view FrmChangeGameSystem.cs @ 0:1bb28f84d567

Initial commit of WarFoundry code
author IBBoard <dev@ibboard.co.uk>
date Fri, 19 Dec 2008 15:57:51 +0000
parents
children 65279b85446f
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// FrmChangeGameSystem.cs
//
//  Copyright (C) 2007 IBBoard
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License version 2.1 of the License as published by the Free
// Software Foundation.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 
//
//

using System;
using IBBoard.WarFoundry.API;
using IBBoard.WarFoundry.API.Objects;
using Gtk;
using log4net;

namespace IBBoard.WarFoundry
{
	public partial class FrmChangeGameSystem : Dialog
	{
		private ILog logger = LogManager.GetLogger(typeof(FrmChangeGameSystem));
		//private AbstractNativeWarFoundryFactory factory;
		private GameSystem selectedSystem;
		
		public FrmChangeGameSystem(Window parent) : base("Change Game System", parent, DialogFlags.Modal)
		{
			this.Build();
			lstGameSystems.Selection.Changed+= new EventHandler(OnSelectionChanged);
			TreeViewColumn gameSystemColumn = new TreeViewColumn ();
			gameSystemColumn.Title = "Game System";
			CellRendererText gameSystemCell = new CellRendererText ();
			gameSystemColumn.PackStart (gameSystemCell, true);
			lstGameSystems.AppendColumn(gameSystemColumn);
			gameSystemColumn.SetCellDataFunc (gameSystemCell, new TreeCellDataFunc (RenderSystemName));
			ListStore store = new ListStore(typeof(GameSystem));
			
			foreach (GameSystem system in WarFoundryLoader.GetDefault().GetGameSystems())
			{
				store.AppendValues(system);
			}
			
			lstGameSystems.Model = store;
		}
		
		private void RenderSystemName(TreeViewColumn column, CellRenderer cell, TreeModel model, TreeIter iter)
		{
			GameSystem system = (GameSystem) model.GetValue(iter, 0);
			(cell as CellRendererText).Text = system.Name;
		}

		protected virtual void OnGameSystemOkayClicked(object sender, EventArgs e)
		{
			logger.Debug("Okay clicked");
			SetReturnValue();
			Respond(ResponseType.Ok);
		}
		
		private void SetReturnValue()
		{
			TreeModel model;
			TreeIter iter;
			lstGameSystems.Selection.GetSelected (out model, out iter);
			selectedSystem = (GameSystem) model.GetValue(iter, 0);
		}

		protected virtual void OnSelectionChanged(object o, EventArgs e)
		{
			logger.Debug("Selection changed");
			buttonOk.Sensitive = (lstGameSystems.Selection.CountSelectedRows() > 0);
		}

		protected virtual void OnCancel (object sender, System.EventArgs e)
		{
			logger.Debug("Cancel clicked");
			Respond(ResponseType.Cancel);
		}

		protected virtual void lstGameSystemsRowActivated (object o, Gtk.RowActivatedArgs args)
		{
			logger.Debug("List row double-clicked");
			SetReturnValue();
			Respond(ResponseType.Ok);
		}
		
		public GameSystem SelectedSystem
		{
			get { return selectedSystem; }
		}
	}
}