添加项目文件。
366
.gitignore
vendored
Normal file
@ -0,0 +1,366 @@
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Oo]ut/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
|
||||
# FunGame Implement
|
||||
FunGame.Core/Implement/*.cs
|
||||
15
FunGame.Core/FunGame.Core.csproj
Normal file
@ -0,0 +1,15 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net6.0-windows</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<Company>Milimoe</Company>
|
||||
<BaseOutputPath>..\bin</BaseOutputPath>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Folder Include="Implement\" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
34
FunGame.Core/Interface/ServerInterface.cs
Normal file
@ -0,0 +1,34 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Core.Interface
|
||||
{
|
||||
/**
|
||||
* 接口需要在FunGame.Core.Implement中创建新的类实现
|
||||
* 参考:
|
||||
* using FunGame.Core.Interface;
|
||||
|
||||
namespace FunGame.Core.Implement
|
||||
{
|
||||
public class ServerInterfaceImpl : ServerInterface
|
||||
{
|
||||
public string RemoteServerIP()
|
||||
{
|
||||
// 此处修改连接远程服务器IP
|
||||
string serverIP = "127.0.0.1";
|
||||
string serverPort = "22222";
|
||||
return serverIP + ":" + serverPort;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
public interface ServerInterface
|
||||
{
|
||||
// 实现类:ServerInterfaceImpl
|
||||
public string RemoteServerIP();
|
||||
}
|
||||
}
|
||||
30
FunGame.sln
Normal file
@ -0,0 +1,30 @@
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.3.32804.467
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "FunGame", "FunGame\FunGame.csproj", "{BFFCC8D2-DF96-4DD3-81BA-552FAB33495A}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "FunGame.Core", "FunGame.Core\FunGame.Core.csproj", "{CC6C83C6-5818-4565-8873-67587FED1D0A}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{BFFCC8D2-DF96-4DD3-81BA-552FAB33495A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{BFFCC8D2-DF96-4DD3-81BA-552FAB33495A}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{BFFCC8D2-DF96-4DD3-81BA-552FAB33495A}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{BFFCC8D2-DF96-4DD3-81BA-552FAB33495A}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{CC6C83C6-5818-4565-8873-67587FED1D0A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{CC6C83C6-5818-4565-8873-67587FED1D0A}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{CC6C83C6-5818-4565-8873-67587FED1D0A}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{CC6C83C6-5818-4565-8873-67587FED1D0A}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {9AD4C55B-5C44-4486-8497-5C5A7A7B299B}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
51
FunGame/FunGame.csproj
Normal file
@ -0,0 +1,51 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<TargetFramework>net6.0-windows</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<UseWindowsForms>true</UseWindowsForms>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<ApplicationIcon>Images\logo.ico</ApplicationIcon>
|
||||
<Copyright></Copyright>
|
||||
<PackageIcon>logo.ico</PackageIcon>
|
||||
<Company>Milimoe</Company>
|
||||
<BaseOutputPath>..\bin</BaseOutputPath>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Content Include="Images\logo.ico" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Compile Update="Properties\Resources.Designer.cs">
|
||||
<DesignTime>True</DesignTime>
|
||||
<AutoGen>True</AutoGen>
|
||||
<DependentUpon>Resources.resx</DependentUpon>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Update="Properties\Resources.resx">
|
||||
<Generator>ResXFileCodeGenerator</Generator>
|
||||
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
|
||||
</EmbeddedResource>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Folder Include="UI\Login\" />
|
||||
<Folder Include="UI\Register\" />
|
||||
<Folder Include="UI\RoomSetting\" />
|
||||
<Folder Include="UI\UserSetting\" />
|
||||
<Folder Include="UI\Stock\" />
|
||||
<Folder Include="UI\Store\" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Update="Images\logo.ico">
|
||||
<Pack>True</Pack>
|
||||
<PackagePath>\</PackagePath>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
BIN
FunGame/Images/back.jpg
Normal file
|
After Width: | Height: | Size: 98 KiB |
BIN
FunGame/Images/exit.png
Normal file
|
After Width: | Height: | Size: 2.0 KiB |
BIN
FunGame/Images/favicon.ico
Normal file
|
After Width: | Height: | Size: 66 KiB |
BIN
FunGame/Images/green.png
Normal file
|
After Width: | Height: | Size: 1.7 KiB |
BIN
FunGame/Images/logo.ico
Normal file
|
After Width: | Height: | Size: 17 KiB |
BIN
FunGame/Images/min.png
Normal file
|
After Width: | Height: | Size: 1.9 KiB |
BIN
FunGame/Images/red.png
Normal file
|
After Width: | Height: | Size: 1.7 KiB |
BIN
FunGame/Images/send.png
Normal file
|
After Width: | Height: | Size: 1.8 KiB |
36
FunGame/Models/Component/ExitButton.Designer.cs
generated
Normal file
@ -0,0 +1,36 @@
|
||||
namespace FunGame.Models.Component
|
||||
{
|
||||
partial class ExitButton
|
||||
{
|
||||
/// <summary>
|
||||
/// 必需的设计器变量。
|
||||
/// </summary>
|
||||
private System.ComponentModel.IContainer components = null;
|
||||
|
||||
/// <summary>
|
||||
/// 清理所有正在使用的资源。
|
||||
/// </summary>
|
||||
/// <param name="disposing">如果应释放托管资源,为 true;否则为 false。</param>
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing && (components != null))
|
||||
{
|
||||
components.Dispose();
|
||||
}
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
|
||||
#region 组件设计器生成的代码
|
||||
|
||||
/// <summary>
|
||||
/// 设计器支持所需的方法 - 不要修改
|
||||
/// 使用代码编辑器修改此方法的内容。
|
||||
/// </summary>
|
||||
private void InitializeComponent()
|
||||
{
|
||||
components = new System.ComponentModel.Container();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
52
FunGame/Models/Component/ExitButton.cs
Normal file
@ -0,0 +1,52 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Component
|
||||
{
|
||||
public partial class ExitButton : Button
|
||||
{
|
||||
public ExitButton()
|
||||
{
|
||||
InitializeComponent();
|
||||
Anchor = System.Windows.Forms.AnchorStyles.None;
|
||||
BackColor = System.Drawing.Color.White;
|
||||
BackgroundImage = global::FunGame.Properties.Resources.exit;
|
||||
FlatAppearance.BorderColor = System.Drawing.Color.White;
|
||||
FlatAppearance.BorderSize = 0;
|
||||
FlatAppearance.MouseDownBackColor = System.Drawing.Color.FromArgb(((int)(((byte)(255)))), ((int)(((byte)(128)))), ((int)(((byte)(128)))));
|
||||
FlatAppearance.MouseOverBackColor = System.Drawing.Color.FromArgb(((int)(((byte)(255)))), ((int)(((byte)(192)))), ((int)(((byte)(192)))));
|
||||
FlatStyle = System.Windows.Forms.FlatStyle.Flat;
|
||||
Font = new System.Drawing.Font("LanaPixel", 36F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point);
|
||||
ForeColor = System.Drawing.Color.Red;
|
||||
Location = new System.Drawing.Point(750, 3);
|
||||
Size = new System.Drawing.Size(47, 47);
|
||||
TextAlign = System.Drawing.ContentAlignment.TopLeft;
|
||||
UseVisualStyleBackColor = false;
|
||||
}
|
||||
|
||||
public ExitButton(IContainer container)
|
||||
{
|
||||
container.Add(this);
|
||||
InitializeComponent();
|
||||
Anchor = System.Windows.Forms.AnchorStyles.None;
|
||||
BackColor = System.Drawing.Color.White;
|
||||
BackgroundImage = global::FunGame.Properties.Resources.exit;
|
||||
FlatAppearance.BorderColor = System.Drawing.Color.White;
|
||||
FlatAppearance.BorderSize = 0;
|
||||
FlatAppearance.MouseDownBackColor = System.Drawing.Color.FromArgb(((int)(((byte)(255)))), ((int)(((byte)(128)))), ((int)(((byte)(128)))));
|
||||
FlatAppearance.MouseOverBackColor = System.Drawing.Color.FromArgb(((int)(((byte)(255)))), ((int)(((byte)(192)))), ((int)(((byte)(192)))));
|
||||
FlatStyle = System.Windows.Forms.FlatStyle.Flat;
|
||||
Font = new System.Drawing.Font("LanaPixel", 36F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point);
|
||||
ForeColor = System.Drawing.Color.Red;
|
||||
Location = new System.Drawing.Point(750, 3);
|
||||
Size = new System.Drawing.Size(47, 47);
|
||||
TextAlign = System.Drawing.ContentAlignment.TopLeft;
|
||||
UseVisualStyleBackColor = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
164
FunGame/Models/Component/ShowMessage.Designer.cs
generated
Normal file
@ -0,0 +1,164 @@
|
||||
namespace FunGame.Models.Component
|
||||
{
|
||||
partial class ShowMessage
|
||||
{
|
||||
/// <summary>
|
||||
/// Required designer variable.
|
||||
/// </summary>
|
||||
private System.ComponentModel.IContainer components = null;
|
||||
|
||||
/// <summary>
|
||||
/// Clean up any resources being used.
|
||||
/// </summary>
|
||||
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing && (components != null))
|
||||
{
|
||||
components.Dispose();
|
||||
}
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
|
||||
#region Windows Form Designer generated code
|
||||
|
||||
/// <summary>
|
||||
/// Required method for Designer support - do not modify
|
||||
/// the contents of this method with the code editor.
|
||||
/// </summary>
|
||||
private void InitializeComponent()
|
||||
{
|
||||
this.components = new System.ComponentModel.Container();
|
||||
System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(ShowMessage));
|
||||
this.MsgText = new System.Windows.Forms.Label();
|
||||
this.LeftButton = new System.Windows.Forms.Button();
|
||||
this.Exit = new FunGame.Models.Component.ExitButton(this.components);
|
||||
this.RightButton = new System.Windows.Forms.Button();
|
||||
this.MidButton = new System.Windows.Forms.Button();
|
||||
this.Title = new System.Windows.Forms.Label();
|
||||
this.TransparentRect = new FunGame.Models.TransparentRect();
|
||||
this.TransparentRect.SuspendLayout();
|
||||
this.SuspendLayout();
|
||||
//
|
||||
// MsgText
|
||||
//
|
||||
this.MsgText.BackColor = System.Drawing.Color.Transparent;
|
||||
this.MsgText.Font = new System.Drawing.Font("LanaPixel", 14.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.MsgText.Location = new System.Drawing.Point(2, 51);
|
||||
this.MsgText.Name = "MsgText";
|
||||
this.MsgText.Size = new System.Drawing.Size(232, 73);
|
||||
this.MsgText.TabIndex = 100;
|
||||
this.MsgText.Text = "Message";
|
||||
this.MsgText.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
|
||||
//
|
||||
// LeftButton
|
||||
//
|
||||
this.LeftButton.Font = new System.Drawing.Font("LanaPixel", 14.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point);
|
||||
this.LeftButton.Location = new System.Drawing.Point(13, 127);
|
||||
this.LeftButton.Name = "LeftButton";
|
||||
this.LeftButton.Size = new System.Drawing.Size(98, 37);
|
||||
this.LeftButton.TabIndex = 98;
|
||||
this.LeftButton.Text = "Left";
|
||||
this.LeftButton.UseVisualStyleBackColor = true;
|
||||
this.LeftButton.Click += new System.EventHandler(this.LeftButton_Click);
|
||||
//
|
||||
// Exit
|
||||
//
|
||||
this.Exit.Anchor = System.Windows.Forms.AnchorStyles.None;
|
||||
this.Exit.BackColor = System.Drawing.Color.White;
|
||||
this.Exit.BackgroundImage = ((System.Drawing.Image)(resources.GetObject("Exit.BackgroundImage")));
|
||||
this.Exit.FlatAppearance.BorderColor = System.Drawing.Color.White;
|
||||
this.Exit.FlatAppearance.BorderSize = 0;
|
||||
this.Exit.FlatAppearance.MouseDownBackColor = System.Drawing.Color.FromArgb(((int)(((byte)(255)))), ((int)(((byte)(128)))), ((int)(((byte)(128)))));
|
||||
this.Exit.FlatAppearance.MouseOverBackColor = System.Drawing.Color.FromArgb(((int)(((byte)(255)))), ((int)(((byte)(192)))), ((int)(((byte)(192)))));
|
||||
this.Exit.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
|
||||
this.Exit.Font = new System.Drawing.Font("LanaPixel", 36F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point);
|
||||
this.Exit.ForeColor = System.Drawing.Color.Red;
|
||||
this.Exit.Location = new System.Drawing.Point(187, 1);
|
||||
this.Exit.Name = "Exit";
|
||||
this.Exit.Size = new System.Drawing.Size(47, 47);
|
||||
this.Exit.TabIndex = 15;
|
||||
this.Exit.TextAlign = System.Drawing.ContentAlignment.TopLeft;
|
||||
this.Exit.UseVisualStyleBackColor = false;
|
||||
this.Exit.Click += new System.EventHandler(this.Exit_Click);
|
||||
//
|
||||
// RightButton
|
||||
//
|
||||
this.RightButton.Font = new System.Drawing.Font("LanaPixel", 14.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point);
|
||||
this.RightButton.Location = new System.Drawing.Point(125, 127);
|
||||
this.RightButton.Name = "RightButton";
|
||||
this.RightButton.Size = new System.Drawing.Size(98, 37);
|
||||
this.RightButton.TabIndex = 101;
|
||||
this.RightButton.Text = "Right";
|
||||
this.RightButton.UseVisualStyleBackColor = true;
|
||||
this.RightButton.Click += new System.EventHandler(this.RightButton_Click);
|
||||
//
|
||||
// MidButton
|
||||
//
|
||||
this.MidButton.Font = new System.Drawing.Font("LanaPixel", 14.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point);
|
||||
this.MidButton.Location = new System.Drawing.Point(65, 127);
|
||||
this.MidButton.Name = "MidButton";
|
||||
this.MidButton.Size = new System.Drawing.Size(98, 37);
|
||||
this.MidButton.TabIndex = 102;
|
||||
this.MidButton.Text = "Middle";
|
||||
this.MidButton.UseVisualStyleBackColor = true;
|
||||
this.MidButton.Click += new System.EventHandler(this.MidButton_Click);
|
||||
//
|
||||
// Title
|
||||
//
|
||||
this.Title.BackColor = System.Drawing.Color.Transparent;
|
||||
this.Title.Font = new System.Drawing.Font("LanaPixel", 15.75F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point);
|
||||
this.Title.Location = new System.Drawing.Point(2, 1);
|
||||
this.Title.Name = "Title";
|
||||
this.Title.Size = new System.Drawing.Size(179, 47);
|
||||
this.Title.TabIndex = 97;
|
||||
this.Title.Text = "Message";
|
||||
this.Title.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
|
||||
//
|
||||
// TransparentRect
|
||||
//
|
||||
this.TransparentRect.BackColor = System.Drawing.Color.WhiteSmoke;
|
||||
this.TransparentRect.BorderColor = System.Drawing.Color.WhiteSmoke;
|
||||
this.TransparentRect.Controls.Add(this.Title);
|
||||
this.TransparentRect.Controls.Add(this.MidButton);
|
||||
this.TransparentRect.Controls.Add(this.RightButton);
|
||||
this.TransparentRect.Controls.Add(this.Exit);
|
||||
this.TransparentRect.Controls.Add(this.LeftButton);
|
||||
this.TransparentRect.Controls.Add(this.MsgText);
|
||||
this.TransparentRect.Location = new System.Drawing.Point(0, 0);
|
||||
this.TransparentRect.Name = "TransparentRect";
|
||||
this.TransparentRect.Opacity = 125;
|
||||
this.TransparentRect.Radius = 20;
|
||||
this.TransparentRect.ShapeBorderStyle = FunGame.Models.TransparentRect.ShapeBorderStyles.ShapeBSNone;
|
||||
this.TransparentRect.Size = new System.Drawing.Size(235, 170);
|
||||
this.TransparentRect.TabIndex = 103;
|
||||
this.TransparentRect.TabStop = false;
|
||||
this.TransparentRect.Text = "transparentRect1";
|
||||
//
|
||||
// ShowMessage
|
||||
//
|
||||
this.AutoScaleDimensions = new System.Drawing.SizeF(7F, 17F);
|
||||
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
|
||||
this.BackColor = System.Drawing.Color.WhiteSmoke;
|
||||
this.ClientSize = new System.Drawing.Size(235, 170);
|
||||
this.Controls.Add(this.TransparentRect);
|
||||
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;
|
||||
this.Name = "ShowMessage";
|
||||
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
|
||||
this.Text = "Show";
|
||||
this.TransparentRect.ResumeLayout(false);
|
||||
this.ResumeLayout(false);
|
||||
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private Label MsgText;
|
||||
private Button LeftButton;
|
||||
private ExitButton Exit;
|
||||
private Button RightButton;
|
||||
private Button MidButton;
|
||||
private Label Title;
|
||||
private TransparentRect TransparentRect;
|
||||
}
|
||||
}
|
||||
191
FunGame/Models/Component/ShowMessage.cs
Normal file
@ -0,0 +1,191 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Data;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
using FunGame.Models.Enum;
|
||||
|
||||
namespace FunGame.Models.Component
|
||||
{
|
||||
public partial class ShowMessage : Form
|
||||
{
|
||||
private int Location_x, Location_y;
|
||||
private static int MessageResult = -1;
|
||||
private static ShowMessage? s = null;
|
||||
|
||||
private ShowMessage()
|
||||
{
|
||||
InitializeComponent();
|
||||
Opacity = 0.85;
|
||||
Title.MouseDown += new MouseEventHandler(Title_MouseDown);
|
||||
Title.MouseMove += new MouseEventHandler(Title_MouseMove);
|
||||
}
|
||||
|
||||
private void SetButtonResult(string text)
|
||||
{
|
||||
switch (text)
|
||||
{
|
||||
case "确定":
|
||||
MessageResult = (int)CommonEnums.MessageResult.OK;
|
||||
break;
|
||||
case "取消":
|
||||
MessageResult = (int)CommonEnums.MessageResult.Cancel;
|
||||
break;
|
||||
case "是":
|
||||
MessageResult = (int)CommonEnums.MessageResult.Yes;
|
||||
break;
|
||||
case "否":
|
||||
MessageResult = (int)CommonEnums.MessageResult.No;
|
||||
break;
|
||||
case "重试":
|
||||
MessageResult = (int)CommonEnums.MessageResult.Retry;
|
||||
break;
|
||||
}
|
||||
Dispose();
|
||||
}
|
||||
|
||||
// 设置窗口可拖动
|
||||
private void Title_MouseDown(object? sender, MouseEventArgs e)
|
||||
{
|
||||
//判断是否为鼠标左键
|
||||
if (e.Button == MouseButtons.Left)
|
||||
{
|
||||
//获取鼠标左键按下时的位置
|
||||
this.Location_x = e.Location.X;
|
||||
this.Location_y = e.Location.Y;
|
||||
}
|
||||
}
|
||||
|
||||
private void Title_MouseMove(object? sender, MouseEventArgs e)
|
||||
{
|
||||
if (e.Button == MouseButtons.Left)
|
||||
{
|
||||
//计算鼠标移动距离
|
||||
this.Left += e.Location.X - this.Location_x;
|
||||
this.Top += e.Location.Y - this.Location_y;
|
||||
}
|
||||
}
|
||||
|
||||
public static int Message(string msg, string title)
|
||||
{
|
||||
s = new ShowMessage();
|
||||
s.Title.Text = title;
|
||||
s.MsgText.Text = msg;
|
||||
s.LeftButton.Visible = false;
|
||||
s.RightButton.Visible = false;
|
||||
s.MidButton.Visible = true;
|
||||
s.MidButton.Text = "确定";
|
||||
s.ShowDialog();
|
||||
return MessageResult;
|
||||
}
|
||||
|
||||
public static int TipMessage(string msg, string? title = null)
|
||||
{
|
||||
s = new ShowMessage();
|
||||
if (title != null) s.Title.Text = title;
|
||||
else s.Title.Text = "提示";
|
||||
s.MsgText.Text = msg;
|
||||
s.LeftButton.Visible = false;
|
||||
s.RightButton.Visible = false;
|
||||
s.MidButton.Visible = true;
|
||||
s.MidButton.Text = "确定";
|
||||
s.ShowDialog();
|
||||
return MessageResult;
|
||||
}
|
||||
|
||||
public static int WarningMessage(string msg, string? title = null)
|
||||
{
|
||||
s = new ShowMessage();
|
||||
if (title != null) s.Title.Text = title;
|
||||
else s.Title.Text = "警告";
|
||||
s.MsgText.Text = msg;
|
||||
s.LeftButton.Visible = false;
|
||||
s.RightButton.Visible = false;
|
||||
s.MidButton.Visible = true;
|
||||
s.MidButton.Text = "确定";
|
||||
s.ShowDialog();
|
||||
return MessageResult;
|
||||
}
|
||||
|
||||
public static int ErrorMessage(string msg, string? title = null)
|
||||
{
|
||||
s = new ShowMessage();
|
||||
if (title != null) s.Title.Text = title;
|
||||
else s.Title.Text = "错误";
|
||||
s.MsgText.Text = msg;
|
||||
s.LeftButton.Visible = false;
|
||||
s.RightButton.Visible = false;
|
||||
s.MidButton.Visible = true;
|
||||
s.MidButton.Text = "确定";
|
||||
s.ShowDialog();
|
||||
return MessageResult;
|
||||
}
|
||||
|
||||
public static int YesNoMessage(string msg, string title)
|
||||
{
|
||||
s = new ShowMessage();
|
||||
s.Title.Text = title;
|
||||
s.MsgText.Text = msg;
|
||||
s.LeftButton.Visible = true;
|
||||
s.RightButton.Visible = true;
|
||||
s.MidButton.Visible = false;
|
||||
s.LeftButton.Text = "是";
|
||||
s.RightButton.Text = "否";
|
||||
s.ShowDialog();
|
||||
return MessageResult;
|
||||
}
|
||||
|
||||
public static int OKCancelMessage(string msg, string title)
|
||||
{
|
||||
s = new ShowMessage();
|
||||
s.Title.Text = title;
|
||||
s.MsgText.Text = msg;
|
||||
s.LeftButton.Visible = true;
|
||||
s.RightButton.Visible = true;
|
||||
s.MidButton.Visible = false;
|
||||
s.LeftButton.Text = "确定";
|
||||
s.RightButton.Text = "取消";
|
||||
s.ShowDialog();
|
||||
return MessageResult;
|
||||
}
|
||||
|
||||
public static int RetryCancelMessage(string msg, string title)
|
||||
{
|
||||
s = new ShowMessage();
|
||||
s.Title.Text = title;
|
||||
s.MsgText.Text = msg;
|
||||
s.LeftButton.Visible = true;
|
||||
s.RightButton.Visible = true;
|
||||
s.MidButton.Visible = false;
|
||||
s.LeftButton.Text = "重试";
|
||||
s.RightButton.Text = "取消";
|
||||
s.ShowDialog();
|
||||
return MessageResult;
|
||||
}
|
||||
|
||||
private void LeftButton_Click(object sender, EventArgs e)
|
||||
{
|
||||
SetButtonResult(LeftButton.Text);
|
||||
}
|
||||
|
||||
private void RightButton_Click(object sender, EventArgs e)
|
||||
{
|
||||
SetButtonResult(RightButton.Text);
|
||||
}
|
||||
|
||||
private void MidButton_Click(object sender, EventArgs e)
|
||||
{
|
||||
SetButtonResult(MidButton.Text);
|
||||
}
|
||||
|
||||
private void Exit_Click(object sender, EventArgs e)
|
||||
{
|
||||
MessageResult = (int)CommonEnums.MessageResult.Cancel;
|
||||
Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
71
FunGame/Models/Component/ShowMessage.resx
Normal file
@ -0,0 +1,71 @@
|
||||
<root>
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</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" use="required" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</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=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<assembly alias="System.Drawing" name="System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" />
|
||||
<data name="Exit.BackgroundImage" type="System.Drawing.Bitmap, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>
|
||||
iVBORw0KGgoAAAANSUhEUgAAAC8AAAAvCAYAAABzJ5OsAAAABGdBTUEAALGPC/xhBQAAAAlwSFlzAAAu
|
||||
IgAALiIBquLdkgAAAQlJREFUaEPtmYEJwjAURDOSI3SUjtINOpKjOEr9h1Hyz9+E1haN3METif2Xp6CE
|
||||
mpaUll55yt86pJC3x26Q/LfYLJ/SaEzEkD4I5qkPjOH+JTvkr/nakil77ArmqQ9cw/1LJC/5t85T5GcD
|
||||
b6AEm+NLV3LJbi5Yp+sA5rlzDvcv2SwfsfLJZV8XrNN1YAp7W0he8kFvC8kbHFvBrwheYcKjRNTZRPIG
|
||||
x1YkX0XyBsdWJF9F8gbHViRf5RD5hyiOCHsZwt4WB8lDwJ45dDCrInnJB70tNsuvbJ7ddgXz1Ad038Yj
|
||||
eR/MUx+QvEfyPpinPiB5j+R9ME994BT5jv9Q+yX+S74/XvIdkpY7JUbXJnJZ8twAAAAASUVORK5CYII=
|
||||
</value>
|
||||
</data>
|
||||
</root>
|
||||
36
FunGame/Models/Component/TextArea.Designer.cs
generated
Normal file
@ -0,0 +1,36 @@
|
||||
namespace FunGame.Models
|
||||
{
|
||||
partial class TextArea
|
||||
{
|
||||
/// <summary>
|
||||
/// 必需的设计器变量。
|
||||
/// </summary>
|
||||
private System.ComponentModel.IContainer components = null;
|
||||
|
||||
/// <summary>
|
||||
/// 清理所有正在使用的资源。
|
||||
/// </summary>
|
||||
/// <param name="disposing">如果应释放托管资源,为 true;否则为 false。</param>
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing && (components != null))
|
||||
{
|
||||
components.Dispose();
|
||||
}
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
|
||||
#region 组件设计器生成的代码
|
||||
|
||||
/// <summary>
|
||||
/// 设计器支持所需的方法 - 不要修改
|
||||
/// 使用代码编辑器修改此方法的内容。
|
||||
/// </summary>
|
||||
private void InitializeComponent()
|
||||
{
|
||||
components = new System.ComponentModel.Container();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
100
FunGame/Models/Component/TextArea.cs
Normal file
@ -0,0 +1,100 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace FunGame.Models
|
||||
{
|
||||
[ToolboxBitmap(typeof(TextBox))]
|
||||
partial class TextArea : RichTextBox
|
||||
{
|
||||
private string _emptyTextTip = "";
|
||||
private Color _emptyTextTipColor = Color.DarkGray;
|
||||
private const int WM_PAINT = 0xF;
|
||||
|
||||
public TextArea() : base()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
[DefaultValue("")]
|
||||
public string EmptyTextTip
|
||||
{
|
||||
get { return _emptyTextTip; }
|
||||
set
|
||||
{
|
||||
_emptyTextTip = value;
|
||||
base.Invalidate();
|
||||
}
|
||||
}
|
||||
|
||||
[DefaultValue(typeof(Color), "DarkGray")]
|
||||
public Color EmptyTextTipColor
|
||||
{
|
||||
get { return _emptyTextTipColor; }
|
||||
set
|
||||
{
|
||||
_emptyTextTipColor = value;
|
||||
base.Invalidate();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void WndProc(ref Message m)
|
||||
{
|
||||
base.WndProc(ref m);
|
||||
if (m.Msg == WM_PAINT)
|
||||
{
|
||||
WmPaint(ref m);
|
||||
}
|
||||
}
|
||||
|
||||
private void WmPaint(ref Message m)
|
||||
{
|
||||
using (Graphics graphics = Graphics.FromHwnd(base.Handle))
|
||||
{
|
||||
if (Text.Length == 0
|
||||
&& !string.IsNullOrEmpty(_emptyTextTip)
|
||||
&& !Focused)
|
||||
{
|
||||
TextFormatFlags format =
|
||||
TextFormatFlags.EndEllipsis |
|
||||
TextFormatFlags.VerticalCenter;
|
||||
|
||||
if (RightToLeft == RightToLeft.Yes)
|
||||
{
|
||||
format |= TextFormatFlags.RightToLeft | TextFormatFlags.Right;
|
||||
}
|
||||
|
||||
TextRenderer.DrawText(
|
||||
graphics,
|
||||
_emptyTextTip,
|
||||
Font,
|
||||
base.ClientRectangle,
|
||||
_emptyTextTipColor,
|
||||
format);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[DllImport("kernel32.dll", CharSet = CharSet.Auto)]
|
||||
private static extern IntPtr LoadLibrary(string lpFileName);
|
||||
protected override CreateParams CreateParams
|
||||
{
|
||||
get
|
||||
{
|
||||
CreateParams prams = base.CreateParams;
|
||||
if (LoadLibrary("msftedit.dll") != IntPtr.Zero)
|
||||
{
|
||||
prams.ExStyle |= 0x020; // transparent
|
||||
prams.ClassName = "RICHEDIT50W";
|
||||
}
|
||||
return prams;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
120
FunGame/Models/Component/TextArea.resx
Normal file
@ -0,0 +1,120 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<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>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
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
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</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" use="required" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</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=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
</root>
|
||||
36
FunGame/Models/Component/TransparentRect.Designer.cs
generated
Normal file
@ -0,0 +1,36 @@
|
||||
namespace FunGame.Models
|
||||
{
|
||||
partial class TransparentRect
|
||||
{
|
||||
/// <summary>
|
||||
/// 必需的设计器变量。
|
||||
/// </summary>
|
||||
private System.ComponentModel.IContainer components = null;
|
||||
|
||||
/// <summary>
|
||||
/// 清理所有正在使用的资源。
|
||||
/// </summary>
|
||||
/// <param name="disposing">如果应释放托管资源,为 true;否则为 false。</param>
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing && (components != null))
|
||||
{
|
||||
components.Dispose();
|
||||
}
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
|
||||
#region 组件设计器生成的代码
|
||||
|
||||
/// <summary>
|
||||
/// 设计器支持所需的方法 - 不要修改
|
||||
/// 使用代码编辑器修改此方法的内容。
|
||||
/// </summary>
|
||||
private void InitializeComponent()
|
||||
{
|
||||
components = new System.ComponentModel.Container();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
123
FunGame/Models/Component/TransparentRect.cs
Normal file
@ -0,0 +1,123 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Drawing.Drawing2D;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace FunGame.Models
|
||||
{
|
||||
partial class TransparentRect : GroupBox
|
||||
{
|
||||
public enum ShapeBorderStyles
|
||||
{
|
||||
ShapeBSNone,
|
||||
ShapeBSFixedSingle,
|
||||
};
|
||||
private ShapeBorderStyles _borderStyle = ShapeBorderStyles.ShapeBSNone;
|
||||
private Color _backColor = Color.Black;
|
||||
private Color _borderColor = Color.White;
|
||||
private int _radius = 20;
|
||||
private int _opacity = 125;
|
||||
protected int pointX = 0;
|
||||
protected int pointY = 0;
|
||||
protected Rectangle iRect = new Rectangle();
|
||||
public TransparentRect()
|
||||
{
|
||||
base.BackColor = Color.Transparent;
|
||||
SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.OptimizedDoubleBuffer | ControlStyles.ResizeRedraw | ControlStyles.SupportsTransparentBackColor | ControlStyles.UserPaint, true);
|
||||
SetStyle(ControlStyles.Opaque, false);
|
||||
UpdateStyles();
|
||||
}
|
||||
public new Color BackColor
|
||||
{
|
||||
get { return _backColor; }
|
||||
set { _backColor = value; Invalidate(); }
|
||||
}
|
||||
public ShapeBorderStyles ShapeBorderStyle
|
||||
{
|
||||
get { return _borderStyle; }
|
||||
set { _borderStyle = value; this.Invalidate(); }
|
||||
}
|
||||
public Color BorderColor
|
||||
{
|
||||
get { return _borderColor; }
|
||||
set { _borderColor = value; Invalidate(); }
|
||||
}
|
||||
public int Opacity
|
||||
{
|
||||
get { return _opacity; }
|
||||
set { _opacity = value; this.Invalidate(); }
|
||||
}
|
||||
public int Radius
|
||||
{
|
||||
get { return _radius; }
|
||||
set { _radius = value; this.Invalidate(); }
|
||||
}
|
||||
public override Color ForeColor
|
||||
{
|
||||
get { return base.ForeColor; }
|
||||
set { base.ForeColor = value; this.Invalidate(); }
|
||||
}
|
||||
protected override void OnPaint(PaintEventArgs e)
|
||||
{
|
||||
SmoothingMode sm = e.Graphics.SmoothingMode;
|
||||
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
|
||||
if (_borderStyle == ShapeBorderStyles.ShapeBSFixedSingle) DrawBorder(e.Graphics);
|
||||
DrawLabelBackground(e.Graphics);
|
||||
e.Graphics.SmoothingMode = sm;
|
||||
}
|
||||
private void DrawBorder(Graphics g)
|
||||
{
|
||||
Rectangle rect = this.ClientRectangle;
|
||||
rect.Width--;
|
||||
rect.Height--;
|
||||
using (GraphicsPath bp = GetPath(rect, _radius))
|
||||
{
|
||||
using (Pen p = new Pen(_borderColor))
|
||||
{
|
||||
g.DrawPath(p, bp);
|
||||
}
|
||||
}
|
||||
}
|
||||
private void DrawLabelBackground(Graphics g)
|
||||
{
|
||||
Rectangle rect = this.ClientRectangle;
|
||||
iRect = rect;
|
||||
rect.X++;
|
||||
rect.Y++;
|
||||
rect.Width -= 2;
|
||||
rect.Height -= 2;
|
||||
using (GraphicsPath bb = GetPath(rect, _radius))
|
||||
{
|
||||
using (Brush br = new SolidBrush(Color.FromArgb(_opacity, _backColor)))
|
||||
{
|
||||
g.FillPath(br, bb);
|
||||
}
|
||||
}
|
||||
}
|
||||
protected GraphicsPath GetPath(Rectangle rc, int r)
|
||||
{
|
||||
int x = rc.X, y = rc.Y, w = rc.Width, h = rc.Height;
|
||||
r = r << 1;
|
||||
GraphicsPath path = new GraphicsPath();
|
||||
if (r > 0)
|
||||
{
|
||||
if (r > h) { r = h; };
|
||||
if (r > w) { r = w; };
|
||||
path.AddArc(x, y, r, r, 180, 90);
|
||||
path.AddArc(x + w - r, y, r, r, 270, 90);
|
||||
path.AddArc(x + w - r, y + h - r, r, r, 0, 90);
|
||||
path.AddArc(x, y + h - r, r, r, 90, 90);
|
||||
path.CloseFigure();
|
||||
}
|
||||
else
|
||||
{
|
||||
path.AddRectangle(rc);
|
||||
}
|
||||
return path;
|
||||
}
|
||||
}
|
||||
}
|
||||
76
FunGame/Models/Config/Config.cs
Normal file
@ -0,0 +1,76 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Security.AccessControl;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FunGame.Models.Config;
|
||||
using FunGame.Utils.DataHelper;
|
||||
|
||||
namespace FunGame.Models.Config
|
||||
{
|
||||
public static class Config
|
||||
{
|
||||
/**
|
||||
* Game Configs
|
||||
*/
|
||||
public static string VERSION = "";
|
||||
public static string VERSION_TYPE = "";
|
||||
public static string VERSION_PATCH = "";
|
||||
public static string VERSION_DATE = "";
|
||||
|
||||
public static INIHelper DefaultINIHelper = new();
|
||||
public static AssemblyHelper DefaultAssemblyHelper = new();
|
||||
|
||||
/**
|
||||
* WebHelper Configs
|
||||
*/
|
||||
public const string WebHelper_SetGreen = "-WebHelper .set green";
|
||||
public const string WebHelper_SetRed = "-WebHelper .set red";
|
||||
public const string WebHelper_Disconnected = "-WebHelper .disconnected";
|
||||
public const string WebHelper_GetUser = "-WebHelper .get user";
|
||||
public static int WebHelper_HeartBeatFaileds = 0;
|
||||
|
||||
/**
|
||||
* Socket Configs
|
||||
*/
|
||||
public static string SERVER_IPADRESS = ""; // 默认IP地址
|
||||
public static int SERVER_PORT; // 默认端口
|
||||
public static Encoding DEFAULT_ENCODING = Encoding.UTF8;
|
||||
|
||||
/**
|
||||
* FunGame Configs
|
||||
*/
|
||||
public const string GameMode_Mix = "混战模式";
|
||||
public const string GameMode_Team = "团队模式";
|
||||
public const string GameMode_MixHasPass = "带密码的混战模式";
|
||||
public const string GameMode_TeamHasPass = "带密码的团队模式";
|
||||
|
||||
public const string FunGame_PresetMessage = "- 快捷消息 -";
|
||||
public const string FunGame_SignIn = "签到";
|
||||
public const string FunGame_ShowCredits = "积分";
|
||||
public const string FunGame_ShowStock = "查看库存";
|
||||
public const string FunGame_ShowStore = "游戏商店";
|
||||
public const string FunGame_CreateMix = "创建游戏 混战";
|
||||
public const string FunGame_CreateTeam = "创建游戏 团队";
|
||||
public const string FunGame_StartGame = "开始游戏";
|
||||
public const string FunGame_Retry = "重新连接";
|
||||
public const string FunGame_AutoRetryOn = "开启自动重连";
|
||||
public const string FunGame_AutoRetryOff = "关闭自动重连";
|
||||
public static readonly object[] PresetItems =
|
||||
{
|
||||
FunGame_PresetMessage,
|
||||
FunGame_SignIn,
|
||||
FunGame_ShowCredits,
|
||||
FunGame_ShowStock,
|
||||
FunGame_ShowStore,
|
||||
FunGame_CreateMix,
|
||||
FunGame_CreateTeam,
|
||||
FunGame_StartGame,
|
||||
FunGame_Retry,
|
||||
FunGame_AutoRetryOn,
|
||||
FunGame_AutoRetryOff
|
||||
};
|
||||
public const string FunGame_ConnectByDebug = "连接到Debug";
|
||||
}
|
||||
}
|
||||
24
FunGame/Models/Config/Usercfg.cs
Normal file
@ -0,0 +1,24 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Config
|
||||
{
|
||||
public static class Usercfg
|
||||
{
|
||||
/**
|
||||
* 玩家设定内容
|
||||
*/
|
||||
public static bool Match_Mix = false; // 混战模式选项
|
||||
public static bool Match_Team = false; // 团队模式选项
|
||||
public static bool Match_HasPass = false; // 密码房间选项
|
||||
public static bool FunGame_isMatching = false; // 是否在匹配中
|
||||
public static bool FunGame_isConnected = false; // 是否连接上服务器
|
||||
public static bool FunGame_isRetrying = false; // 是否正在重连
|
||||
public static bool FunGame_isAutoRetry = true; // 是否自动重连
|
||||
public static string FunGame_roomid = "-1"; // 房间号
|
||||
public static string LoginUserName = ""; // 已登录用户名
|
||||
}
|
||||
}
|
||||
18
FunGame/Models/Entity/ActiveItem.cs
Normal file
@ -0,0 +1,18 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Entity
|
||||
{
|
||||
public class ActiveItem : Item
|
||||
{
|
||||
public ActiveSkill? Skill { get; set; } = null;
|
||||
|
||||
public ActiveItem()
|
||||
{
|
||||
Active = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
29
FunGame/Models/Entity/ActiveSkill.cs
Normal file
@ -0,0 +1,29 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Entity
|
||||
{
|
||||
public class ActiveSkill : Skill
|
||||
{
|
||||
public decimal MP { get; set; } = 0;
|
||||
public decimal EP { get; set; } = 0;
|
||||
public decimal Reference1 { get; set; } = 0;
|
||||
public decimal Reference2 { get; set; } = 0;
|
||||
public decimal Reference3 { get; set; } = 0;
|
||||
public decimal Reference4 { get; set; } = 0;
|
||||
public decimal Reference5 { get; set; } = 0;
|
||||
public decimal Reference6 { get; set; } = 0;
|
||||
public decimal Reference7 { get; set; } = 0;
|
||||
public decimal Reference8 { get; set; } = 0;
|
||||
public decimal Reference9 { get; set; } = 0;
|
||||
public decimal Reference10 { get; set; } = 0;
|
||||
|
||||
public ActiveSkill()
|
||||
{
|
||||
Active = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
42
FunGame/Models/Entity/Character.cs
Normal file
@ -0,0 +1,42 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Entity
|
||||
{
|
||||
public class Character
|
||||
{
|
||||
public int Id { get; set; }
|
||||
public string Name { get; set; } = "";
|
||||
public string FirstName { get; set; } = "";
|
||||
public User? User { get; set; } = null;
|
||||
public CharacterStatistics? Statistics { get; set; } = null;
|
||||
public int Level { get; set; } = 1;
|
||||
public decimal EXP { get; set; }
|
||||
public decimal HP { get; set; }
|
||||
public decimal MP { get; set; }
|
||||
public decimal EP { get; set; }
|
||||
public decimal ATK { get; set; }
|
||||
public decimal DEF { get; set; }
|
||||
public decimal PhysicalReduction { get; set; }
|
||||
public decimal MDF { get; set; }
|
||||
public decimal HPRecovery { get; set; } = 0;
|
||||
public decimal MPRecovery { get; set; } = 0;
|
||||
public decimal EPRecovery { get; set; } = 0;
|
||||
public decimal SPD { get; set; }
|
||||
public decimal ATR { get; set; }
|
||||
public decimal CritRate { get; set; } = 0.05M;
|
||||
public decimal CritDMG { get; set; } = 1.25M;
|
||||
public decimal EvadeRate { get; set; } = 0.05M;
|
||||
public Hashtable? Skills { get; set; } = new Hashtable();
|
||||
public Hashtable? Items { get; set; } = new Hashtable();
|
||||
|
||||
public Character()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
34
FunGame/Models/Entity/CharacterStatistics.cs
Normal file
@ -0,0 +1,34 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Entity
|
||||
{
|
||||
public class CharacterStatistics
|
||||
{
|
||||
public int Id { get; set; }
|
||||
public Character? Character { get; set; } = null;
|
||||
public Hashtable? DamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? PhysicalDamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? MagicDamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? RealDamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? AvgDamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? AvgLiveRoundStats { get; set; } = new Hashtable();
|
||||
public Hashtable? AvgDamageRoundStats { get; set; } = new Hashtable();
|
||||
public Hashtable? KillStats { get; set; } = new Hashtable();
|
||||
public Hashtable? DeathStats { get; set; } = new Hashtable();
|
||||
public Hashtable? AssistStats { get; set; } = new Hashtable();
|
||||
public Hashtable? Plays { get; set; } = new Hashtable();
|
||||
public Hashtable? Wins { get; set; } = new Hashtable();
|
||||
public Hashtable? Loses { get; set; } = new Hashtable();
|
||||
public Hashtable? Winrates { get; set; } = new Hashtable();
|
||||
|
||||
public CharacterStatistics()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
35
FunGame/Models/Entity/GameStatistics.cs
Normal file
@ -0,0 +1,35 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Entity
|
||||
{
|
||||
public class GameStatistics
|
||||
{
|
||||
public int Id { get; set; }
|
||||
public Room? Room { get; set; } = null;
|
||||
public string? GameRecord { get; set; } = null;
|
||||
public string? RunTime { get; set; } = null;
|
||||
public Hashtable? DamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? PhysicalDamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? MagicDamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? RealDamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? AvgDamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? KillStats { get; set; } = new Hashtable();
|
||||
public Hashtable? KillDetailStats { get; set; } = new Hashtable();
|
||||
public Hashtable? DeathStats { get; set; } = new Hashtable();
|
||||
public Hashtable? DeathDetailStats { get; set; } = new Hashtable();
|
||||
public Hashtable? AssistStats { get; set; } = new Hashtable();
|
||||
public Hashtable? RatingStats { get; set; } = new Hashtable();
|
||||
public Hashtable? EloStats { get; set; } = new Hashtable();
|
||||
public Hashtable? RankStats { get; set; } = new Hashtable();
|
||||
|
||||
public GameStatistics()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
19
FunGame/Models/Entity/Item.cs
Normal file
@ -0,0 +1,19 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Entity
|
||||
{
|
||||
public abstract class Item
|
||||
{
|
||||
public int Id { get; set; }
|
||||
public string Name { get; set; } = "";
|
||||
public string Describe { get; set; } = "";
|
||||
public decimal Price { get; set; }
|
||||
public char Key { get; set; }
|
||||
public bool Active { get; set; }
|
||||
public Character? Character { get; set; } = null;
|
||||
}
|
||||
}
|
||||
18
FunGame/Models/Entity/PassiveItem.cs
Normal file
@ -0,0 +1,18 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Entity
|
||||
{
|
||||
public class PassiveItem : Item
|
||||
{
|
||||
public PassiveSkill? Skill { get; set; } = null;
|
||||
|
||||
public PassiveItem()
|
||||
{
|
||||
Active = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
27
FunGame/Models/Entity/PassiveSkill.cs
Normal file
@ -0,0 +1,27 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Entity
|
||||
{
|
||||
public class PassiveSkill : Skill
|
||||
{
|
||||
public decimal Reference1 { get; set; } = 0;
|
||||
public decimal Reference2 { get; set; } = 0;
|
||||
public decimal Reference3 { get; set; } = 0;
|
||||
public decimal Reference4 { get; set; } = 0;
|
||||
public decimal Reference5 { get; set; } = 0;
|
||||
public decimal Reference6 { get; set; } = 0;
|
||||
public decimal Reference7 { get; set; } = 0;
|
||||
public decimal Reference8 { get; set; } = 0;
|
||||
public decimal Reference9 { get; set; } = 0;
|
||||
public decimal Reference10 { get; set; } = 0;
|
||||
|
||||
public PassiveSkill()
|
||||
{
|
||||
Active = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
33
FunGame/Models/Entity/Room.cs
Normal file
@ -0,0 +1,33 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Security.Policy;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Entity
|
||||
{
|
||||
public class Room
|
||||
{
|
||||
public int Id { get; set; }
|
||||
public string Roomid { get; set; } = "";
|
||||
public DateTime Time { get; set; } = DateTime.Now;
|
||||
public Hashtable PlayerList { get; set; } = new Hashtable();
|
||||
public User? RoomMaster { get; set; }
|
||||
public int RoomType { get; set; }
|
||||
public int RoomState { get; set; }
|
||||
public GameStatistics? Statistics { get; set; } = null;
|
||||
|
||||
public Room(User? master = null)
|
||||
{
|
||||
if (master != null) RoomMaster = master;
|
||||
}
|
||||
|
||||
public Room(string roomid, User? master = null)
|
||||
{
|
||||
Roomid = roomid;
|
||||
if (master != null) RoomMaster = master;
|
||||
}
|
||||
}
|
||||
}
|
||||
17
FunGame/Models/Entity/Skill.cs
Normal file
@ -0,0 +1,17 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Entity
|
||||
{
|
||||
public abstract class Skill
|
||||
{
|
||||
public int Id { get; set; }
|
||||
public string Name { get; set; } = "";
|
||||
public string Describe { get; set; } = "";
|
||||
public char Key { get; set; }
|
||||
public bool Active { get; set; }
|
||||
}
|
||||
}
|
||||
23
FunGame/Models/Entity/Stock.cs
Normal file
@ -0,0 +1,23 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Entity
|
||||
{
|
||||
public class Stock
|
||||
{
|
||||
public int Id { get; set; }
|
||||
public string Name { get; set; } = "";
|
||||
public User? User { get; set; } = null;
|
||||
public Hashtable? Characters { get; set; } = new Hashtable();
|
||||
public Hashtable? Items { get; set; } = new Hashtable();
|
||||
|
||||
public Stock()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
44
FunGame/Models/Entity/User.cs
Normal file
@ -0,0 +1,44 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Entity
|
||||
{
|
||||
public class User
|
||||
{
|
||||
public int Id { get; set; }
|
||||
public string Userame { get; set; } = "";
|
||||
public string Password { get; set; } = "";
|
||||
public DateTime RegTime { get; set; }
|
||||
public DateTime LastTime { get; set; }
|
||||
public string Email { get; set; } = "";
|
||||
public string NickName { get; set; } = "";
|
||||
public bool IsAdmin { get; set; } = false;
|
||||
public bool IsOperator { get; set; } = false;
|
||||
public bool IsEnable { get; set; } = false;
|
||||
public int OnlineState { get; set; } = 0;
|
||||
public string Roomid { get; set; } = "";
|
||||
public int Credits { get; set; } = 0;
|
||||
public int Material { get; set; } = 0;
|
||||
public UserStatistics? Statistics { get; set; } = null;
|
||||
public Stock? Stock { get; set; } = null;
|
||||
|
||||
public User()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public User(string username)
|
||||
{
|
||||
Userame = username;
|
||||
}
|
||||
|
||||
public User(string username, string password)
|
||||
{
|
||||
Userame = username;
|
||||
Password = password;
|
||||
}
|
||||
}
|
||||
}
|
||||
35
FunGame/Models/Entity/UserStatistics.cs
Normal file
@ -0,0 +1,35 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Entity
|
||||
{
|
||||
public class UserStatistics
|
||||
{
|
||||
public int Id { get; set; }
|
||||
public User? User { get; set; } = null;
|
||||
public Hashtable? DamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? PhysicalDamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? MagicDamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? RealDamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? AvgDamageStats { get; set; } = new Hashtable();
|
||||
public Hashtable? KillStats { get; set; } = new Hashtable();
|
||||
public Hashtable? DeathStats { get; set; } = new Hashtable();
|
||||
public Hashtable? AssistStats { get; set; } = new Hashtable();
|
||||
public Hashtable? Plays { get; set; } = new Hashtable();
|
||||
public Hashtable? Wins { get; set; } = new Hashtable();
|
||||
public Hashtable? Loses { get; set; } = new Hashtable();
|
||||
public Hashtable? Winrates { get; set; } = new Hashtable();
|
||||
public Hashtable? RatingStats { get; set; } = new Hashtable();
|
||||
public Hashtable? EloStats { get; set; } = new Hashtable();
|
||||
public Hashtable? RankStats { get; set; } = new Hashtable();
|
||||
|
||||
public UserStatistics()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
97
FunGame/Models/Enum/CommonEnums.cs
Normal file
@ -0,0 +1,97 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Enum
|
||||
{
|
||||
/// <summary>
|
||||
/// 这里存放框架实现相关的State Type Result Method
|
||||
/// 添加FunGame.Core接口和实现时,需要在这里同步添加:InterfaceType和InterfaceMethod
|
||||
/// </summary>
|
||||
public static class CommonEnums
|
||||
{
|
||||
#region State
|
||||
|
||||
public enum StartMatch_State
|
||||
{
|
||||
Matching = 1,
|
||||
Success = 2,
|
||||
Enable = 3,
|
||||
Cancel = 4
|
||||
}
|
||||
|
||||
public enum CreateRoom_State
|
||||
{
|
||||
Creating = 1,
|
||||
Success = 2
|
||||
}
|
||||
|
||||
public enum RoomState
|
||||
{
|
||||
Created = 1,
|
||||
Gaming = 2,
|
||||
Close = 3,
|
||||
Complete = 4
|
||||
}
|
||||
|
||||
public enum OnlineState
|
||||
{
|
||||
Offline = 1,
|
||||
Online = 2,
|
||||
Matching = 3,
|
||||
InRoom = 4,
|
||||
Gaming = 5
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Type
|
||||
|
||||
public enum RoomType
|
||||
{
|
||||
Mix = 1,
|
||||
Team = 2,
|
||||
MixHasPass = 3,
|
||||
TeamHasPass = 4
|
||||
}
|
||||
|
||||
public enum InterfaceType
|
||||
{
|
||||
ServerInterface = 1
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Result
|
||||
|
||||
public enum MessageResult
|
||||
{
|
||||
OK = 1,
|
||||
Cancel = 2,
|
||||
Yes = 3,
|
||||
No = 4,
|
||||
Retry = 5
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Method
|
||||
|
||||
public enum WebHelperMethod
|
||||
{
|
||||
CreateSocket = 1,
|
||||
CloseSocket = 2,
|
||||
StartWebHelper = 3,
|
||||
}
|
||||
|
||||
public enum InterfaceMethod
|
||||
{
|
||||
GetServerIP = 1
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
}
|
||||
}
|
||||
27
FunGame/Models/Enum/SocketEnums.cs
Normal file
@ -0,0 +1,27 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Models.Enum
|
||||
{
|
||||
public static class SocketEnums
|
||||
{
|
||||
public enum Type
|
||||
{
|
||||
GetNotice = 1,
|
||||
Login = 2,
|
||||
CheckLogin = 3,
|
||||
Logout = 4,
|
||||
HeartBeat = 5
|
||||
}
|
||||
|
||||
public const string TYPE_UNKNOWN = "Unknown Type";
|
||||
public const string TYPE_GetNotice = "GetNotice";
|
||||
public const string TYPE_Login = "Login";
|
||||
public const string TYPE_CheckLogin = "CheckLogin";
|
||||
public const string TYPE_Logout = "Logout";
|
||||
public const string TYPE_HeartBeat = "HeartBeat";
|
||||
}
|
||||
}
|
||||
143
FunGame/Properties/Resources.Designer.cs
generated
Normal file
@ -0,0 +1,143 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// 此代码由工具生成。
|
||||
// 运行时版本:4.0.30319.42000
|
||||
//
|
||||
// 对此文件的更改可能会导致不正确的行为,并且如果
|
||||
// 重新生成代码,这些更改将会丢失。
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace FunGame.Properties {
|
||||
using System;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 一个强类型的资源类,用于查找本地化的字符串等。
|
||||
/// </summary>
|
||||
// 此类是由 StronglyTypedResourceBuilder
|
||||
// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
|
||||
// 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
|
||||
// (以 /str 作为命令选项),或重新生成 VS 项目。
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
|
||||
[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>
|
||||
/// 返回此类使用的缓存的 ResourceManager 实例。
|
||||
/// </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("FunGame.Properties.Resources", typeof(Resources).Assembly);
|
||||
resourceMan = temp;
|
||||
}
|
||||
return resourceMan;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重写当前线程的 CurrentUICulture 属性,对
|
||||
/// 使用此强类型资源类的所有资源查找执行重写。
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Globalization.CultureInfo Culture {
|
||||
get {
|
||||
return resourceCulture;
|
||||
}
|
||||
set {
|
||||
resourceCulture = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap back {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("back", resourceCulture);
|
||||
return ((System.Drawing.Bitmap)(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap exit {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("exit", resourceCulture);
|
||||
return ((System.Drawing.Bitmap)(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap favicon {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("favicon", resourceCulture);
|
||||
return ((System.Drawing.Bitmap)(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap green {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("green", resourceCulture);
|
||||
return ((System.Drawing.Bitmap)(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap logo {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("logo", resourceCulture);
|
||||
return ((System.Drawing.Bitmap)(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap min {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("min", resourceCulture);
|
||||
return ((System.Drawing.Bitmap)(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap red {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("red", resourceCulture);
|
||||
return ((System.Drawing.Bitmap)(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap send {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("send", resourceCulture);
|
||||
return ((System.Drawing.Bitmap)(obj));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
145
FunGame/Properties/Resources.resx
Normal file
@ -0,0 +1,145 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<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>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
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
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</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" use="required" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</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=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
|
||||
<data name="exit" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>..\images\exit.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
|
||||
</data>
|
||||
<data name="red" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>..\images\red.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
|
||||
</data>
|
||||
<data name="send" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>..\images\send.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
|
||||
</data>
|
||||
<data name="green" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>..\images\green.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
|
||||
</data>
|
||||
<data name="back" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>..\images\back.jpg;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
|
||||
</data>
|
||||
<data name="min" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>..\images\min.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
|
||||
</data>
|
||||
<data name="favicon" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>..\Images\favicon.ico;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
|
||||
</data>
|
||||
<data name="logo" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>..\Images\logo.ico;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
|
||||
</data>
|
||||
</root>
|
||||
644
FunGame/UI/Main/Main.Designer.cs
generated
Normal file
@ -0,0 +1,644 @@
|
||||
using FunGame.Models.Component;
|
||||
using FunGame.Models.Config;
|
||||
|
||||
namespace FunGame
|
||||
{
|
||||
partial class Main
|
||||
{
|
||||
/// <summary>
|
||||
/// Required designer variable.
|
||||
/// </summary>
|
||||
private System.ComponentModel.IContainer components = null;
|
||||
|
||||
/// <summary>
|
||||
/// Clean up any resources being used.
|
||||
/// </summary>
|
||||
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing && (components != null))
|
||||
{
|
||||
components.Dispose();
|
||||
}
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
|
||||
#region Windows Form Designer generated code
|
||||
|
||||
/// <summary>
|
||||
/// Required method for Designer support - do not modify
|
||||
/// the contents of this method with the code editor.
|
||||
/// </summary>
|
||||
private void InitializeComponent()
|
||||
{
|
||||
this.components = new System.ComponentModel.Container();
|
||||
System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(Main));
|
||||
this.Exit = new FunGame.Models.Component.ExitButton(this.components);
|
||||
this.Title = new System.Windows.Forms.Label();
|
||||
this.MinForm = new System.Windows.Forms.Button();
|
||||
this.Connection = new System.Windows.Forms.Label();
|
||||
this.Light = new System.Windows.Forms.Label();
|
||||
this.SendTalkText = new System.Windows.Forms.Button();
|
||||
this.TalkText = new System.Windows.Forms.TextBox();
|
||||
this.StartMatch = new System.Windows.Forms.Button();
|
||||
this.CheckMix = new System.Windows.Forms.CheckBox();
|
||||
this.CheckTeam = new System.Windows.Forms.CheckBox();
|
||||
this.RoomSetting = new System.Windows.Forms.Button();
|
||||
this.Login = new System.Windows.Forms.Button();
|
||||
this.NowAccount = new System.Windows.Forms.Label();
|
||||
this.AccountSetting = new System.Windows.Forms.Button();
|
||||
this.About = new System.Windows.Forms.Button();
|
||||
this.Room = new System.Windows.Forms.Label();
|
||||
this.RoomText = new System.Windows.Forms.TextBox();
|
||||
this.PresetText = new System.Windows.Forms.ComboBox();
|
||||
this.RoomBox = new System.Windows.Forms.GroupBox();
|
||||
this.QueryRoom = new System.Windows.Forms.Button();
|
||||
this.RoomList = new System.Windows.Forms.ListBox();
|
||||
this.Notice = new System.Windows.Forms.GroupBox();
|
||||
this.NoticeText = new FunGame.Models.TextArea();
|
||||
this.InfoBox = new System.Windows.Forms.GroupBox();
|
||||
this.TransparentRectControl = new FunGame.Models.TransparentRect();
|
||||
this.GameInfo = new FunGame.Models.TextArea();
|
||||
this.QuitRoom = new System.Windows.Forms.Button();
|
||||
this.CreateRoom = new System.Windows.Forms.Button();
|
||||
this.Logout = new System.Windows.Forms.Button();
|
||||
this.CheckHasPass = new System.Windows.Forms.CheckBox();
|
||||
this.Stock = new System.Windows.Forms.Button();
|
||||
this.Store = new System.Windows.Forms.Button();
|
||||
this.Copyright = new System.Windows.Forms.LinkLabel();
|
||||
this.StopMatch = new System.Windows.Forms.Button();
|
||||
this.RoomBox.SuspendLayout();
|
||||
this.Notice.SuspendLayout();
|
||||
this.InfoBox.SuspendLayout();
|
||||
this.TransparentRectControl.SuspendLayout();
|
||||
this.SuspendLayout();
|
||||
//
|
||||
// Exit
|
||||
//
|
||||
this.Exit.Anchor = System.Windows.Forms.AnchorStyles.None;
|
||||
this.Exit.BackColor = System.Drawing.Color.White;
|
||||
this.Exit.BackgroundImage = global::FunGame.Properties.Resources.exit;
|
||||
this.Exit.FlatAppearance.BorderColor = System.Drawing.Color.White;
|
||||
this.Exit.FlatAppearance.BorderSize = 0;
|
||||
this.Exit.FlatAppearance.MouseDownBackColor = System.Drawing.Color.FromArgb(((int)(((byte)(255)))), ((int)(((byte)(128)))), ((int)(((byte)(128)))));
|
||||
this.Exit.FlatAppearance.MouseOverBackColor = System.Drawing.Color.FromArgb(((int)(((byte)(255)))), ((int)(((byte)(192)))), ((int)(((byte)(192)))));
|
||||
this.Exit.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
|
||||
this.Exit.Font = new System.Drawing.Font("LanaPixel", 36F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point);
|
||||
this.Exit.ForeColor = System.Drawing.Color.Red;
|
||||
this.Exit.Location = new System.Drawing.Point(750, 3);
|
||||
this.Exit.Name = "Exit";
|
||||
this.Exit.Size = new System.Drawing.Size(47, 47);
|
||||
this.Exit.TabIndex = 15;
|
||||
this.Exit.TextAlign = System.Drawing.ContentAlignment.TopLeft;
|
||||
this.Exit.UseVisualStyleBackColor = false;
|
||||
this.Exit.Click += new System.EventHandler(this.Exit_Click);
|
||||
//
|
||||
// Title
|
||||
//
|
||||
this.Title.BackColor = System.Drawing.Color.Transparent;
|
||||
this.Title.Font = new System.Drawing.Font("LanaPixel", 26.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point);
|
||||
this.Title.Location = new System.Drawing.Point(3, 3);
|
||||
this.Title.Name = "Title";
|
||||
this.Title.Size = new System.Drawing.Size(689, 47);
|
||||
this.Title.TabIndex = 96;
|
||||
this.Title.Text = "FunGame By Mili.cyou";
|
||||
this.Title.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
|
||||
this.Title.MouseDown += new System.Windows.Forms.MouseEventHandler(this.Title_MouseDown);
|
||||
this.Title.MouseMove += new System.Windows.Forms.MouseEventHandler(this.Title_MouseMove);
|
||||
//
|
||||
// MinForm
|
||||
//
|
||||
this.MinForm.Anchor = System.Windows.Forms.AnchorStyles.None;
|
||||
this.MinForm.BackColor = System.Drawing.Color.White;
|
||||
this.MinForm.BackgroundImage = global::FunGame.Properties.Resources.min;
|
||||
this.MinForm.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Center;
|
||||
this.MinForm.FlatAppearance.BorderColor = System.Drawing.Color.LightGray;
|
||||
this.MinForm.FlatAppearance.BorderSize = 0;
|
||||
this.MinForm.FlatAppearance.MouseDownBackColor = System.Drawing.Color.Gray;
|
||||
this.MinForm.FlatAppearance.MouseOverBackColor = System.Drawing.Color.DarkGray;
|
||||
this.MinForm.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
|
||||
this.MinForm.Font = new System.Drawing.Font("LanaPixel", 36F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point);
|
||||
this.MinForm.ForeColor = System.Drawing.Color.Red;
|
||||
this.MinForm.Location = new System.Drawing.Point(698, 3);
|
||||
this.MinForm.Name = "MinForm";
|
||||
this.MinForm.Size = new System.Drawing.Size(47, 47);
|
||||
this.MinForm.TabIndex = 14;
|
||||
this.MinForm.TextAlign = System.Drawing.ContentAlignment.TopLeft;
|
||||
this.MinForm.UseVisualStyleBackColor = false;
|
||||
this.MinForm.Click += new System.EventHandler(this.MinForm_Click);
|
||||
//
|
||||
// Connection
|
||||
//
|
||||
this.Connection.BackColor = System.Drawing.Color.Transparent;
|
||||
this.Connection.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.Connection.Location = new System.Drawing.Point(665, 425);
|
||||
this.Connection.Margin = new System.Windows.Forms.Padding(3);
|
||||
this.Connection.Name = "Connection";
|
||||
this.Connection.Size = new System.Drawing.Size(114, 23);
|
||||
this.Connection.TabIndex = 92;
|
||||
this.Connection.Text = "服务器连接失败";
|
||||
this.Connection.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
|
||||
//
|
||||
// Light
|
||||
//
|
||||
this.Light.BackColor = System.Drawing.Color.Transparent;
|
||||
this.Light.Image = global::FunGame.Properties.Resources.red;
|
||||
this.Light.Location = new System.Drawing.Point(777, 426);
|
||||
this.Light.Name = "Light";
|
||||
this.Light.Size = new System.Drawing.Size(20, 20);
|
||||
this.Light.TabIndex = 93;
|
||||
//
|
||||
// SendTalkText
|
||||
//
|
||||
this.SendTalkText.Anchor = System.Windows.Forms.AnchorStyles.None;
|
||||
this.SendTalkText.BackColor = System.Drawing.Color.Transparent;
|
||||
this.SendTalkText.BackgroundImage = global::FunGame.Properties.Resources.send;
|
||||
this.SendTalkText.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Center;
|
||||
this.SendTalkText.FlatAppearance.BorderSize = 0;
|
||||
this.SendTalkText.FlatAppearance.MouseDownBackColor = System.Drawing.Color.Teal;
|
||||
this.SendTalkText.FlatAppearance.MouseOverBackColor = System.Drawing.Color.FromArgb(((int)(((byte)(0)))), ((int)(((byte)(192)))), ((int)(((byte)(192)))));
|
||||
this.SendTalkText.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
|
||||
this.SendTalkText.Font = new System.Drawing.Font("阿丽达黑体", 11.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.SendTalkText.Location = new System.Drawing.Point(608, 421);
|
||||
this.SendTalkText.Name = "SendTalkText";
|
||||
this.SendTalkText.Size = new System.Drawing.Size(51, 27);
|
||||
this.SendTalkText.TabIndex = 3;
|
||||
this.SendTalkText.TextAlign = System.Drawing.ContentAlignment.TopLeft;
|
||||
this.SendTalkText.UseVisualStyleBackColor = false;
|
||||
this.SendTalkText.Click += new System.EventHandler(this.SendTalkText_Click);
|
||||
//
|
||||
// TalkText
|
||||
//
|
||||
this.TalkText.AllowDrop = true;
|
||||
this.TalkText.Font = new System.Drawing.Font("LanaPixel", 12.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.TalkText.ForeColor = System.Drawing.Color.DarkGray;
|
||||
this.TalkText.Location = new System.Drawing.Point(317, 422);
|
||||
this.TalkText.Name = "TalkText";
|
||||
this.TalkText.Size = new System.Drawing.Size(289, 26);
|
||||
this.TalkText.TabIndex = 2;
|
||||
this.TalkText.Text = "向消息队列发送消息...";
|
||||
this.TalkText.WordWrap = false;
|
||||
this.TalkText.Click += new System.EventHandler(this.TalkText_Click);
|
||||
this.TalkText.KeyUp += new System.Windows.Forms.KeyEventHandler(this.TalkText_KeyUp);
|
||||
this.TalkText.Leave += new System.EventHandler(this.TalkText_Leave);
|
||||
//
|
||||
// StartMatch
|
||||
//
|
||||
this.StartMatch.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.StartMatch.Location = new System.Drawing.Point(665, 184);
|
||||
this.StartMatch.Name = "StartMatch";
|
||||
this.StartMatch.Size = new System.Drawing.Size(132, 35);
|
||||
this.StartMatch.TabIndex = 9;
|
||||
this.StartMatch.Text = "开始匹配";
|
||||
this.StartMatch.UseVisualStyleBackColor = true;
|
||||
this.StartMatch.Click += new System.EventHandler(this.StartMatch_Click);
|
||||
//
|
||||
// CheckMix
|
||||
//
|
||||
this.CheckMix.BackColor = System.Drawing.Color.Transparent;
|
||||
this.CheckMix.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.CheckMix.Location = new System.Drawing.Point(675, 94);
|
||||
this.CheckMix.Name = "CheckMix";
|
||||
this.CheckMix.Size = new System.Drawing.Size(123, 24);
|
||||
this.CheckMix.TabIndex = 6;
|
||||
this.CheckMix.Text = "混战模式房间";
|
||||
this.CheckMix.TextAlign = System.Drawing.ContentAlignment.BottomLeft;
|
||||
this.CheckMix.UseVisualStyleBackColor = false;
|
||||
this.CheckMix.CheckedChanged += new System.EventHandler(this.CheckMix_CheckedChanged);
|
||||
//
|
||||
// CheckTeam
|
||||
//
|
||||
this.CheckTeam.BackColor = System.Drawing.Color.Transparent;
|
||||
this.CheckTeam.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.CheckTeam.Location = new System.Drawing.Point(675, 124);
|
||||
this.CheckTeam.Name = "CheckTeam";
|
||||
this.CheckTeam.Size = new System.Drawing.Size(123, 24);
|
||||
this.CheckTeam.TabIndex = 7;
|
||||
this.CheckTeam.Text = "团队模式房间";
|
||||
this.CheckTeam.TextAlign = System.Drawing.ContentAlignment.BottomLeft;
|
||||
this.CheckTeam.UseVisualStyleBackColor = false;
|
||||
this.CheckTeam.CheckedChanged += new System.EventHandler(this.CheckTeam_CheckedChanged);
|
||||
//
|
||||
// RoomSetting
|
||||
//
|
||||
this.RoomSetting.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.RoomSetting.Location = new System.Drawing.Point(665, 225);
|
||||
this.RoomSetting.Name = "RoomSetting";
|
||||
this.RoomSetting.Size = new System.Drawing.Size(132, 35);
|
||||
this.RoomSetting.TabIndex = 10;
|
||||
this.RoomSetting.Text = "房间设置";
|
||||
this.RoomSetting.UseVisualStyleBackColor = true;
|
||||
this.RoomSetting.Visible = false;
|
||||
this.RoomSetting.Click += new System.EventHandler(this.RoomSetting_Click);
|
||||
//
|
||||
// Login
|
||||
//
|
||||
this.Login.Font = new System.Drawing.Font("LanaPixel", 15.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.Login.Location = new System.Drawing.Point(665, 380);
|
||||
this.Login.Name = "Login";
|
||||
this.Login.Size = new System.Drawing.Size(132, 39);
|
||||
this.Login.TabIndex = 13;
|
||||
this.Login.Text = "登录账号";
|
||||
this.Login.UseVisualStyleBackColor = true;
|
||||
this.Login.Click += new System.EventHandler(this.Login_Click);
|
||||
//
|
||||
// NowAccount
|
||||
//
|
||||
this.NowAccount.BackColor = System.Drawing.Color.Transparent;
|
||||
this.NowAccount.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.NowAccount.Location = new System.Drawing.Point(659, 352);
|
||||
this.NowAccount.Name = "NowAccount";
|
||||
this.NowAccount.Size = new System.Drawing.Size(141, 25);
|
||||
this.NowAccount.TabIndex = 91;
|
||||
this.NowAccount.Text = "请登录账号";
|
||||
this.NowAccount.TextAlign = System.Drawing.ContentAlignment.MiddleCenter;
|
||||
//
|
||||
// AccountSetting
|
||||
//
|
||||
this.AccountSetting.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.AccountSetting.Location = new System.Drawing.Point(665, 317);
|
||||
this.AccountSetting.Name = "AccountSetting";
|
||||
this.AccountSetting.Size = new System.Drawing.Size(65, 32);
|
||||
this.AccountSetting.TabIndex = 11;
|
||||
this.AccountSetting.Text = "设置";
|
||||
this.AccountSetting.UseVisualStyleBackColor = true;
|
||||
//
|
||||
// About
|
||||
//
|
||||
this.About.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.About.Location = new System.Drawing.Point(732, 317);
|
||||
this.About.Name = "About";
|
||||
this.About.Size = new System.Drawing.Size(65, 32);
|
||||
this.About.TabIndex = 12;
|
||||
this.About.Text = "关于";
|
||||
this.About.UseVisualStyleBackColor = true;
|
||||
//
|
||||
// Room
|
||||
//
|
||||
this.Room.BackColor = System.Drawing.Color.Transparent;
|
||||
this.Room.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.Room.Location = new System.Drawing.Point(665, 263);
|
||||
this.Room.Name = "Room";
|
||||
this.Room.Size = new System.Drawing.Size(132, 45);
|
||||
this.Room.TabIndex = 90;
|
||||
this.Room.Text = "房间号:114514";
|
||||
this.Room.TextAlign = System.Drawing.ContentAlignment.MiddleCenter;
|
||||
//
|
||||
// RoomText
|
||||
//
|
||||
this.RoomText.AllowDrop = true;
|
||||
this.RoomText.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.RoomText.ForeColor = System.Drawing.Color.DarkGray;
|
||||
this.RoomText.Location = new System.Drawing.Point(6, 226);
|
||||
this.RoomText.Name = "RoomText";
|
||||
this.RoomText.Size = new System.Drawing.Size(114, 25);
|
||||
this.RoomText.TabIndex = 1;
|
||||
this.RoomText.Text = "键入房间代号...";
|
||||
this.RoomText.WordWrap = false;
|
||||
this.RoomText.Click += new System.EventHandler(this.RoomText_Click);
|
||||
this.RoomText.KeyUp += new System.Windows.Forms.KeyEventHandler(this.RoomText_KeyUp);
|
||||
this.RoomText.Leave += new System.EventHandler(this.RoomText_Leave);
|
||||
//
|
||||
// PresetText
|
||||
//
|
||||
this.PresetText.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
|
||||
| System.Windows.Forms.AnchorStyles.Left)
|
||||
| System.Windows.Forms.AnchorStyles.Right)));
|
||||
this.PresetText.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
|
||||
this.PresetText.Font = new System.Drawing.Font("LanaPixel", 11.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.PresetText.FormattingEnabled = true;
|
||||
this.PresetText.Items.AddRange(new object[] {
|
||||
"- 快捷消息 -",
|
||||
"签到",
|
||||
"积分",
|
||||
"查看库存",
|
||||
"游戏商店",
|
||||
"创建游戏 混战",
|
||||
"创建游戏 团队",
|
||||
"开始游戏",
|
||||
"重新连接",
|
||||
"开启自动重连",
|
||||
"关闭自动重连"});
|
||||
this.PresetText.Location = new System.Drawing.Point(195, 422);
|
||||
this.PresetText.Name = "PresetText";
|
||||
this.PresetText.Size = new System.Drawing.Size(121, 26);
|
||||
this.PresetText.TabIndex = 1;
|
||||
this.PresetText.SelectedIndexChanged += new System.EventHandler(this.PresetText_SelectedIndexChanged);
|
||||
//
|
||||
// RoomBox
|
||||
//
|
||||
this.RoomBox.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
|
||||
| System.Windows.Forms.AnchorStyles.Left)
|
||||
| System.Windows.Forms.AnchorStyles.Right)));
|
||||
this.RoomBox.BackColor = System.Drawing.Color.Transparent;
|
||||
this.RoomBox.Controls.Add(this.QueryRoom);
|
||||
this.RoomBox.Controls.Add(this.RoomList);
|
||||
this.RoomBox.Controls.Add(this.RoomText);
|
||||
this.RoomBox.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.RoomBox.Location = new System.Drawing.Point(3, 56);
|
||||
this.RoomBox.Name = "RoomBox";
|
||||
this.RoomBox.Size = new System.Drawing.Size(186, 258);
|
||||
this.RoomBox.TabIndex = 0;
|
||||
this.RoomBox.TabStop = false;
|
||||
this.RoomBox.Text = "房间列表";
|
||||
//
|
||||
// QueryRoom
|
||||
//
|
||||
this.QueryRoom.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.QueryRoom.Location = new System.Drawing.Point(126, 225);
|
||||
this.QueryRoom.Name = "QueryRoom";
|
||||
this.QueryRoom.Size = new System.Drawing.Size(51, 27);
|
||||
this.QueryRoom.TabIndex = 2;
|
||||
this.QueryRoom.Text = "加入";
|
||||
this.QueryRoom.UseVisualStyleBackColor = true;
|
||||
this.QueryRoom.Click += new System.EventHandler(this.QueryRoom_Click);
|
||||
//
|
||||
// RoomList
|
||||
//
|
||||
this.RoomList.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
|
||||
| System.Windows.Forms.AnchorStyles.Left)
|
||||
| System.Windows.Forms.AnchorStyles.Right)));
|
||||
this.RoomList.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
|
||||
this.RoomList.FormattingEnabled = true;
|
||||
this.RoomList.ItemHeight = 19;
|
||||
this.RoomList.Items.AddRange(new object[] {
|
||||
"114514",
|
||||
"1919810",
|
||||
"12900",
|
||||
"12600",
|
||||
"12100",
|
||||
"3329500",
|
||||
"111111",
|
||||
"123456",
|
||||
"123698745",
|
||||
"667678970",
|
||||
"3305106902",
|
||||
"987654"});
|
||||
this.RoomList.Location = new System.Drawing.Point(0, 26);
|
||||
this.RoomList.Name = "RoomList";
|
||||
this.RoomList.Size = new System.Drawing.Size(186, 192);
|
||||
this.RoomList.TabIndex = 0;
|
||||
this.RoomList.MouseDoubleClick += new System.Windows.Forms.MouseEventHandler(this.RoomList_MouseDoubleClick);
|
||||
//
|
||||
// Notice
|
||||
//
|
||||
this.Notice.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
|
||||
| System.Windows.Forms.AnchorStyles.Left)
|
||||
| System.Windows.Forms.AnchorStyles.Right)));
|
||||
this.Notice.BackColor = System.Drawing.Color.Transparent;
|
||||
this.Notice.Controls.Add(this.NoticeText);
|
||||
this.Notice.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.Notice.Location = new System.Drawing.Point(3, 317);
|
||||
this.Notice.Name = "Notice";
|
||||
this.Notice.Size = new System.Drawing.Size(186, 110);
|
||||
this.Notice.TabIndex = 94;
|
||||
this.Notice.TabStop = false;
|
||||
this.Notice.Text = "通知公告";
|
||||
//
|
||||
// NoticeText
|
||||
//
|
||||
this.NoticeText.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
|
||||
| System.Windows.Forms.AnchorStyles.Left)
|
||||
| System.Windows.Forms.AnchorStyles.Right)));
|
||||
this.NoticeText.BorderStyle = System.Windows.Forms.BorderStyle.None;
|
||||
this.NoticeText.EmptyTextTip = null;
|
||||
this.NoticeText.Location = new System.Drawing.Point(6, 24);
|
||||
this.NoticeText.Name = "NoticeText";
|
||||
this.NoticeText.ReadOnly = true;
|
||||
this.NoticeText.Size = new System.Drawing.Size(174, 86);
|
||||
this.NoticeText.TabIndex = 0;
|
||||
this.NoticeText.Text = "这里展示公告";
|
||||
//
|
||||
// InfoBox
|
||||
//
|
||||
this.InfoBox.BackColor = System.Drawing.Color.Transparent;
|
||||
this.InfoBox.Controls.Add(this.TransparentRectControl);
|
||||
this.InfoBox.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.InfoBox.Location = new System.Drawing.Point(195, 56);
|
||||
this.InfoBox.Name = "InfoBox";
|
||||
this.InfoBox.Size = new System.Drawing.Size(464, 363);
|
||||
this.InfoBox.TabIndex = 95;
|
||||
this.InfoBox.TabStop = false;
|
||||
this.InfoBox.Text = "消息队列";
|
||||
//
|
||||
// TransparentRectControl
|
||||
//
|
||||
this.TransparentRectControl.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
|
||||
| System.Windows.Forms.AnchorStyles.Left)
|
||||
| System.Windows.Forms.AnchorStyles.Right)));
|
||||
this.TransparentRectControl.BackColor = System.Drawing.Color.Transparent;
|
||||
this.TransparentRectControl.BorderColor = System.Drawing.Color.Transparent;
|
||||
this.TransparentRectControl.Controls.Add(this.GameInfo);
|
||||
this.TransparentRectControl.Location = new System.Drawing.Point(0, 20);
|
||||
this.TransparentRectControl.Name = "TransparentRectControl";
|
||||
this.TransparentRectControl.Opacity = 125;
|
||||
this.TransparentRectControl.Radius = 20;
|
||||
this.TransparentRectControl.ShapeBorderStyle = FunGame.Models.TransparentRect.ShapeBorderStyles.ShapeBSNone;
|
||||
this.TransparentRectControl.Size = new System.Drawing.Size(464, 343);
|
||||
this.TransparentRectControl.TabIndex = 2;
|
||||
this.TransparentRectControl.TabStop = false;
|
||||
//
|
||||
// GameInfo
|
||||
//
|
||||
this.GameInfo.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
|
||||
| System.Windows.Forms.AnchorStyles.Left)
|
||||
| System.Windows.Forms.AnchorStyles.Right)));
|
||||
this.GameInfo.BorderStyle = System.Windows.Forms.BorderStyle.None;
|
||||
this.GameInfo.EmptyTextTip = null;
|
||||
this.GameInfo.EmptyTextTipColor = System.Drawing.Color.Transparent;
|
||||
this.GameInfo.Location = new System.Drawing.Point(6, 6);
|
||||
this.GameInfo.Name = "GameInfo";
|
||||
this.GameInfo.ReadOnly = true;
|
||||
this.GameInfo.ScrollBars = System.Windows.Forms.RichTextBoxScrollBars.Vertical;
|
||||
this.GameInfo.Size = new System.Drawing.Size(452, 331);
|
||||
this.GameInfo.TabIndex = 1;
|
||||
this.GameInfo.Text = "这里展示游戏信息,包括系统通知和游戏反馈";
|
||||
//
|
||||
// QuitRoom
|
||||
//
|
||||
this.QuitRoom.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.QuitRoom.Location = new System.Drawing.Point(665, 184);
|
||||
this.QuitRoom.Name = "QuitRoom";
|
||||
this.QuitRoom.Size = new System.Drawing.Size(132, 35);
|
||||
this.QuitRoom.TabIndex = 9;
|
||||
this.QuitRoom.Text = "退出房间";
|
||||
this.QuitRoom.UseVisualStyleBackColor = true;
|
||||
this.QuitRoom.Visible = false;
|
||||
this.QuitRoom.Click += new System.EventHandler(this.QuitRoom_Click);
|
||||
//
|
||||
// CreateRoom
|
||||
//
|
||||
this.CreateRoom.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.CreateRoom.Location = new System.Drawing.Point(665, 225);
|
||||
this.CreateRoom.Name = "CreateRoom";
|
||||
this.CreateRoom.Size = new System.Drawing.Size(132, 35);
|
||||
this.CreateRoom.TabIndex = 10;
|
||||
this.CreateRoom.Text = "创建房间";
|
||||
this.CreateRoom.UseVisualStyleBackColor = true;
|
||||
this.CreateRoom.Click += new System.EventHandler(this.CreateRoom_Click);
|
||||
//
|
||||
// Logout
|
||||
//
|
||||
this.Logout.Font = new System.Drawing.Font("LanaPixel", 15.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.Logout.Location = new System.Drawing.Point(665, 380);
|
||||
this.Logout.Name = "Logout";
|
||||
this.Logout.Size = new System.Drawing.Size(132, 39);
|
||||
this.Logout.TabIndex = 13;
|
||||
this.Logout.Text = "退出登录";
|
||||
this.Logout.UseVisualStyleBackColor = true;
|
||||
this.Logout.Visible = false;
|
||||
this.Logout.Click += new System.EventHandler(this.Logout_Click);
|
||||
//
|
||||
// CheckHasPass
|
||||
//
|
||||
this.CheckHasPass.BackColor = System.Drawing.Color.Transparent;
|
||||
this.CheckHasPass.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.CheckHasPass.Location = new System.Drawing.Point(675, 154);
|
||||
this.CheckHasPass.Name = "CheckHasPass";
|
||||
this.CheckHasPass.Size = new System.Drawing.Size(123, 24);
|
||||
this.CheckHasPass.TabIndex = 8;
|
||||
this.CheckHasPass.Text = "带密码的房间";
|
||||
this.CheckHasPass.TextAlign = System.Drawing.ContentAlignment.BottomLeft;
|
||||
this.CheckHasPass.UseVisualStyleBackColor = false;
|
||||
this.CheckHasPass.CheckedChanged += new System.EventHandler(this.CheckHasPass_CheckedChanged);
|
||||
//
|
||||
// Stock
|
||||
//
|
||||
this.Stock.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.Stock.Location = new System.Drawing.Point(661, 56);
|
||||
this.Stock.Name = "Stock";
|
||||
this.Stock.Size = new System.Drawing.Size(65, 32);
|
||||
this.Stock.TabIndex = 4;
|
||||
this.Stock.Text = "库存";
|
||||
this.Stock.UseVisualStyleBackColor = true;
|
||||
//
|
||||
// Store
|
||||
//
|
||||
this.Store.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.Store.Location = new System.Drawing.Point(732, 56);
|
||||
this.Store.Name = "Store";
|
||||
this.Store.Size = new System.Drawing.Size(65, 32);
|
||||
this.Store.TabIndex = 5;
|
||||
this.Store.Text = "商店";
|
||||
this.Store.UseVisualStyleBackColor = true;
|
||||
//
|
||||
// Copyright
|
||||
//
|
||||
this.Copyright.ActiveLinkColor = System.Drawing.Color.FromArgb(((int)(((byte)(0)))), ((int)(((byte)(64)))), ((int)(((byte)(64)))));
|
||||
this.Copyright.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
|
||||
| System.Windows.Forms.AnchorStyles.Left)
|
||||
| System.Windows.Forms.AnchorStyles.Right)));
|
||||
this.Copyright.BackColor = System.Drawing.Color.Transparent;
|
||||
this.Copyright.Font = new System.Drawing.Font("LanaPixel", 10.5F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.Copyright.LinkArea = new System.Windows.Forms.LinkArea(6, 10);
|
||||
this.Copyright.LinkBehavior = System.Windows.Forms.LinkBehavior.AlwaysUnderline;
|
||||
this.Copyright.LinkColor = System.Drawing.Color.Teal;
|
||||
this.Copyright.Location = new System.Drawing.Point(3, 430);
|
||||
this.Copyright.Name = "Copyright";
|
||||
this.Copyright.Size = new System.Drawing.Size(186, 23);
|
||||
this.Copyright.TabIndex = 97;
|
||||
this.Copyright.TabStop = true;
|
||||
this.Copyright.Text = "©2022 Mili.cyou. 米粒的糖果屋";
|
||||
this.Copyright.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
|
||||
this.Copyright.UseCompatibleTextRendering = true;
|
||||
this.Copyright.LinkClicked += new System.Windows.Forms.LinkLabelLinkClickedEventHandler(this.Copyright_LinkClicked);
|
||||
//
|
||||
// StopMatch
|
||||
//
|
||||
this.StopMatch.Font = new System.Drawing.Font("LanaPixel", 12F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point);
|
||||
this.StopMatch.Location = new System.Drawing.Point(665, 184);
|
||||
this.StopMatch.Name = "StopMatch";
|
||||
this.StopMatch.Size = new System.Drawing.Size(132, 35);
|
||||
this.StopMatch.TabIndex = 9;
|
||||
this.StopMatch.Text = "停止匹配";
|
||||
this.StopMatch.UseVisualStyleBackColor = true;
|
||||
this.StopMatch.Visible = false;
|
||||
this.StopMatch.Click += new System.EventHandler(this.StopMatch_Click);
|
||||
//
|
||||
// Main
|
||||
//
|
||||
this.AutoScaleDimensions = new System.Drawing.SizeF(7F, 17F);
|
||||
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
|
||||
this.BackgroundImage = global::FunGame.Properties.Resources.back;
|
||||
this.ClientSize = new System.Drawing.Size(800, 450);
|
||||
this.Controls.Add(this.StopMatch);
|
||||
this.Controls.Add(this.Copyright);
|
||||
this.Controls.Add(this.Store);
|
||||
this.Controls.Add(this.Stock);
|
||||
this.Controls.Add(this.Logout);
|
||||
this.Controls.Add(this.RoomSetting);
|
||||
this.Controls.Add(this.QuitRoom);
|
||||
this.Controls.Add(this.InfoBox);
|
||||
this.Controls.Add(this.CreateRoom);
|
||||
this.Controls.Add(this.Notice);
|
||||
this.Controls.Add(this.RoomBox);
|
||||
this.Controls.Add(this.PresetText);
|
||||
this.Controls.Add(this.SendTalkText);
|
||||
this.Controls.Add(this.TalkText);
|
||||
this.Controls.Add(this.Room);
|
||||
this.Controls.Add(this.About);
|
||||
this.Controls.Add(this.AccountSetting);
|
||||
this.Controls.Add(this.NowAccount);
|
||||
this.Controls.Add(this.Login);
|
||||
this.Controls.Add(this.CheckHasPass);
|
||||
this.Controls.Add(this.CheckTeam);
|
||||
this.Controls.Add(this.CheckMix);
|
||||
this.Controls.Add(this.StartMatch);
|
||||
this.Controls.Add(this.Light);
|
||||
this.Controls.Add(this.Connection);
|
||||
this.Controls.Add(this.MinForm);
|
||||
this.Controls.Add(this.Title);
|
||||
this.Controls.Add(this.Exit);
|
||||
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;
|
||||
this.Icon = ((System.Drawing.Icon)(resources.GetObject("$this.Icon")));
|
||||
this.Name = "Main";
|
||||
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
|
||||
this.Text = "FunGame";
|
||||
this.RoomBox.ResumeLayout(false);
|
||||
this.RoomBox.PerformLayout();
|
||||
this.Notice.ResumeLayout(false);
|
||||
this.InfoBox.ResumeLayout(false);
|
||||
this.TransparentRectControl.ResumeLayout(false);
|
||||
this.ResumeLayout(false);
|
||||
this.PerformLayout();
|
||||
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private ExitButton Exit;
|
||||
private Label Title;
|
||||
private Button MinForm;
|
||||
private Label Connection;
|
||||
private Label Light;
|
||||
private Button StartMatch;
|
||||
private CheckBox CheckMix;
|
||||
private CheckBox CheckTeam;
|
||||
private Button RoomSetting;
|
||||
private Button Login;
|
||||
private Label NowAccount;
|
||||
private Button AccountSetting;
|
||||
private Button About;
|
||||
private Label Room;
|
||||
private Button SendTalkText;
|
||||
private TextBox TalkText;
|
||||
private TextBox RoomText;
|
||||
private ComboBox PresetText;
|
||||
private GroupBox RoomBox;
|
||||
private ListBox RoomList;
|
||||
private GroupBox Notice;
|
||||
private GroupBox InfoBox;
|
||||
private Button QuitRoom;
|
||||
private Button CreateRoom;
|
||||
private Button QueryRoom;
|
||||
private Button Logout;
|
||||
private CheckBox CheckHasPass;
|
||||
private Button Stock;
|
||||
private Button Store;
|
||||
private LinkLabel Copyright;
|
||||
private Button StopMatch;
|
||||
private Models.TextArea GameInfo;
|
||||
private Models.TextArea NoticeText;
|
||||
private Models.TransparentRect TransparentRectControl;
|
||||
}
|
||||
}
|
||||
1176
FunGame/UI/Main/Main.cs
Normal file
1193
FunGame/UI/Main/Main.resx
Normal file
15
FunGame/UI/Start.cs
Normal file
@ -0,0 +1,15 @@
|
||||
namespace FunGame.UI
|
||||
{
|
||||
internal static class Start
|
||||
{
|
||||
/// <summary>
|
||||
/// The main entry point for the application.
|
||||
/// </summary>
|
||||
[STAThread]
|
||||
static void Main()
|
||||
{
|
||||
ApplicationConfiguration.Initialize();
|
||||
Application.Run(new Main());
|
||||
}
|
||||
}
|
||||
}
|
||||
99
FunGame/Utils/DataHelper/AssemblyHelper.cs
Normal file
@ -0,0 +1,99 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Reflection;
|
||||
using FunGame.Models.Config;
|
||||
using FunGame.Models.Enum;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace FunGame.Utils.DataHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// 在FunGame.Core中添加新接口和新实现时,需要:
|
||||
/// 1、在这里定义类名和方法名
|
||||
/// 2、在FunGame.Models.Enum.CommonEnums里同步添加InterfaceType和InterfaceMethod
|
||||
/// </summary>
|
||||
public class AssemblyHelper
|
||||
{
|
||||
/**
|
||||
* 定义类名
|
||||
*/
|
||||
public const string ServerInterface = "ServerInterface";
|
||||
|
||||
public const string Implement = "Impl"; // 实现类的后缀(无需修改)
|
||||
|
||||
/**
|
||||
* 定义方法名
|
||||
*/
|
||||
public const string GetRemoteServerIP = "RemoteServerIP";
|
||||
|
||||
/**
|
||||
* 定义反射变量
|
||||
*/
|
||||
private Assembly? Assembly;
|
||||
private Type? Type;
|
||||
private MethodInfo? Method;
|
||||
private object? Instance;
|
||||
|
||||
/// <summary>
|
||||
/// 获取FunGame.Core.dll中接口的实现方法
|
||||
/// </summary>
|
||||
/// <param name="Interface">类名</param>
|
||||
/// <returns></returns>
|
||||
private Type? GetFunGameCoreImplement(int Interface)
|
||||
{
|
||||
// 通过类名获取获取命名空间+类名称
|
||||
string ClassName = Interface switch
|
||||
{
|
||||
(int)CommonEnums.InterfaceType.ServerInterface => ServerInterface + Implement,
|
||||
_ => "",
|
||||
};
|
||||
List<Type>? Classes = null;
|
||||
if (Assembly != null)
|
||||
{
|
||||
Classes = Assembly.GetTypes().Where(w =>
|
||||
w.Namespace == "FunGame.Core.Implement" &&
|
||||
w.Name.Contains(ClassName)
|
||||
).ToList();
|
||||
if (Classes != null && Classes.Count > 0)
|
||||
{
|
||||
Debug.WriteLine(Classes);
|
||||
return Classes[0];
|
||||
}
|
||||
else return null;
|
||||
}
|
||||
else return null;
|
||||
}
|
||||
|
||||
private string GetMethodName(int Method)
|
||||
{
|
||||
// 通过AssemblyHelperType来获取方法名
|
||||
switch (Method)
|
||||
{
|
||||
case (int)CommonEnums.InterfaceMethod.GetServerIP:
|
||||
return GetRemoteServerIP;
|
||||
}
|
||||
return "";
|
||||
}
|
||||
|
||||
public object? GetFunGameCoreValue(int Interface, int Method)
|
||||
{
|
||||
Assembly = Assembly.LoadFile(System.Windows.Forms.Application.StartupPath + @"FunGame.Core.dll"); // 要绝对路径
|
||||
Type = GetFunGameCoreImplement(Interface); // 通过类名获取获取命名空间+类名称
|
||||
string MethodName = GetMethodName(Method); // 获取方法名
|
||||
if (Assembly != null && Type != null) this.Method = Type.GetMethod(MethodName); // 从Type中查找方法名
|
||||
else return null;
|
||||
Instance = Assembly.CreateInstance(Type.Namespace + "." + Type.Name);
|
||||
if (Instance != null && this.Method != null)
|
||||
{
|
||||
object? value = this.Method.Invoke(Instance, Array.Empty<object>()); // 实例方法的调用
|
||||
if (value != null)
|
||||
return value;
|
||||
else return null;
|
||||
}
|
||||
else return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
63
FunGame/Utils/DataHelper/INIHelper.cs
Normal file
@ -0,0 +1,63 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FunGame.Utils.DataHelper
|
||||
{
|
||||
public class INIHelper
|
||||
{
|
||||
/*
|
||||
* 声明API函数
|
||||
*/
|
||||
public string INIPath;
|
||||
[DllImport("kernel32", CharSet = CharSet.Unicode)]
|
||||
private static extern long WritePrivateProfileString(string section, string key, string val, string filePath);
|
||||
[DllImport("kernel32", CharSet = CharSet.Unicode)]
|
||||
private static extern int GetPrivateProfileString(string section, string key, string def, StringBuilder retVal, int size, string filePath);
|
||||
|
||||
/// <summary>
|
||||
/// 构造函数
|
||||
/// </summary>
|
||||
/// <param name="INIPath">ini文件路径</param>
|
||||
public INIHelper(string INIPath = "./fungame.milimoe")
|
||||
{
|
||||
this.INIPath = INIPath;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 写入ini文件
|
||||
/// </summary>
|
||||
/// <param name="Section">Section</param>
|
||||
/// <param name="Key">键</param>
|
||||
/// <param name="Value">值</param>
|
||||
public void WriteINI(string Section, string Key, string Value)
|
||||
{
|
||||
WritePrivateProfileString(Section, Key, Value, INIPath);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 读取ini文件
|
||||
/// </summary>
|
||||
/// <param name="Section">Section</param>
|
||||
/// <param name="Key">键</param>
|
||||
/// <returns>返回的值</returns>
|
||||
public string ReadINI(string Section, string Key)
|
||||
{
|
||||
StringBuilder temp = new StringBuilder(256);
|
||||
int i = GetPrivateProfileString(Section, Key, "", temp, 256, INIPath);
|
||||
return temp.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查询ini文件是否存在
|
||||
/// </summary>
|
||||
/// <returns>是否存在</returns>
|
||||
public bool ExistINIFile()
|
||||
{
|
||||
return File.Exists(INIPath);
|
||||
}
|
||||
}
|
||||
}
|
||||
368
FunGame/Utils/WebHelper/WebHelper.cs
Normal file
@ -0,0 +1,368 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Net.Sockets;
|
||||
using System.Net;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FunGame.Models.Config;
|
||||
using FunGame.Models.Component;
|
||||
using FunGame.Models.Entity;
|
||||
using System.ComponentModel.DataAnnotations;
|
||||
using FunGame.Models.Enum;
|
||||
|
||||
namespace FunGame.Utils.WebHelper
|
||||
{
|
||||
public class WebHelper
|
||||
{
|
||||
private Socket? client;
|
||||
private EndPoint? server;
|
||||
Main Main;
|
||||
|
||||
Action<Main, Socket>? WebHelper_Action = null;
|
||||
|
||||
Task? WaitHeartBeat = null;
|
||||
|
||||
public WebHelper(Main main)
|
||||
{
|
||||
Main = main;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 选择WebHelp分支方法
|
||||
/// </summary>
|
||||
/// <param name="i">分支方法ID</param>
|
||||
public void WebHelpMethod(int i)
|
||||
{
|
||||
switch (i)
|
||||
{
|
||||
case (int)CommonEnums.WebHelperMethod.CreateSocket:
|
||||
CreateSocket();
|
||||
break;
|
||||
case (int)CommonEnums.WebHelperMethod.CloseSocket:
|
||||
Close();
|
||||
break;
|
||||
case (int)CommonEnums.WebHelperMethod.StartWebHelper:
|
||||
StartWebHelper();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建客户端专属Socket
|
||||
/// </summary>
|
||||
private void CreateSocket()
|
||||
{
|
||||
try
|
||||
{
|
||||
client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
|
||||
server = new IPEndPoint(IPAddress.Parse(Config.SERVER_IPADRESS), Config.SERVER_PORT);
|
||||
while (true)
|
||||
{
|
||||
if (!IsConnected())
|
||||
{
|
||||
client.Connect(server);
|
||||
if (IsConnected())
|
||||
{
|
||||
Main.GetMessage(this, Config.WebHelper_SetGreen);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
WebHelper_Action = (main, socket) =>
|
||||
{
|
||||
object? obj = main.GetMessage(this, Config.WebHelper_GetUser);
|
||||
object[] objs;
|
||||
if (obj != null)
|
||||
objs = new object[] { main, socket, obj };
|
||||
else
|
||||
objs = new object[] { main, socket };
|
||||
Task.Factory.StartNew(() =>
|
||||
{
|
||||
|
||||
});
|
||||
if (Send((int)SocketEnums.Type.CheckLogin, objs)) // 确认连接的玩家
|
||||
StartWebHelper(); // 开始创建TCP流
|
||||
};
|
||||
Task t = Task.Factory.StartNew(() =>
|
||||
{
|
||||
if (Main.InvokeRequired)
|
||||
{
|
||||
Main.Invoke(WebHelper_Action, Main, client);
|
||||
}
|
||||
else
|
||||
{
|
||||
WebHelper_Action(Main, client);
|
||||
}
|
||||
});
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Main.GetMessage(this, Config.WebHelper_Disconnected);
|
||||
Main.GetMessage(this, e.StackTrace);
|
||||
Close();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 判断是否连接成功
|
||||
/// </summary>
|
||||
/// <returns>连接状态</returns>
|
||||
public bool IsConnected()
|
||||
{
|
||||
if (client != null)
|
||||
return client.Connected;
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool Read(object[]? objs = null)
|
||||
{
|
||||
Main main = Main;
|
||||
Socket? socket = null;
|
||||
try
|
||||
{
|
||||
if (objs != null)
|
||||
{
|
||||
if (objs.Length > 0) main = (Main)objs[0];
|
||||
if (objs.Length > 1) socket = (Socket)objs[1];
|
||||
}
|
||||
else
|
||||
{
|
||||
main = Main;
|
||||
socket = client;
|
||||
}
|
||||
if (socket != null)
|
||||
{
|
||||
// 从服务器接收消息
|
||||
byte[] buffer = new byte[2048];
|
||||
int length = socket.Receive(buffer);
|
||||
if (length > 0)
|
||||
{
|
||||
string msg = Config.DEFAULT_ENCODING.GetString(buffer, 0, length);
|
||||
int type = GetType(msg);
|
||||
string typestring = GetTypeString(type);
|
||||
string read = GetMessage(msg);
|
||||
main.GetMessage(this, read);
|
||||
switch (type)
|
||||
{
|
||||
case (int)SocketEnums.Type.GetNotice:
|
||||
break;
|
||||
case (int)SocketEnums.Type.Login:
|
||||
break;
|
||||
case (int)SocketEnums.Type.CheckLogin:
|
||||
return true;
|
||||
case (int)SocketEnums.Type.Logout:
|
||||
break;
|
||||
case (int)SocketEnums.Type.HeartBeat:
|
||||
if (WaitHeartBeat != null && !WaitHeartBeat.IsCompleted) WaitHeartBeat.Wait(1);
|
||||
Config.WebHelper_HeartBeatFaileds = 0;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
throw new Exception("ERROR:未收到任何来自服务器的信息,与服务器连接可能丢失。");
|
||||
}
|
||||
else
|
||||
{
|
||||
main.GetMessage(this, Config.WebHelper_Disconnected);
|
||||
throw new Exception("ERROR:服务器连接失败。");
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
main.GetMessage(this, Config.WebHelper_Disconnected);
|
||||
main.GetMessage(this, e.Message != null ? e.Message + "\n" + e.StackTrace : "" + e.StackTrace);
|
||||
Close();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool Send(int i, object[]? objs = null)
|
||||
{
|
||||
Main main = Main;
|
||||
Socket? socket = null;
|
||||
try
|
||||
{
|
||||
if (objs != null)
|
||||
{
|
||||
if (objs.Length > 0) main = (Main)objs[0];
|
||||
if (objs.Length > 1) socket = (Socket)objs[1];
|
||||
}
|
||||
else
|
||||
{
|
||||
main = Main;
|
||||
socket = client;
|
||||
}
|
||||
if (socket != null)
|
||||
{
|
||||
// 发送消息给服务器端
|
||||
switch (i)
|
||||
{
|
||||
case (int)SocketEnums.Type.GetNotice:
|
||||
break;
|
||||
case (int)SocketEnums.Type.Login:
|
||||
break;
|
||||
case (int)SocketEnums.Type.CheckLogin:
|
||||
User user;
|
||||
string msg;
|
||||
if (objs != null && objs.Length > 2)
|
||||
{
|
||||
user = (User)objs[2];
|
||||
msg = user.Userame;
|
||||
}
|
||||
else
|
||||
{
|
||||
Usercfg.FunGame_isAutoRetry = false;
|
||||
throw new Exception("SUCCESS:服务器连接成功,检测到未登录账号已自动断开,请登录后手动发起服务器连接。");
|
||||
}
|
||||
byte[] buffer = new byte[2048];
|
||||
buffer = Config.DEFAULT_ENCODING.GetBytes(MakeMessage((int)SocketEnums.Type.CheckLogin, msg));
|
||||
int l = socket.Send(buffer);
|
||||
if (l > 0)
|
||||
{
|
||||
return Read(objs);
|
||||
}
|
||||
else
|
||||
throw new Exception("ERROR:消息未送达服务器,与服务器连接可能丢失。");
|
||||
case (int)SocketEnums.Type.Logout:
|
||||
break;
|
||||
case (int)SocketEnums.Type.HeartBeat:
|
||||
buffer = new byte[2048];
|
||||
buffer = Config.DEFAULT_ENCODING.GetBytes(Convert.ToString(MakeMessage((int)SocketEnums.Type.HeartBeat, ">> 心跳检测")));
|
||||
if (socket.Send(buffer) > 0)
|
||||
{
|
||||
WaitHeartBeat = Task.Run(() =>
|
||||
{
|
||||
Thread.Sleep(4000);
|
||||
AddHeartBeatFaileds(main);
|
||||
});
|
||||
return true;
|
||||
}
|
||||
AddHeartBeatFaileds(main);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
main.GetMessage(this, Config.WebHelper_Disconnected);
|
||||
throw new Exception("ERROR:服务器连接失败。");
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
CatchException(main, e, false);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private void CatchException(Main main, Exception e, bool isDisconnected)
|
||||
{
|
||||
if (isDisconnected)
|
||||
main.GetMessage(this, Config.WebHelper_Disconnected);
|
||||
else
|
||||
main.GetMessage(this, Config.WebHelper_SetRed);
|
||||
main.GetMessage(this, e.Message != null ? e.Message + "\n" + e.StackTrace : "" + e.StackTrace);
|
||||
Close();
|
||||
}
|
||||
|
||||
private void AddHeartBeatFaileds(Main main)
|
||||
{
|
||||
// 超过三次没回应心跳,服务器连接失败。
|
||||
try
|
||||
{
|
||||
Config.WebHelper_HeartBeatFaileds++;
|
||||
if (Config.WebHelper_HeartBeatFaileds >= 3)
|
||||
throw new Exception("ERROR:服务器连接失败。");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
CatchException(main, e, true);
|
||||
}
|
||||
}
|
||||
|
||||
private int GetType(string msg)
|
||||
{
|
||||
int index = msg.IndexOf(';') - 1;
|
||||
if (index > 0)
|
||||
return Convert.ToInt32(msg[..index]);
|
||||
else
|
||||
return Convert.ToInt32(msg[..1]);
|
||||
}
|
||||
|
||||
private string GetTypeString(int type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case (int)SocketEnums.Type.GetNotice:
|
||||
return SocketEnums.TYPE_GetNotice;
|
||||
case (int)SocketEnums.Type.Login:
|
||||
return SocketEnums.TYPE_Login;
|
||||
case (int)SocketEnums.Type.CheckLogin:
|
||||
return SocketEnums.TYPE_CheckLogin;
|
||||
case (int)SocketEnums.Type.Logout:
|
||||
return SocketEnums.TYPE_Logout;
|
||||
case (int)SocketEnums.Type.HeartBeat:
|
||||
return SocketEnums.TYPE_HeartBeat;
|
||||
default:
|
||||
return SocketEnums.TYPE_UNKNOWN;
|
||||
}
|
||||
}
|
||||
|
||||
private string GetMessage(string msg)
|
||||
{
|
||||
int index = msg.IndexOf(';') + 1;
|
||||
return msg[index..];
|
||||
}
|
||||
|
||||
private string MakeMessage(int type, string msg)
|
||||
{
|
||||
return type + ";" + msg;
|
||||
}
|
||||
|
||||
private void Close()
|
||||
{
|
||||
if (client != null)
|
||||
{
|
||||
client.Close();
|
||||
client = null;
|
||||
}
|
||||
if (server != null)
|
||||
{
|
||||
server = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void StartWebHelper()
|
||||
{
|
||||
Task HeartBeatStream = Task.Factory.StartNew(() =>
|
||||
{
|
||||
CreateSendHeartBeatStream();
|
||||
});
|
||||
Task StreamReader = Task.Factory.StartNew(() =>
|
||||
{
|
||||
CreateStreamReader();
|
||||
});
|
||||
}
|
||||
|
||||
private void CreateSendHeartBeatStream()
|
||||
{
|
||||
Thread.Sleep(1000);
|
||||
Main.GetMessage(this, "Creating: SendHeartBeatStream...OK");
|
||||
while (IsConnected())
|
||||
{
|
||||
Send((int)SocketEnums.Type.HeartBeat); // 发送心跳包
|
||||
Thread.Sleep(20000);
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateStreamReader()
|
||||
{
|
||||
Thread.Sleep(1000);
|
||||
Main.GetMessage(this, "Creating: StreamReader...OK");
|
||||
while (IsConnected())
|
||||
{
|
||||
Read();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
661
LICENSE.txt
Normal file
@ -0,0 +1,661 @@
|
||||
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, 19 November 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU Affero General Public License is a free, copyleft license for
|
||||
software and other kinds of works, specifically designed to ensure
|
||||
cooperation with the community in the case of network server software.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
our General Public Licenses are intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
Developers that use our General Public Licenses protect your rights
|
||||
with two steps: (1) assert copyright on the software, and (2) offer
|
||||
you this License which gives you legal permission to copy, distribute
|
||||
and/or modify the software.
|
||||
|
||||
A secondary benefit of defending all users' freedom is that
|
||||
improvements made in alternate versions of the program, if they
|
||||
receive widespread use, become available for other developers to
|
||||
incorporate. Many developers of free software are heartened and
|
||||
encouraged by the resulting cooperation. However, in the case of
|
||||
software used on network servers, this result may fail to come about.
|
||||
The GNU General Public License permits making a modified version and
|
||||
letting the public access it on a server without ever releasing its
|
||||
source code to the public.
|
||||
|
||||
The GNU Affero General Public License is designed specifically to
|
||||
ensure that, in such cases, the modified source code becomes available
|
||||
to the community. It requires the operator of a network server to
|
||||
provide the source code of the modified version running there to the
|
||||
users of that server. Therefore, public use of a modified version, on
|
||||
a publicly accessible server, gives the public access to the source
|
||||
code of the modified version.
|
||||
|
||||
An older license, called the Affero General Public License and
|
||||
published by Affero, was designed to accomplish similar goals. This is
|
||||
a different license, not a version of the Affero GPL, but Affero has
|
||||
released a new version of the Affero GPL which permits relicensing under
|
||||
this license.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU Affero General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, if you modify the
|
||||
Program, your modified version must prominently offer all users
|
||||
interacting with it remotely through a computer network (if your version
|
||||
supports such interaction) an opportunity to receive the Corresponding
|
||||
Source of your version by providing access to the Corresponding Source
|
||||
from a network server at no charge, through some standard or customary
|
||||
means of facilitating copying of software. This Corresponding Source
|
||||
shall include the Corresponding Source for any work covered by version 3
|
||||
of the GNU General Public License that is incorporated pursuant to the
|
||||
following paragraph.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the work with which it is combined will remain governed by version
|
||||
3 of the GNU General Public License.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU Affero General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU Affero General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU Affero General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU Affero General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published
|
||||
by the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If your software can interact with users remotely through a computer
|
||||
network, you should also make sure that it provides a way for users to
|
||||
get its source. For example, if your program is a web application, its
|
||||
interface could display a "Source" link that leads users to an archive
|
||||
of the code. There are many ways you could offer source, and different
|
||||
solutions will be better for different programs; see section 13 for the
|
||||
specific requirements.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||