diff Widgets/UnitDisplayWidget.cs @ 51:dafbd432ca23

Re #60: Add UI to add/remove/edit weapons in GTK * Start to implement Add functionality using a new abstraction concept that keeps the UI dumb and keeps the logic in a cross-toolkit controller
author IBBoard <dev@ibboard.co.uk>
date Sat, 21 Aug 2010 20:00:03 +0000
parents d29ad8445461
children 4bad8cb3f889
line wrap: on
line diff
--- a/Widgets/UnitDisplayWidget.cs	Sun Aug 15 16:02:49 2010 +0000
+++ b/Widgets/UnitDisplayWidget.cs	Sat Aug 21 20:00:03 2010 +0000
@@ -9,6 +9,7 @@
 using IBBoard.WarFoundry.API;
 using IBBoard.WarFoundry.API.Objects;
 using IBBoard.WarFoundry.API.Commands;
+using IBBoard.WarFoundry.GUI.GTK.UIControl;
 
 namespace IBBoard.WarFoundry.GTK.Widgets
 {
@@ -107,7 +108,7 @@
 		[GLib.ConnectBefore ()]
 		protected virtual void OnUnitSizeKeyPress (object o, Gtk.KeyPressEventArgs args)
 		{
-			if (args.Event.Key == Gdk.Key.Return)
+			if (args.Event.Key == Gdk.Key.Return || args.Event.Key == Gdk.Key.KP_Enter)
 			{
 				SetNewUnitSize();
 			}
@@ -138,11 +139,23 @@
 		
 		private void SetNewUnitName()
 		{
-			if (unitName.Text!=unit.Name)
+			if (unitName.Text != unit.Name)
 			{
 				SetNameCommand cmd = new SetNameCommand(unit, unitName.Text);
 				stack.Execute(cmd);
 			}
 		}
+		
+		private void OnBttnAddEquipmentActivated(object sender, System.EventArgs e)
+		{
+			Console.WriteLine("Add button clicked");
+			AddEquipment();
+		}
+		
+		private void AddEquipment()
+		{
+			AddEquipmentUIControl addEquipment = new AddEquipmentUIControl(unit, stack);
+			addEquipment.Show();
+		}
 	}
 }