/// <summary>Activate form for changing settings (glonal setting object)</summary> public DialogResult ChangeSettings(Settings uSokoSettings) { uSettings = uSokoSettings;//Copy handle to global settings //Copy settings into controls of form textPlayerName.Text = uSettings.sPlayerName; checkAdditionalMessages.Checked = uSettings.bAdditionalMessages; checkAnimateBoxPushing.Checked = uSettings.bAnimateBoxPushing; checkAnimateMassUndoRedo.Checked = uSettings.bAnimateMassUndoRedo; checkAnimateTravel.Checked = uSettings.bAnimateTravel; checkAskRecordName.Checked = uSettings.bAskRecordName; checkAskSavingFirstSolution.Checked = uSettings.bAskSavingFirstSolution; checkAutocalcDeadlocks.Checked = uSettings.bAutocalcDeadlocks; checkDeadlockLimitsAutopush.Checked = uSettings.bDeadlockLimitsAutopush; checkAutoSize.Checked = uSettings.bAutosize; checkAutosizeUseful.Checked = uSettings.bAutosizeUseful; checkLogActions.Checked = uSettings.bLogActions; numericAntiSuspend.Value = uSettings.iKeepAliveMinutes; numericMinAutosize.Value = uSettings.iAutosizeLowerLimit; numericAnimationTravelDelay.Value = uSettings.iAnimationDelayTravel; numericAnimationBoxPushingDelay.Value = uSettings.iAnimationDelayBoxPushing; numericAnimationMassUndoRedoDelay.Value = uSettings.iAnimationDelayMassUndoRedo; numericDragMinMove.Value = uSettings.iDragMinMove; numericBackgroundAutoDeadlocks.Value = uSettings.iBackgroundAutoDeadlocksLimit; //textBackColor.Text = uSettings.iBackgroundColor.ToString("X").PadLeft(6, '0'); DialogResult uRV = ShowDialog();//Activate form in modal mode Dispose();//Release resources of dialog return uRV; }
//<summary>Lock level scrolling</summary> //private bool bScrollLock; //################################################################################################################ //Constructor ///<summary>Top-level contructor for SokobanCompact</summary> public formMain() { FunctionResult uRV; InitializeComponent(); hGameSkin = null; uBackBuffer = null; bDeadlockMessage = false; bHaveUnfinishedPosition = false; Cursor.Current = Cursors.WaitCursor;//Waiting cursor - while loading levelset and skin //Get handle of assembly hExecAssem = System.Reflection.Assembly.GetExecutingAssembly(); //Get file name of assembly string sAppFilePath = hExecAssem.GetModules()[0].FullyQualifiedName; //Get path only sApplicationDirectory = System.IO.Path.GetDirectoryName(sAppFilePath); //Add delimiter at the end if (!sApplicationDirectory.EndsWith(@"\")) sApplicationDirectory += @"\"; //Calc paths for folders //sSavesDirectory = sApplicationDirectory + @"Saves\"; sLevelsDirectory = sApplicationDirectory + @"Levels\"; sSolutionsDirectory = sApplicationDirectory + @"Solutions\"; sSkinsDirectory = sApplicationDirectory + @"Skins\"; sBackgroundsDirectory = sApplicationDirectory + @"Backgrounds\"; //Try to create all required folders, to not bother in future try { //System.IO.Directory.CreateDirectory(sSavesDirectory); System.IO.Directory.CreateDirectory(sBackgroundsDirectory); System.IO.Directory.CreateDirectory(sSkinsDirectory); System.IO.Directory.CreateDirectory(sSolutionsDirectory); System.IO.Directory.CreateDirectory(sLevelsDirectory); } catch (System.IO.IOException) {}//Dont know that to do, if creation fails //Calc rectangles on statusbar int iX = 3; int iStatusHeight = pictureStatus.Height;//Height of status bar Graphics uGr1 = CreateGraphics();//Get graphics of current form SizeF uCounterSizes = uGr1.MeasureString(" 0000", Font);//Measure sample string for get actual font sizes int iCounterWidth = (int)uCounterSizes.Width;//Width of counter - with of sample string int iCounterY0 = (int)(iStatusHeight-uCounterSizes.Height)/2;//Text positions - valign center int iSpace = iCounterWidth/10;//Space between fields - 10% if counter width uGr1.Dispose();//Release graphics of form uRectIndic = new Rectangle(iX, (iStatusHeight-16)/2, 16, 16);//for solved/not-solved indicator iX += uRectIndic.Width + iSpace; uRectMoves = new Rectangle(iX, iCounterY0, iCounterWidth, 16);//for counter of moves iX += uRectMoves.Width + iSpace; uRectPushes = new Rectangle(iX, iCounterY0, iCounterWidth, 16);//for counter of pushes iX += uRectPushes.Width + iSpace; uRectMessage = new Rectangle(iX, iCounterY0, ClientRectangle.Width - iX, 16); //all rest space - for non-modal message //Font f1 = this.Font; //f1.me //this.gr //Graphic .MeasureString //bScrollLock = false; bResize = true; iBottomOfForm = pictureStatus.Top;//this done here for perform recenter of level before any redraws //Create and load settings uSetting = new Settings(); if (uSetting.Load(sApplicationDirectory + sConfigFile) != FunctionResult.OK) { //Settings not loaded - first start or failure of file uSetting = new Settings();//reset to default, just in case... } menuScrollLock.Checked = uSetting.bScrollLock; if (uSetting.bLogActions) { uLog = new LogFile(); uLog.Start(sApplicationDirectory + sLogFile); uLog.LogString(ActionID.Start, "Started SokobanCompact; v" + hExecAssem.GetName().Version); } //Load level set list uLevelSetList = new SokobanLevelSetList(sApplicationDirectory + sLevelSetList, sLevelsDirectory, sSolutionsDirectory); uLevelSetList.LoadList(); iSkinSize = 0; //Load skinset uSkinSet = new SkinSet(); //uSkinSet.Load(sSkinsDirectory + "\\" + "oq.sks");//TODO: move skinset name into Settings uSkinSet.Load(sSkinsDirectory + uSetting.sSkinSet); if (!uSetting.bAutosize) { //No autosize? Load skin now uRV = LoadSkin(sSkinsDirectory + uSetting.sSkin); if (iSkinSize == 0) { LogSimpleLine(ActionID.ShowDialog, "Error; Failed to load skin, null skin created; " + uSetting.sSkin+"; "+uRV.ToString()); MessageBox.Show("Failed to load skin '" + uSetting.sSkin + "' \r\nNull skin will be loaded, " + uRV.ToString(), "ERROR", MessageBoxButtons.OK, MessageBoxIcon.Exclamation, MessageBoxDefaultButton.Button1); GenNullSkin(); } } UpdateBackground();//Create background according to settings //Create game uGame = new SokobanGame(); //THREAD uBackgroundCalc = new BackgroundThread(BackgroundFinished);//Create thread for background iSelectorMode = 0;//Selector initialy in "play" mode SetToolBarMode();//Refresh selector //Load levelset uLevelSet = new SokobanLevelSet(); uRV = uLevelSetList.LoadLevelSet(uLevelSet, uSetting.sLastLevelSet); if (uRV != FunctionResult.OK) { //Something happens with levelset file LogSimpleLine(ActionID.ShowDialog, "Error; Failed to load levelset, random will be generated; " + uSetting.sLastLevelSet+"; "+uRV.ToString()); MessageBox.Show("Unable to load LevelSet '" + uSetting.sLastLevelSet + "', result: " + uRV.ToString() + "\r\nRandom level will be loaded.", "ERROR", MessageBoxButtons.OK, MessageBoxIcon.Exclamation, MessageBoxDefaultButton.Button1); uLevelSetList.GenNullLevelSet(uLevelSet);//Generate levelset with 1 random level uSetting.iLastLevelPlayed = 0;//Res } //Start last played level uRV = LoadLevel(uGame, uSetting.iLastLevelPlayed); if (uRV == FunctionResult.OK) { //Loaded successfully AfterLoadLevel(); } else { //Level not loaded (only variant - FunctionResult.OutOfLevelSet) LogSimpleLine(ActionID.ShowDialog, "Error; Failed to load level, random will be choosen; " + uSetting.iLastLevelPlayed.ToString() + "; " + uRV.ToString()); MessageBox.Show("Unable to load level " + uSetting.iLastLevelPlayed.ToString() + ", result: " + uRV.ToString() + "\r\nRandom level will be selected.", "ERROR", MessageBoxButtons.OK, MessageBoxIcon.Exclamation, MessageBoxDefaultButton.Button1); ActionRandLevel(); } if (iSkinSize < 1) { LogSimpleLine(ActionID.ShowDialog, "Error; No skin loaded, null skin created"); MessageBox.Show("Failed to load skin\r\nNull skin will be loaded", "ERROR", MessageBoxButtons.OK, MessageBoxIcon.Exclamation, MessageBoxDefaultButton.Button1); GenNullSkin(); RecenterLevel(); } NonModalMessage(uLevelSet.sTitle + ", " + uGame.sTitle); Cursor.Current = Cursors.Default;//remove wait cursor }