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Refactor UI with custom controls for better structure
Replaced existing UI elements in `CharacterCreationDialog.cs` and `Form1.cs` with custom controls, including `CharacterStatsDisplayControl`, `CharacterStatsControl`, `ProgressDisplayControl`, and `QuickActionsControl`. This enhances the organization and maintainability of the code. New controls improve the presentation of character stats, health, experience, and quick actions. Resource files `CharacterStatsControl.resx` and `InventoryForm.resx` were added for localization support. Overall, these changes streamline the UI and improve code readability.
1 parent 09febce commit b70dbb6

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using System;
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using System.Drawing;
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using System.Windows.Forms;
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namespace WinFormsApp1.Controls
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{
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public partial class CharacterStatsControl : UserControl
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{
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private TableLayoutPanel statsLayout;
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private Label levelValueLabel;
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private Label goldValueLabel;
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private Label attackValueLabel;
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private Label defenseValueLabel;
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private Label expValueLabel;
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private Label classValueLabel;
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private Label weaponValueLabel;
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private Label armorValueLabel;
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public CharacterStatsControl()
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{
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InitializeComponent();
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}
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private void InitializeComponent()
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{
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this.Size = new Size(300, 250);
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this.BackColor = Color.Transparent;
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// Create scrollable panel for stats
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Panel scrollablePanel = new Panel
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{
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Dock = DockStyle.Fill,
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AutoScroll = true,
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BorderStyle = BorderStyle.None
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};
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// Create stats layout
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statsLayout = new TableLayoutPanel
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{
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AutoSize = true,
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AutoSizeMode = AutoSizeMode.GrowAndShrink,
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ColumnCount = 2,
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RowCount = 8,
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Location = new Point(0, 0),
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Padding = new Padding(5)
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};
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// Set column styles
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statsLayout.ColumnStyles.Add(new ColumnStyle(SizeType.AutoSize));
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statsLayout.ColumnStyles.Add(new ColumnStyle(SizeType.AutoSize));
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CreateStatLabels();
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AddLabelsToLayout();
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scrollablePanel.Controls.Add(statsLayout);
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this.Controls.Add(scrollablePanel);
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}
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private void CreateStatLabels()
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{
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// Level
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var levelLabel = new Label { Text = "Level:", AutoSize = true, Margin = new Padding(2) };
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levelValueLabel = new Label { Text = "1", AutoSize = true, Font = new Font("Arial", 8, FontStyle.Bold), Margin = new Padding(2) };
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// Gold
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var goldLabel = new Label { Text = "Gold:", AutoSize = true, Margin = new Padding(2) };
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goldValueLabel = new Label { Text = "50", AutoSize = true, Font = new Font("Arial", 8, FontStyle.Bold), ForeColor = Color.Goldenrod, Margin = new Padding(2) };
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// Attack
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var attackLabel = new Label { Text = "Attack:", AutoSize = true, Margin = new Padding(2) };
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attackValueLabel = new Label { Text = "15", AutoSize = true, Font = new Font("Arial", 8, FontStyle.Bold), ForeColor = Color.Red, Margin = new Padding(2) };
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// Defense
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var defenseLabel = new Label { Text = "Defense:", AutoSize = true, Margin = new Padding(2) };
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defenseValueLabel = new Label { Text = "8", AutoSize = true, Font = new Font("Arial", 8, FontStyle.Bold), ForeColor = Color.Blue, Margin = new Padding(2) };
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// Experience
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var expLabel = new Label { Text = "Exp:", AutoSize = true, Margin = new Padding(2) };
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expValueLabel = new Label { Text = "0", AutoSize = true, Font = new Font("Arial", 8, FontStyle.Bold), ForeColor = Color.Purple, Margin = new Padding(2) };
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// Class
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var classLabel = new Label { Text = "Class:", AutoSize = true, Margin = new Padding(2) };
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classValueLabel = new Label { Text = "Warrior", AutoSize = true, Font = new Font("Arial", 8, FontStyle.Bold), ForeColor = Color.DarkGreen, Margin = new Padding(2) };
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// Weapon
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var weaponLabel = new Label { Text = "Weapon:", AutoSize = true, Margin = new Padding(2) };
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weaponValueLabel = new Label { Text = "None", AutoSize = true, Font = new Font("Arial", 8, FontStyle.Bold), ForeColor = Color.DarkOrange, Margin = new Padding(2) };
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// Armor
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var armorLabel = new Label { Text = "Armor:", AutoSize = true, Margin = new Padding(2) };
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armorValueLabel = new Label { Text = "None", AutoSize = true, Font = new Font("Arial", 8, FontStyle.Bold), ForeColor = Color.DarkCyan, Margin = new Padding(2) };
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}
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private void AddLabelsToLayout()
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{
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statsLayout.Controls.Add(new Label { Text = "Level:", AutoSize = true, Margin = new Padding(2) }, 0, 0);
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statsLayout.Controls.Add(levelValueLabel, 1, 0);
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statsLayout.Controls.Add(new Label { Text = "Gold:", AutoSize = true, Margin = new Padding(2) }, 0, 1);
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statsLayout.Controls.Add(goldValueLabel, 1, 1);
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statsLayout.Controls.Add(new Label { Text = "Attack:", AutoSize = true, Margin = new Padding(2) }, 0, 2);
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statsLayout.Controls.Add(attackValueLabel, 1, 2);
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statsLayout.Controls.Add(new Label { Text = "Defense:", AutoSize = true, Margin = new Padding(2) }, 0, 3);
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statsLayout.Controls.Add(defenseValueLabel, 1, 3);
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statsLayout.Controls.Add(new Label { Text = "Exp:", AutoSize = true, Margin = new Padding(2) }, 0, 4);
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statsLayout.Controls.Add(expValueLabel, 1, 4);
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statsLayout.Controls.Add(new Label { Text = "Class:", AutoSize = true, Margin = new Padding(2) }, 0, 5);
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statsLayout.Controls.Add(classValueLabel, 1, 5);
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statsLayout.Controls.Add(new Label { Text = "Weapon:", AutoSize = true, Margin = new Padding(2) }, 0, 6);
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statsLayout.Controls.Add(weaponValueLabel, 1, 6);
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statsLayout.Controls.Add(new Label { Text = "Armor:", AutoSize = true, Margin = new Padding(2) }, 0, 7);
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statsLayout.Controls.Add(armorValueLabel, 1, 7);
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}
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public void UpdateStats(Player player)
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{
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if (player == null) return;
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levelValueLabel.Text = player.Level.ToString();
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goldValueLabel.Text = player.Gold.ToString();
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attackValueLabel.Text = player.GetTotalAttack().ToString();
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defenseValueLabel.Text = player.GetTotalDefense().ToString();
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expValueLabel.Text = $"{player.Experience}/{player.ExperienceToNextLevel}";
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classValueLabel.Text = player.CharacterClass.ToString();
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weaponValueLabel.Text = player.EquippedWeapon?.Name ?? "None";
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armorValueLabel.Text = player.EquippedArmor?.Name ?? "None";
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}
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public void ClearStats()
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{
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levelValueLabel.Text = "-";
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goldValueLabel.Text = "-";
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attackValueLabel.Text = "-";
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defenseValueLabel.Text = "-";
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expValueLabel.Text = "-";
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classValueLabel.Text = "-";
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weaponValueLabel.Text = "None";
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armorValueLabel.Text = "None";
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}
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}
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}
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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</root>
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Windows.Forms;
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namespace WinFormsApp1.Controls
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{
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public partial class CharacterStatsDisplayControl : UserControl
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{
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private Label statsLabel;
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public CharacterStatsDisplayControl()
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{
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InitializeComponent();
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}
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private void InitializeComponent()
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{
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this.Size = new Size(350, 230);
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this.BackColor = Color.LightGray;
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this.BorderStyle = BorderStyle.FixedSingle;
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statsLabel = new Label
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{
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Dock = DockStyle.Fill,
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Font = new Font("Consolas", 9),
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Text = "Select a character class to view stats...",
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BackColor = Color.LightGray,
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TextAlign = ContentAlignment.TopLeft,
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Padding = new Padding(10)
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};
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this.Controls.Add(statsLabel);
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}
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public void UpdateDisplay(CharacterClassInfo classInfo, DataLoader dataLoader)
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{
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if (classInfo == null)
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{
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statsLabel.Text = "Select a character class to view stats...";
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return;
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}
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var startingItems = GetStartingItemsDisplay(classInfo, dataLoader);
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statsLabel.Text = $"Class: {classInfo.Name}\n\n" +
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$"{classInfo.Description}\n\n" +
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$"Base Stats:\n" +
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$"Health: {classInfo.BaseStats.MaxHealth}\n" +
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$"Attack: {classInfo.BaseStats.Attack}\n" +
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$"Defense: {classInfo.BaseStats.Defense}\n\n" +
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$"Starting Items:\n{startingItems}";
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}
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private string GetStartingItemsDisplay(CharacterClassInfo classInfo, DataLoader dataLoader)
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{
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var itemNames = new List<string>();
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foreach (var itemId in classInfo.StartingItems)
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{
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var item = dataLoader.CreateItemFromId(itemId);
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itemNames.Add($"• {item?.Name ?? itemId}");
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}
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return string.Join("\n", itemNames);
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}
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public void ClearDisplay()
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{
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statsLabel.Text = "Select a character class to view stats...";
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}
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}
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}

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