diff Widgets/UnitDisplayWidget.cs @ 96:b4416ca69153

Fixes #309: Add initial preference dialog with language support * Hook up events so that everything translates itself when languages change Re #308: Make GTK# UI translatable * Update English and French translations (using Google Translate) * Begin to standardise on WinForms names for widgets for maximum reusability of translation files * Make some preference and credit buttons translatable
author IBBoard <dev@ibboard.co.uk>
date Sun, 02 Jan 2011 15:12:31 +0000
parents 58779fcd0166
children fda46380dd68
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--- a/Widgets/UnitDisplayWidget.cs	Sat Jan 01 20:55:07 2011 +0000
+++ b/Widgets/UnitDisplayWidget.cs	Sun Jan 02 15:12:31 2011 +0000
@@ -59,14 +59,14 @@
 		private void SetButtonsEnabledState()
 		{			
 			UnitEquipmentItem equipItem = GetSelectedEquipmentItem();
-			bttnReplaceEquipment.Sensitive = (equipItem != null && equipItem.HasAlternatives());
-			bttnEditEquipment.Sensitive = (UnitEquipmentUtil.CanEditEquipmentAmount(unit, equipItem));
-			bttnRemoveEquipment.Sensitive = (equipItem != null && !equipItem.IsRequired);
+			bttnReplaceWeapon.Sensitive = (equipItem != null && equipItem.HasAlternatives());
+			bttnEditWeapon.Sensitive = (UnitEquipmentUtil.CanEditEquipmentAmount(unit, equipItem));
+			bttnRemoveWeapon.Sensitive = (equipItem != null && !equipItem.IsRequired);
 		}
 
 		private void SetAddButtonEnabledState()
 		{
-			bttnAddEquipment.Sensitive = AddEquipmentUIControl.HasEquipmentToAdd(unit);
+			bttnAddWeapon.Sensitive = AddEquipmentUIControl.HasEquipmentToAdd(unit);
 		}
 
 		private UnitEquipmentItem GetSelectedEquipmentItem()