Mercurial > repos > IBBoard.WarFoundry.GUI.GTK
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()