Exemple #1
0
        public override void Clicked()
        {
            Box       tmpBox, tmpBox2;
            Alignment tmpAlign;
            Box       vbox = new Gtk.VBox();

            vbox.Spacing = 3;
            Box hbox = new Gtk.HBox();

            hbox.Spacing = 3;

            Box dungeonVreContainer         = new Gtk.VBox();
            Box roomVreContainer            = new Gtk.VBox();
            ValueReferenceEditor dungeonVre = null;
            ValueReferenceEditor roomVre    = null;

            Alignment frame             = new Alignment(0, 0, 0, 0);
            var       dungeonSpinButton = new SpinButton(0, 15, 1);
            var       floorSpinButton   = new SpinButton(0, 15, 1);
            var       roomSpinButton    = new SpinButtonHexadecimal(0, 255, 1);

            roomSpinButton.Digits = 2;
            Minimap minimap = null;

            System.Action RoomChanged = () => {
                Dungeon dungeon = minimap.Map as Dungeon;
                Room    room    = minimap.GetRoom();

                roomSpinButton.Value = room.Index & 0xff;

                var vrs = new List <ValueReference>();
                vrs.Add(new StreamValueReference("Up", room.Index & 0xff, 0, 0, DataValueType.ByteBit));
                vrs.Add(new StreamValueReference("Right", room.Index & 0xff, 1, 1, DataValueType.ByteBit));
                vrs.Add(new StreamValueReference("Down", room.Index & 0xff, 2, 2, DataValueType.ByteBit));
                vrs.Add(new StreamValueReference("Left", room.Index & 0xff, 3, 3, DataValueType.ByteBit));
                vrs.Add(new StreamValueReference("Key", room.Index & 0xff, 4, 4, DataValueType.ByteBit));
                vrs.Add(new StreamValueReference("Chest", room.Index & 0xff, 5, 5, DataValueType.ByteBit));
                vrs.Add(new StreamValueReference("Boss", room.Index & 0xff, 6, 6, DataValueType.ByteBit));
                vrs.Add(new StreamValueReference("Dark", room.Index & 0xff, 7, 7, DataValueType.ByteBit));

                Stream stream = Project.GetBinaryFile("rooms/" + Project.GameString + "/group" + dungeon.Group + "DungeonProperties.bin");
                foreach (StreamValueReference r in vrs)
                {
                    r.SetStream(stream);
                }

                if (roomVre != null)
                {
                    roomVreContainer.Remove(roomVre);
                }

                var vrg = new ValueReferenceGroup(vrs);
                roomVre = new ValueReferenceEditor(Project, vrg, 4, "Minimap Data");

                roomVreContainer.Add(roomVre);
            };

            System.Action DungeonChanged = () => {
                Dungeon dungeon = Project.GetIndexedDataType <Dungeon>(dungeonSpinButton.ValueAsInt);

                floorSpinButton.Adjustment.Upper = dungeon.NumFloors - 1;
                if (floorSpinButton.ValueAsInt >= dungeon.NumFloors)
                {
                    floorSpinButton.Value = dungeon.NumFloors - 1;
                }

                var vrs = new List <ValueReference>();
                vrs.Add(new ValueReference("Group", 0, DataValueType.String, false));
                vrs.Add(new ValueReference("Wallmaster dest room", 0, DataValueType.Byte));
                vrs.Add(new ValueReference("Bottom floor layout", 0, DataValueType.Byte, false));
                vrs.Add(new ValueReference("# of floors", 0, DataValueType.Byte, false));
                vrs.Add(new ValueReference("Base floor name", 0, DataValueType.Byte));
                vrs.Add(new ValueReference("Floors unlocked with compass", 0, DataValueType.Byte));

                Data data = dungeon.DataStart;
                foreach (ValueReference r in vrs)
                {
                    r.SetData(data);
                    data = data.NextData;
                }

                // Remove last ValueReferenceEditor
                if (dungeonVre != null)
                {
                    dungeonVreContainer.Remove(dungeonVre);
                }

                var vrg = new ValueReferenceGroup(vrs);
                dungeonVre = new ValueReferenceEditor(Project, vrg, "Base Data");

                dungeonVre.AddDataModifiedHandler(() => {
                    floorSpinButton.Adjustment.Upper = dungeon.NumFloors;
                    minimap.GenerateImage();
                    RoomChanged();
                });

                // Replace the "group" option with a custom widget for finer
                // control.
                SpinButton groupSpinButton = new SpinButton(4, 5, 1);
                groupSpinButton.Value         = dungeon.Group;
                groupSpinButton.ValueChanged += (c, d) => {
                    vrg.SetValue("Group", ">wGroup" + groupSpinButton.ValueAsInt + "Flags");
                };
                dungeonVre.ReplaceWidget(0, groupSpinButton);
                dungeonVre.ShowAll();

                // Tooltips
                dungeonVre.SetTooltip(0, "Also known as the high byte of the room index.");
                dungeonVre.SetTooltip(1, "The low byte of the room index wallmasters will send you to.");
                dungeonVre.SetTooltip(2, "The index of the layout for the bottom floor. Subsequent floors will use subsequent indices.");
                dungeonVre.SetTooltip(4, "Determines what the game will call the bottom floor. For a value of:\n$00: The bottom floor is 'B3'.\n$01: The bottom floor is 'B2'.\n$02: The bottom floor is 'B1'.\n$03: The bottom floor is 'F1'.");
                dungeonVre.SetTooltip(5, "A bitset of floors that will appear on the map when the compass is obtained.\n\nEg. If this is $05, then floors 0 and 2 will be unlocked (bits 0 and 2 are set).");

                dungeonVreContainer.Add(dungeonVre);
                minimap.SetMap(dungeon);
                minimap.Floor = floorSpinButton.ValueAsInt;

                RoomChanged();
            };

            dungeonSpinButton.ValueChanged += (a, b) => { DungeonChanged(); };
            floorSpinButton.ValueChanged   += (a, b) => { DungeonChanged(); };

            frame.Add(vbox);

            tmpBox = new Gtk.HBox();
            tmpBox.Add(new Gtk.Label("Dungeon "));
            tmpBox.Add(dungeonSpinButton);
            tmpBox.Add(new Gtk.Label("Floor "));
            tmpBox.Add(floorSpinButton);
            tmpAlign = new Alignment(0, 0, 0, 0);
            tmpAlign.Add(tmpBox);

            vbox.Add(tmpAlign);
            vbox.Add(hbox);

            // Leftmost column

            tmpBox = new VBox();
            tmpBox.Add(dungeonVreContainer);

            var addFloorButton = new Button("Add Floor");

            addFloorButton.Image    = new Gtk.Image(Gtk.Stock.Add, Gtk.IconSize.Button);
            addFloorButton.Clicked += (a, b) => {
                Dungeon dungeon = minimap.Map as Dungeon;

                int newFloorIndex = dungeon.FirstLayoutIndex + dungeon.NumFloors;

                // Shift all subsequent layouts 64 bytes down in the data file
                Stream layoutFile = Project.GetBinaryFile("rooms/" + Project.GameString + "/dungeonLayouts.bin");
                layoutFile.SetLength(layoutFile.Length + 64);
                for (int i = (int)layoutFile.Length / 64 - 1; i > newFloorIndex; i--)
                {
                    var buf = new byte[64];
                    layoutFile.Position = (i - 1) * 64;
                    layoutFile.Read(buf, 0, 64);
                    layoutFile.Write(buf, 0, 64);
                }

                // Clear the new floor
                layoutFile.Position = newFloorIndex * 64;
                for (int j = 0; j < 64; j++)
                {
                    layoutFile.WriteByte(0);
                }

                // Shift each dungeon's "FirstLayoutIndex" to match the shifted layouts.
                for (int i = 0; i < Project.GetNumDungeons(); i++)
                {
                    Dungeon d2 = Project.GetIndexedDataType <Dungeon>(i);
                    if (d2.FirstLayoutIndex >= newFloorIndex)
                    {
                        d2.FirstLayoutIndex++;
                    }
                }

                dungeon.NumFloors     = dungeon.NumFloors + 1;
                floorSpinButton.Value = dungeon.NumFloors - 1;
                DungeonChanged();
            };
            tmpAlign = new Gtk.Alignment(0.5f, 0, 0, 0);
            tmpAlign.Add(addFloorButton);
            tmpBox.Add(tmpAlign);

            var removeFloorButton = new Button("Remove Top Floor");

            removeFloorButton.Image    = new Gtk.Image(Gtk.Stock.Remove, Gtk.IconSize.Button);
            removeFloorButton.Clicked += (a, b) => {
                Dungeon dungeon = minimap.Map as Dungeon;

                if (dungeon.NumFloors <= 1)
                {
                    return;
                }

                Gtk.MessageDialog d = new MessageDialog(null,
                                                        DialogFlags.DestroyWithParent,
                                                        MessageType.Warning,
                                                        ButtonsType.YesNo,
                                                        "Are you quite certain that you wish to delete the top floor of this dungeon?");
                var response = (ResponseType)d.Run();
                d.Destroy();

                if (response == Gtk.ResponseType.Yes)
                {
                    int deletedFloorIndex = dungeon.FirstLayoutIndex + dungeon.NumFloors - 1;

                    // Shift all subsequent layouts 64 bytes up in the data file
                    Stream layoutFile = Project.GetBinaryFile("rooms/" + Project.GameString + "/dungeonLayouts.bin");
                    for (int i = deletedFloorIndex; i < layoutFile.Length / 64 - 1; i++)
                    {
                        var buf = new byte[64];
                        layoutFile.Position = (i + 1) * 64;
                        layoutFile.Read(buf, 0, 64);
                        layoutFile.Position = i * 64;
                        layoutFile.Write(buf, 0, 64);
                    }

                    layoutFile.SetLength(layoutFile.Length - 64);

                    // Shift each dungeon's "FirstLayoutIndex" to match the shifted layouts.
                    for (int i = 0; i < Project.GetNumDungeons(); i++)
                    {
                        Dungeon d2 = Project.GetIndexedDataType <Dungeon>(i);
                        if (d2.FirstLayoutIndex > deletedFloorIndex)
                        {
                            d2.FirstLayoutIndex--;
                        }
                    }

                    dungeon.NumFloors = dungeon.NumFloors - 1;

                    DungeonChanged();
                }
            };
            tmpAlign = new Gtk.Alignment(0.5f, 0, 0, 0);
            tmpAlign.Add(removeFloorButton);
            tmpBox.Add(tmpAlign);

            hbox.Add(tmpBox);

            // Middle column (minimap)

            minimap = new Minimap();
            minimap.TileSelectedEvent += (sender) => {
                RoomChanged();
            };

            hbox.Add(minimap);

            // Rightmost column

            tmpAlign = new Alignment(0, 0, 0, 0);
            tmpAlign.Add(roomVreContainer);

            tmpBox2 = new HBox();
            tmpBox2.Add(new Gtk.Label("Room "));
            roomSpinButton.ValueChanged += (a, b) => {
                (minimap.Map as Dungeon).SetRoom(minimap.SelectedX, minimap.SelectedY,
                                                 minimap.Floor, roomSpinButton.ValueAsInt);
                minimap.GenerateImage();
                RoomChanged();
            };
            tmpBox2.Add(roomSpinButton);

            tmpBox = new VBox();
            tmpBox.Add(tmpBox2);
            tmpBox.Add(tmpAlign);

            hbox.Add(tmpBox);



            Window w = new Window(null);

            w.Add(frame);
            w.ShowAll();

            Map map = manager.GetActiveMap();

            if (map is Dungeon)
            {
                dungeonSpinButton.Value = map.Index;
            }

            DungeonChanged();
        }