.SelectedNode;
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bool IsFile = true;
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result = MessageBox.Show("Are you sure you want to delete this object?\n\nAll objects contained within it will be deleted too!", "Mud Designer", MessageBoxButtons.YesNo);
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//User hit no, cancel
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if (result == DialogResult.No)
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return;
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//Check if the object is a Zone owned by a Realm.
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//If so, remove the zone from the realms zone collection
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if (GetNodeType(selectedNode) == ObjectType.ZoneWithinRealm)
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{
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Realm r = new Realm();
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string filename = "";
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//If the user selected the file, then we need to get the realm
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//filename differently
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if (IsFile)
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{
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string realmName = selectedNode.Parent.Parent.Parent.Text;
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filename = Path.Combine(realmName, realmName + ".realm");
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filename = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Realms), filename);
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}
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else
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{
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string realmName = selectedNode.Parent.Parent.Text;
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filename = Path.Combine(realmName, realmName + ".realm");
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filename = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Realms), filename);
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}
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//Finalize the filename of the realm
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filename = Path.Combine(Application.StartupPath, filename);
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//Load the realm that this Zone belongs to
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r = (Realm)r.Load(filename);
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//Zone collection does not contain filenames, so we need
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//to check so we can use the directory name for removal
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if (IsFile)
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r.Zones.Remove(selectedNode.Parent.Text);
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else
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r.Zones.Remove(selectedNode.Text);
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}
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//Delete the object.
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//Check if it's a file, if so then delete the parent directory so that
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//we dont have a left over empty folder
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if (IsFile)
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Directory.Delete(selectedNode.Parent.FullPath, true);
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else
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Directory.Delete(selectedNode.FullPath, true);
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//Just incase we have the zone or the realm selected that the zone belonged too.
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//users can re-save the current realm and if it contained the zone we just deleted
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//the zone will be still be saved as part of the realm.
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propertyObject.SelectedObject = null;
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RefreshProjectExplorer();
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}
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private void propertyObject_PropertyValueChanged(object s, PropertyValueChangedEventArgs e)
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{
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IsSaved = false;
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if (propertyObject.SelectedObject is BaseObject)
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{
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BaseObject obj = (BaseObject)propertyObject.SelectedObject;
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//Don't auto-save if we haven't assigned a valid name
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if (obj.Name == "New " + obj.GetType().Name)
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return;
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}
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SaveObject();
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IsSaved = true;
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RefreshProjectExplorer();
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}
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private void mnuAbout_Click(object sender, EventArgs e)
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{
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MessageBox.Show("Mud Designer.\n\nDownload at http://MudDesigner.Codeplex.com\n"
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+ "Join the community at http://MudDesigner.DailyForum.net", "Mud Designer");
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}
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private void mnuExit_Click(object sender, EventArgs e)
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{
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Application.Exit();
|
|
}
|
|
|
|
private void treeExplorer_DoubleClick(object sender, EventArgs e)
|
|
{
|
|
if (treeExplorer.SelectedNode.Text == "Project")
|
|
return;
|
|
if (Path.GetExtension(treeExplorer.SelectedNode.Text) == "")
|
|
return;
|
|
if (CheckSavedState())
|
|
LoadObject(treeExplorer.SelectedNode);
|
|
}
|
|
|
|
private void mnuNewRoom_Click(object sender, EventArgs e)
|
|
{
|
|
if (propertyObject.SelectedObject is Zone)
|
|
{
|
|
MudDesigner.MudEngine.UITypeEditors.UIRoomControl control = new MudDesigner.MudEngine.UITypeEditors.UIRoomControl((Zone)propertyObject.SelectedObject);
|
|
|
|
control.ShowDialog();
|
|
}
|
|
else
|
|
{
|
|
MessageBox.Show("You must have a zone loaded prior to attempting to create a Room!\n\n"
|
|
+ "You can use a loaded Zones 'Rooms' property via the Object Properties pane to create and manage Rooms as well.", "Mud Designer");
|
|
return;
|
|
}
|
|
}
|
|
|
|
private void txtSearch_KeyDown(object sender, KeyEventArgs e)
|
|
{
|
|
if (e.KeyCode == Keys.Enter)
|
|
FindObject(txtSearch.Text);
|
|
}
|
|
}
|
|
}
|