Worked on map viewer

This commit is contained in:
2015-03-13 17:36:12 +02:00
parent c71b8ddd3e
commit c96de53ec8
66 changed files with 1770 additions and 1440 deletions

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MapViewer", "MapViewer\MapViewer.csproj", "{A6DA2104-18B4-4A9A-BAD7-5AC8C98A5086}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{A6DA2104-18B4-4A9A-BAD7-5AC8C98A5086}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A6DA2104-18B4-4A9A-BAD7-5AC8C98A5086}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A6DA2104-18B4-4A9A-BAD7-5AC8C98A5086}.Release|Any CPU.ActiveCfg = Release|Any CPU
{A6DA2104-18B4-4A9A-BAD7-5AC8C98A5086}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5" />
</startup>
</configuration>

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<Application x:Class="TransportGame.MapViewer.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
StartupUri="MainWindow.xaml">
<Application.Resources>
</Application.Resources>
</Application>

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using System;
using System.Collections.Generic;
using System.Configuration;
using System.Data;
using System.Linq;
using System.Threading.Tasks;
using System.Windows;
namespace TransportGame.MapViewer
{
/// <summary>
/// Interaction logic for App.xaml
/// </summary>
public partial class App : Application
{
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using TransportGame.Model;
namespace TransportGame.MapViewer
{
public class MapRenderer
{
[Flags]
public enum Layers
{
None = 0,
Elevation = 1,
All = Elevation
};
/// <summary>
/// Gets or sets the scale
/// </summary>
private int _scale;
public int Scale
{
get
{
return _scale;
}
set
{
lock (this)
{
_scale = value;
}
}
}
private readonly Color WaterColor = Colors.Navy;
private readonly Color ElevationTerrainColor = Colors.White;
private readonly Color TerrainColor = Colors.White;
public MapRenderer()
{
Scale = 4;
}
///<summary>
///Renders a map to a file
///</summary>
///<param name="file"></param>
///<param name="map"></param>
///<param name="layers"></param>
public Color[,] Render(Map map, Layers layers = Layers.All)
{
lock (this)
{
// Create texture on which to draw
Color[,] pixels = new Color[map.Width * Scale, map.Height * Scale];
// First layer - cells
DrawCells(pixels, map, (layers & Layers.Elevation) > 0);
// Done
return pixels;
}
}
private void DrawCells(Color[,] pixels, Map map, bool elevation)
{
for (int x = 0; x < pixels.GetLength(0); x++)
for (int y = 0; y < pixels.GetLength(1); y++)
{
int mapX = x / Scale;
int mapY = y / Scale;
// Draw water
if (map.IsWater(mapX, mapY))
pixels[x, y] = WaterColor;
// Draw elevation
else if (elevation)
{
float alpha = (map[mapX, mapY] - map.Biome.HeightRange.Minimum) / (map.Biome.HeightRange.Maximum - map.Biome.HeightRange.Minimum);
pixels[x, y] = Color.Multiply(ElevationTerrainColor, alpha);
}
// Draw terrain
else
{
pixels[x, y] = TerrainColor;
}
}
}
public async Task<BitmapSource> RenderToImageSource(Map map, Layers layers = Layers.All)
{
var colors = await Task.Run(() => Render(map, layers));
colors[0, 0] = Colors.Red;
colors[colors.GetLength(0) - 1, 0] = Colors.Red;
// Convert to raw pixels
byte[] raw = new byte[colors.GetLength(0) * colors.GetLength(1) * 3];
for (int x = 0; x < colors.GetLength(0); x++)
for (int y = 0; y < colors.GetLength(1); y++)
{
int pixelIndex = x + y * colors.GetLength(0);
raw[3 * pixelIndex] = colors[x, y].R;
raw[3 * pixelIndex + 1] = colors[x, y].G;
raw[3 * pixelIndex + 2] = colors[x, y].B;
}
// Create bitmap source
BitmapSource bmp = BitmapSource.Create(colors.GetLength(0), colors.GetLength(1),
96, 96, PixelFormats.Rgb24, null, raw, colors.GetLength(0) * 3);
return bmp;
}
}
}

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<Window x:Class="TransportGame.MapViewer.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:prop="http://propertytools.org/wpf"
Title="MainWindow" Height="500" Width="800">
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition />
</Grid.RowDefinitions>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="2*"/>
<ColumnDefinition Width="3" />
<ColumnDefinition Width="200" />
</Grid.ColumnDefinitions>
<ToolBar Grid.Row="0" Grid.ColumnSpan="3">
<Button Name="buttonOpen" ToolTip="Open map file" Click="buttonOpen_Click">
<Image Source="pack://application:,,,/Resources/folder_page.png" />
</Button>
<Button Name="buttonSave" ToolTip="Saves as image" Click="buttonSave_Click">
<Image Source="pack://application:,,,/Resources/picture_save.png" />
</Button>
<Separator />
<TextBlock VerticalAlignment="Center" Margin="4,2,4,2">Zoom:</TextBlock>
<Slider Name="zoomSlider" Width="80"
Minimum="1" Maximum="15"
SmallChange="1" LargeChange="3"
TickPlacement="BottomRight"
Ticks="1,2,5,10,15"
Value="{Binding Renderer.Scale}"
ValueChanged="zoomSlider_ValueChanged">
<Slider.ToolTip>
<ToolTip Content="{Binding RelativeSource={RelativeSource Self}, Path=PlacementTarget.Value}" />
</Slider.ToolTip>
</Slider>
<TextBlock VerticalAlignment="Center">
<Run Text="{Binding ElementName=zoomSlider, Path=Value}" /><Run>00%</Run>
</TextBlock>
</ToolBar>
<ScrollViewer Grid.Row="1"
VerticalScrollBarVisibility="Auto"
HorizontalScrollBarVisibility="Auto">
<Image Stretch="None" Source="{Binding RenderedMap}"/>
</ScrollViewer>
<StackPanel Grid.Row="1" Name="progress" Visibility="Hidden" Orientation="Vertical" HorizontalAlignment="Center" VerticalAlignment="Center">
<ProgressBar Width="100" Height="10" IsIndeterminate="True"
Foreground="Tomato" Background="WhiteSmoke" />
<TextBlock Name="progressText" HorizontalAlignment="Center">Loading...</TextBlock>
</StackPanel>
<GridSplitter Grid.Row="1" Grid.Column="1"
HorizontalAlignment="Stretch"
VerticalAlignment="Stretch" />
<StackPanel Grid.Row="1" Grid.Column="2"
Orientation="Vertical">
<Expander IsExpanded="True" Header="Layers">
<StackPanel Orientation="Vertical">
<CheckBox>Elevation</CheckBox>
<CheckBox>Roads</CheckBox>
<CheckBox>Buildings</CheckBox>
<CheckBox>Vegetation</CheckBox>
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition />
<ColumnDefinition />
</Grid.ColumnDefinitions>
<Button Grid.Column="0" Content="Select all" />
<Button Grid.Column="1" Content="Render" />
</Grid>
</StackPanel>
</Expander>
<Expander IsExpanded="True" Header="General">
<Grid Height="Auto">
<Grid.ColumnDefinitions>
<ColumnDefinition />
<ColumnDefinition />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition />
<RowDefinition />
<RowDefinition />
<RowDefinition />
<RowDefinition />
</Grid.RowDefinitions>
<TextBlock Grid.Row="0" Grid.Column="0" >Loaded map:</TextBlock>
<TextBox Grid.Row="0" Grid.Column="1" IsReadOnly="True" Text="{Binding LoadedFile,Mode=OneWay}" />
<TextBlock Grid.Row="1" Grid.Column="0" >Width:</TextBlock>
<TextBox Grid.Row="1" Grid.Column="1" IsReadOnly="True" Text="{Binding Map.Width,Mode=OneWay}" />
<TextBlock Grid.Row="2" Grid.Column="0" >Height:</TextBlock>
<TextBox Grid.Row="2" Grid.Column="1" IsReadOnly="True" Text="{Binding Map.Height,Mode=OneWay}" />
<TextBlock Grid.Row="3" Grid.Column="0" >Water level:</TextBlock>
<TextBox Grid.Row="3" Grid.Column="1" IsReadOnly="True" Text="{Binding Map.WaterLevel,Mode=OneWay}" />
</Grid>
</Expander>
<Expander IsExpanded="True" Header="Biome">
<Grid Height="Auto">
<Grid.ColumnDefinitions>
<ColumnDefinition />
<ColumnDefinition />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition />
<RowDefinition />
<RowDefinition />
<RowDefinition />
<RowDefinition />
</Grid.RowDefinitions>
<TextBlock Grid.Row="0" Grid.Column="0" >Name:</TextBlock>
<TextBox Grid.Row="0" Grid.Column="1" IsReadOnly="True" Text="{Binding Map.Biome.Name,Mode=OneWay}" />
<TextBlock Grid.Row="1" Grid.Column="0" >Height range:</TextBlock>
<TextBox Grid.Row="1" Grid.Column="1" IsReadOnly="True" Text="{Binding Map.Biome.HeightRange,Mode=OneWay}" />
<TextBlock Grid.Row="2" Grid.Column="0" >Moisture:</TextBlock>
<TextBox Grid.Row="2" Grid.Column="1" IsReadOnly="True" Text="{Binding Map.Biome.Moisture,Mode=OneWay}" />
<TextBlock Grid.Row="3" Grid.Column="0" >Vegetation density:</TextBlock>
<TextBox Grid.Row="3" Grid.Column="1" IsReadOnly="True" Text="{Binding Map.Biome.VegetationDensity,Mode=OneWay}" />
</Grid>
</Expander>
</StackPanel>
</Grid>
</Window>

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using System;
using System.ComponentModel;
using System.IO;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Media.Imaging;
using Microsoft.Win32;
using TransportGame.MapViewer.Storage;
using TransportGame.Model;
namespace TransportGame.MapViewer
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window, INotifyPropertyChanged
{
public event PropertyChangedEventHandler PropertyChanged;
#region Map property
private Map _map;
public Map Map
{
get
{
return _map;
}
private set
{
_map = value;
if (PropertyChanged != null)
PropertyChanged(this, new PropertyChangedEventArgs("Map"));
}
}
#endregion
#region Loaded file property
private string _loadedFile;
public string LoadedFile
{
get
{
return _loadedFile;
}
private set
{
_loadedFile = value;
if (PropertyChanged != null)
PropertyChanged(this, new PropertyChangedEventArgs("LoadedFile"));
}
}
#endregion
#region Rendered map property
private BitmapSource _renderedMap;
public BitmapSource RenderedMap
{
get
{
return _renderedMap;
}
private set
{
_renderedMap = value;
if (PropertyChanged != null)
PropertyChanged(this, new PropertyChangedEventArgs("RenderedMap"));
}
}
#endregion
public MapRenderer Renderer { get; private set; }
public MainWindow()
{
InitializeComponent();
Renderer = new MapRenderer();
LoadedFile = "N/A";
DataContext = this;
}
private async Task OpenMapFile(string filename)
{
await LoadMap(filename);
await RenderMap();
}
private static bool ShowOpenMapDialog(out string filename)
{
OpenFileDialog dialog = new OpenFileDialog();
dialog.Filter = "Map files|*.map|All files|*.*";
dialog.Title = "Open map file";
bool? result = dialog.ShowDialog();
if (!result.HasValue || !result.Value)
{
filename = null;
return false;
}
filename = dialog.FileName;
return true;
}
private static bool ShowSaveMapDialog(out string filename)
{
SaveFileDialog dialog = new SaveFileDialog();
dialog.Filter = "PNG Files|*.png|All files|*.*";
dialog.Title = "Save rendered map image";
bool? result = dialog.ShowDialog();
if (!result.HasValue || !result.Value)
{
filename = null;
return false;
}
filename = dialog.FileName;
return true;
}
private async Task LoadMap(string filename)
{
progress.Visibility = System.Windows.Visibility.Visible;
progressText.Text = "Loading map...";
try
{
Map = await Task.Run(() => MapStorage.Read(filename));
LoadedFile = filename;
}
catch (Exception ex)
{
MessageBox.Show(ex.Message, "Error");
}
progress.Visibility = System.Windows.Visibility.Hidden;
}
private async Task RenderMap()
{
progress.Visibility = System.Windows.Visibility.Visible;
progressText.Text = "Rendering map...";
try
{
RenderedMap = await Renderer.RenderToImageSource(Map);
}
catch (Exception ex)
{
MessageBox.Show(ex.Message, "Error");
}
progress.Visibility = System.Windows.Visibility.Hidden;
}
private async void buttonOpen_Click(object sender, RoutedEventArgs e)
{
// Open dialog
string filename;
if (!ShowOpenMapDialog(out filename))
return;
// Load file and generate image
await OpenMapFile(filename);
}
private void buttonSave_Click(object sender, RoutedEventArgs e)
{
var encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(RenderedMap));
using (var writer = File.OpenWrite(LoadedFile + ".png"))
{
encoder.Save(writer);
writer.Close();
}
}
private async void zoomSlider_ValueChanged(object sender, RoutedPropertyChangedEventArgs<double> e)
{
if (Map != null)
await RenderMap();
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{A6DA2104-18B4-4A9A-BAD7-5AC8C98A5086}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>TransportGame.MapViewer</RootNamespace>
<AssemblyName>MapViewer</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<ProjectTypeGuids>{60dc8134-eba5-43b8-bcc9-bb4bc16c2548};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="System.Xaml">
<RequiredTargetFramework>4.0</RequiredTargetFramework>
</Reference>
<Reference Include="WindowsBase" />
<Reference Include="PresentationCore" />
<Reference Include="PresentationFramework" />
</ItemGroup>
<ItemGroup>
<ApplicationDefinition Include="App.xaml">
<Generator>MSBuild:Compile</Generator>
<SubType>Designer</SubType>
</ApplicationDefinition>
<Compile Include="..\..\..\Game\Assets\Scripts\Model\Biome.cs">
<Link>Model\Biome.cs</Link>
</Compile>
<Compile Include="..\..\..\Game\Assets\Scripts\Model\Map.cs">
<Link>Model\Map.cs</Link>
</Compile>
<Compile Include="Storage\MapStorage.cs" />
<Page Include="MainWindow.xaml">
<Generator>MSBuild:Compile</Generator>
<SubType>Designer</SubType>
</Page>
<Compile Include="..\..\..\Game\Assets\Scripts\Utils\Range.cs">
<Link>Utils\Range.cs</Link>
</Compile>
<Compile Include="App.xaml.cs">
<DependentUpon>App.xaml</DependentUpon>
<SubType>Code</SubType>
</Compile>
<Compile Include="Business\MapRenderer.cs" />
<Compile Include="MainWindow.xaml.cs">
<DependentUpon>MainWindow.xaml</DependentUpon>
<SubType>Code</SubType>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<AppDesigner Include="Properties\" />
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
</ItemGroup>
<ItemGroup>
<Resource Include="Resources\picture_save.png" />
</ItemGroup>
<ItemGroup>
<Resource Include="Resources\folder_page.png" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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using System.Reflection;
using System.Resources;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Windows;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("MapViewer")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("MapViewer")]
[assembly: AssemblyCopyright("Copyright © 2015")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
//In order to begin building localizable applications, set
//<UICulture>CultureYouAreCodingWith</UICulture> in your .csproj file
//inside a <PropertyGroup>. For example, if you are using US english
//in your source files, set the <UICulture> to en-US. Then uncomment
//the NeutralResourceLanguage attribute below. Update the "en-US" in
//the line below to match the UICulture setting in the project file.
//[assembly: NeutralResourcesLanguage("en-US", UltimateResourceFallbackLocation.Satellite)]
[assembly: ThemeInfo(
ResourceDictionaryLocation.None, //where theme specific resource dictionaries are located
//(used if a resource is not found in the page,
// or application resource dictionaries)
ResourceDictionaryLocation.SourceAssembly //where the generic resource dictionary is located
//(used if a resource is not found in the page,
// app, or any theme specific resource dictionaries)
)]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.34014
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace TransportGame.MapViewer.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("TransportGame.MapViewer.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
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various data types are done through the TypeConverter classes
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Example:
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<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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Each data row contains a name, and value. The row also contains a
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Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
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Note - application/x-microsoft.net.object.binary.base64 is the format
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized into a byte array
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<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
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<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.34014
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace TransportGame.MapViewer.Properties {
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase {
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default {
get {
return defaultInstance;
}
}
}
}

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<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="uri:settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Serialization;
using TransportGame.Model;
namespace TransportGame.MapViewer.Storage
{
public static class MapStorage
{
public static Map Read(string file)
{
XmlSerializer serializer = new XmlSerializer(typeof(Map));
Map map;
using (StreamReader reader = new StreamReader(file))
{
map = (Map)serializer.Deserialize(reader);
reader.Close();
}
return map;
}
}
}