private void PlayerInspect(S.PlayerInspect p) { InspectDialog InspectDialog = GameScene.Scene.InspectDialog; InspectDialog.Items = p.Equipment; InspectDialog.Name = p.Name; InspectDialog.GuildName = p.GuildName; InspectDialog.GuildRank = p.GuildRank; InspectDialog.Class = p.Class; InspectDialog.Gender = p.Gender; InspectDialog.Hair = p.Hair; InspectDialog.Level = p.Level; InspectDialog.LoverName = p.LoverName; InspectDialog.RefreshInferface(); InspectDialog.Show(); }
protected override void Dispose(bool disposing) { if (disposing) { Scene = null; User = null; MoveTime = 0; AttackTime = 0; NextRunTime = 0; CanMove = false; CanRun = false; MapControl = null; MainDialog = null; ChatDialog = null; ChatControl = null; InventoryDialog = null; CharacterDialog = null; StorageDialog = null; BeltDialog = null; MiniMapDialog = null; InspectDialog = null; OptionDialog = null; MenuDialog = null; NPCDialog = null; QuestDetailDialog = null; QuestListDialog = null; QuestLogDialog = null; QuestTrackingDialog = null; GameShopDialog = null; MentorDialog = null; RelationshipDialog = null; CharacterDuraPanel = null; DuraStatusPanel = null; HoverItem = null; SelectedCell = null; PickedUpGold = false; UseItemTime = 0; PickUpTime = 0; InspectTime = 0; DisposeItemLabel(); AMode = 0; PMode = 0; Lights = 0; NPCTime = 0; NPCID = 0; DefaultNPCID = 0; for (int i = 0; i < OutputLines.Length; i++) if (OutputLines[i] != null && OutputLines[i].IsDisposed) OutputLines[i].Dispose(); OutputMessages.Clear(); OutputMessages = null; } base.Dispose(disposing); }
public GameScene() { MapControl.AutoRun = false; MapControl.AutoHit = false; Slaying = false; Thrusting = false; HalfMoon = false; CrossHalfMoon = false; DoubleSlash = false; TwinDrakeBlade = false; FlamingSword = false; GroupDialog.GroupList.Clear(); Scene = this; BackColour = Color.Transparent; MoveTime = CMain.Time; KeyDown += GameScene_KeyDown; MainDialog = new MainDialog { Parent = this }; ChatDialog = new ChatDialog { Parent = this }; ChatControl = new ChatControlBar { Parent = this }; InventoryDialog = new InventoryDialog { Parent = this }; CharacterDialog = new CharacterDialog { Parent = this, Visible = false }; BeltDialog = new BeltDialog { Parent = this }; StorageDialog = new StorageDialog { Parent = this, Visible = false }; MiniMapDialog = new MiniMapDialog { Parent = this }; InspectDialog = new InspectDialog { Parent = this, Visible = false }; OptionDialog = new OptionDialog { Parent = this, Visible = false }; MenuDialog = new MenuDialog { Parent = this, Visible = false }; NPCDialog = new NPCDialog { Parent = this, Visible = false }; NPCGoodsDialog = new NPCGoodsDialog { Parent = this, Visible = false }; NPCDropDialog = new NPCDropDialog { Parent = this, Visible = false }; NPCAwakeDialog = new NPCAwakeDialog { Parent = this, Visible = false }; HelpDialog = new HelpDialog { Parent = this, Visible = false }; MountDialog = new MountDialog { Parent = this, Visible = false }; FishingDialog = new FishingDialog { Parent = this, Visible = false }; FishingStatusDialog = new FishingStatusDialog { Parent = this, Visible = false }; GroupDialog = new GroupDialog { Parent = this, Visible = false }; GuildDialog = new GuildDialog { Parent = this, Visible = false }; GuildBuffDialog = new GuildBuffDialog { Parent = this, Visible = false }; BigMapDialog = new BigMapDialog { Parent = this, Visible = false }; TrustMerchantDialog = new TrustMerchantDialog { Parent = this, Visible = false }; CharacterDuraPanel = new CharacterDuraPanel { Parent = this, Visible = false }; DuraStatusPanel = new DuraStatusDialog { Parent = this, Visible = true }; TradeDialog = new TradeDialog { Parent = this, Visible = false }; GuestTradeDialog = new GuestTradeDialog { Parent = this, Visible = false }; SkillBarDialog = new SkillBarDialog { Parent = this, Visible = false }; ChatOptionDialog = new ChatOptionDialog { Parent = this, Visible = false }; ChatNoticeDialog = new ChatNoticeDialog { Parent = this, Visible = false }; QuestListDialog = new QuestListDialog { Parent = this, Visible = false }; QuestDetailDialog = new QuestDetailDialog {Parent = this, Visible = false}; QuestTrackingDialog = new QuestTrackingDialog { Parent = this, Visible = false }; QuestLogDialog = new QuestDiaryDialog {Parent = this, Visible = false}; RankingDialog = new RankingDialog { Parent = this, Visible = false }; MailListDialog = new MailListDialog { Parent = this, Visible = false }; MailComposeLetterDialog = new MailComposeLetterDialog { Parent = this, Visible = false }; MailComposeParcelDialog = new MailComposeParcelDialog { Parent = this, Visible = false }; MailReadLetterDialog = new MailReadLetterDialog { Parent = this, Visible = false }; MailReadParcelDialog = new MailReadParcelDialog { Parent = this, Visible = false }; IntelligentCreatureDialog = new IntelligentCreatureDialog { Parent = this, Visible = false };//IntelligentCreature IntelligentCreatureOptionsDialog = new IntelligentCreatureOptionsDialog { Parent = this, Visible = false };//IntelligentCreature IntelligentCreatureOptionsGradeDialog = new IntelligentCreatureOptionsGradeDialog { Parent = this, Visible = false };//IntelligentCreature RefineDialog = new RefineDialog { Parent = this, Visible = false }; RelationshipDialog = new RelationshipDialog { Parent = this, Visible = false }; FriendDialog = new FriendDialog { Parent = this, Visible = false }; MemoDialog = new MemoDialog { Parent = this, Visible = false }; MentorDialog = new MentorDialog { Parent = this, Visible = false }; GameShopDialog = new GameShopDialog { Parent = this, Visible = false }; //not added yet KeyboardLayoutDialog = new KeyboardLayoutDialog { Parent = this, Visible = false }; for (int i = 0; i < OutputLines.Length; i++) OutputLines[i] = new MirLabel { AutoSize = true, BackColour = Color.Transparent, Font = new Font(Settings.FontName, 10F), ForeColour = Color.LimeGreen, Location = new Point(20, 25 + i * 13), OutLine = true, }; }
void InspectBinding_Executed() { CommonFunctions cf = new CommonFunctions(); InspectDialog window = new InspectDialog(); System.Windows.Forms.DialogResult result; //Added by Aaron 05/11/2014 //Clearing up chainopen canvas as we are starting from a Blank Slate when ever we are inspecting a dialog //We alsodo it when we finish inspecting the dialog BSkyCanvas.chainOpenCanvas.Clear(); System.Windows.Forms.OpenFileDialog dialog = new System.Windows.Forms.OpenFileDialog(); dialog.Filter = "Xaml Document (*.bsky)|*.bsky"; result = dialog.ShowDialog(); object obj; string nameOfFile; if (result == System.Windows.Forms.DialogResult.OK) { string xamlfile = string.Empty, outputfile = string.Empty; cf.SaveToLocation(@dialog.FileName, Path.GetTempPath(), out xamlfile, out outputfile); if (!string.IsNullOrEmpty(xamlfile)) { FileStream stream = System.IO.File.Open(Path.Combine(Path.GetTempPath(), Path.GetFileName(xamlfile)), FileMode.Open); //FileStream stream = File.Open(Path.Combine(Path.GetTempPath(), xamlfile,FileMode.Open); try { //Added by Aaron 11/24/2013 //The line below is important as when the dialog editor is launched for some reason and I DONT know why //BSKYCanvas is invoked from the controlfactor and hence dialogMode is true, we need to reset BSkyCanvas.dialogMode = false; obj = XamlReader.Load(stream); //Added by Aaron 04/13/2014 //There are 3 conditions here, when I launch dialog editor //1. The first thing I do is open an existing dialog. Chainopencanvas.count=0 //2. I have an existing dialog open and I click open again. Chainopencanvas.count=2. The first dialog is empty as I clean the existing canvas and open a new one //3. I hit new the first time I open dialogeditor and then I hit open. Again,Chainopencanvas.count=2. The first dialog is empty as I clean the existing canvas and open a new one //The chainopencanvas at this point has 2 entries, one with an empty canvas as we have removed all the children //the other with the dialog we just opened //we remove the empty one //if (BSkyCanvas.chainOpenCanvas.Count > 1) // BSkyCanvas.chainOpenCanvas.RemoveAt(0); // 11/18/2012, code inserted by Aaron to display the predetermined variable list BSkyCanvas canvasobj; canvasobj = obj as BSkyCanvas; BSkyCanvas.chainOpenCanvas.Add(canvasobj); BSkyCanvas.previewinspectMode = true; //Added by Aaron 12/08/2013 //if (canvasobj.Command == true) c1ToolbarStrip1.IsEnabled = false; //else c1ToolbarStrip1.IsEnabled = true; //Added by Aaron 11/21/2013 //Added line below to enable checking of properties in behaviour.cs i.e. propertyname and control name in dialog //editor mode to make sure that the property names are generated correctly // BSkyCanvas.dialogMode = true; //Added 04/07/2013 //The properties like outputdefinition are not set for firstCanvas //The line below sets it // firstCanvas = canvasobj; foreach (UIElement child in canvasobj.Children) { // Code below has to be written as we have saved BSKYvariable list with rendervars=False. //BSKyvariablelist has already been created with the default constructore and we need to //do some work to point the itemsource properties to the dummy variables we create if (child.GetType().Name == "BSkyVariableList") { List <DataSourceVariable> preview = new List <DataSourceVariable>(); DataSourceVariable var1 = new DataSourceVariable(); var1.Name = "var1"; var1.DataType = DataColumnTypeEnum.Numeric; var1.Width = 4; var1.Decimals = 0; var1.Label = "var1"; var1.Alignment = DataColumnAlignmentEnum.Left; var1.Measure = DataColumnMeasureEnum.Scale; var1.ImgURL = "../Resources/scale.png"; // var1.ImgURL = "C:/Users/Aiden/Downloads/Client/libs/BSky.Controls/Resources/scale.png"; DataSourceVariable var2 = new DataSourceVariable(); var2.Name = "var2"; var2.DataType = DataColumnTypeEnum.Character; var2.Width = 4; var2.Decimals = 0; var2.Label = "var2"; var2.Alignment = DataColumnAlignmentEnum.Left; var2.Measure = DataColumnMeasureEnum.Nominal;; var2.ImgURL = "../Resources/nominal.png"; DataSourceVariable var3 = new DataSourceVariable(); var3.Name = "var3"; var3.DataType = DataColumnTypeEnum.Character; var3.Width = 4; var3.Decimals = 0; var3.Label = "var3"; var3.Alignment = DataColumnAlignmentEnum.Left; var3.Measure = DataColumnMeasureEnum.Ordinal; var3.ImgURL = "../Resources/ordinal.png"; preview.Add(var1); preview.Add(var2); preview.Add(var3); BSkyVariableList temp; temp = child as BSkyVariableList; // 12/25/2012 //renderVars =TRUE meanswe will render var1, var2 and var3 as listed above. This means that we are in the Dialog designer temp.renderVars = false; temp.ItemsSource = preview; } //Added by Aaron 04/06/2014 //Code below ensures that when the dialog is opened in dialog editor mode, the IsEnabled from //the base class is set to true. This ensures that the control can never be disabled in dialog editor mode //Once the dialog is saved, the Enabled property is saved to the base ISEnabled property to make sure that //the proper state of the dialog is saved //if (child is IBSkyEnabledControl) //{ // IBSkyEnabledControl bskyCtrl = child as IBSkyEnabledControl; // bskyCtrl.Enabled = bskyCtrl.IsEnabled; // bskyCtrl.IsEnabled = true; //} } // subCanvasCount = GetCanvasObjectCount(obj as BSkyCanvas); // BSkyControlFactory.SetCanvasCount(subCanvasCount); // OpenCanvas(obj); //Aaron 01/12/2013 //This stores the file name so that we don't have to display the file save dialog on file save and we can save to the file directly; nameOfFile = @dialog.FileName; //01/26/2013 Aaron //Setting the title of the window //Title = nameOfFile; //Aaron: Commented this on 12/15 // myCanvas.OutputDefinition = Path.Combine(Path.GetTempPath(), outputfile); //Aaron 01/26/2013 //Making sure saved is set to true as soon as you open the dialog. // saved = true; //Aaron //02/10/2013 //Added code below to ensure that the RoutedUICommand gets fired correctly and the menu items under file and Dialog (top level menu items) //are properly opened and closed // c1ToolbarStrip1.IsEnabled = true; // CanClose = true; // CanSave = true; //this.Focus(); // window.Template = obj as FrameworkElement; BSkyCanvas cs = obj as BSkyCanvas; System.Windows.Forms.PropertyGrid CanvasPropertyGrid; // window.CanvasPropHost = obj as BSkyCanvas; CanvasPropertyGrid = window.CanvasPropHost.Child as System.Windows.Forms.PropertyGrid; // window.CanvasHost.Child = obj as BSkyCanvas; window.Template = cs; CanvasPropertyGrid.SelectedObject = obj as BSkyCanvas; window.setSizeOfPropertyGrid(); window.Width = cs.Width + 20; // window.CanvasHost.Width = cs.Width; // window.CanvasHost.Height = cs.Height; // window.Height = cs.Height + 200+80; //CanvasPropertyGrid.Refresh(); // Aaron //03/05/2012 //Making the preview window a fixed size window // if (obj.GetType().Name == "BSkyCanvas") window.ResizeMode = ResizeMode.NoResize; stream.Close(); window.ShowDialog(); BSkyCanvas.previewinspectMode = false; //Added by Aaron 05/11/2014 //Clearing up chainopen canvas as we are starting from a Blank Slate when ever we are inspecting a dialog //We alsodo it when we finish inspecting the dialog BSkyCanvas.chainOpenCanvas.Clear(); } catch (Exception ex) { MessageBox.Show(ex.Message); } } else { MessageBox.Show(BSky.GlobalResources.Properties.Resources.CantOpenFile); } // ******************************************************************************************************* //gencopy(); //Aaron 11/25/2012, the line below needs to be uncommented once the serialization issue is addressed with Anil // string xaml = GetXamlforpreview(); //string xaml = GetXaml(); //************************************************************************************************* } }