view UIControl/ReplaceEquipmentUIControl.cs @ 69:3b4a646b4054

Re #60: Add UI to add/remove/edit weapons in GTK * Fix errors in replace dialog (move UI setup to just before we show) Also: * Fix missing refresh of army tree on equipment/points value change
author IBBoard <dev@ibboard.co.uk>
date Sat, 06 Nov 2010 11:44:26 +0000
parents 7028e24b67ec
children 4b82515586ac
line wrap: on
line source

//  This file (AddEquipmentUIControl.cs) is a part of the IBBoard.WarFoundry.GUI.GTK project and is copyright 2010 IBBoard
// 
// The file and the library/program it is in are licensed and distributed, without warranty, under the GNU Affero GPL license, either version 3 of the License or (at your option) any later version. Please see COPYING for more information and the full license.

using IBBoard.Commands;
using IBBoard.WarFoundry.API.Commands;
using IBBoard.WarFoundry.API.Objects;
using IBBoard.WarFoundry.API.Util;
using IBBoard.WarFoundry.GUI.GTK.UIControl.Interfaces;
using CustomMath = IBBoard.CustomMath;

namespace IBBoard.WarFoundry.GUI.GTK.UIControl
{
	public class ReplaceEquipmentUIControl : AbstractBaseEquipmentUIControl<IReplaceEquipmentUI>
	{		
		private UnitEquipmentItem origItem;
		
		public ReplaceEquipmentUIControl(Unit unit, UnitEquipmentItem equipmentItem, CommandStack commandStack) : base(unit, commandStack)
		{
			origItem = equipmentItem;
		}

		//TODO Make abstract

		protected override IReplaceEquipmentUI CreateEquipmentUI()
		{
			return new FrmReplaceEquipment();
		}

		protected override void CompleteUISetup()
		{			
			UnitType unitType = unit.UnitType;
			string[] mutexGroups = origItem.MutexGroups;
			UnitEquipmentItem[] mutexItems = unitType.GetEquipmentItemsByExclusionGroups(mutexGroups);
			UnitEquipmentItem[] currentEquipment = unit.GetEquipment();
			UnitEquipmentItem[] allowedItems = Arrays.Subtract(mutexItems, currentEquipment);
			ui.SetUnitEquipmentItems(allowedItems);
			ui.UnitEquipmentItemChoiceChanged += HandleUiUnitEquipmentItemChoiceChanged;
		}

		private void HandleUiUnitEquipmentItemChoiceChanged(UnitEquipmentItem equip)
		{
			equipItem = equip;
			
			if (equip != null)
			{
				bool equipIsRatioLimit = UnitEquipmentUtil.IsEquipmentRatioLimited(unit, equip);
				maxPercentage = GetMaxPercentageLimit(equip);
				minPercentage = GetMinPercentageLimit(equip);
				maxNumber = GetMaxNumericLimit(equip);
				minNumber = GetMinNumericLimit(equip);
			
				ui.SetUnitEquipmentLimits(equipIsRatioLimit, minPercentage, maxPercentage, minNumber, maxNumber);
				ui.SetUnitEquipmentLimitsEnabled(true);
				ui.SetOkayEnabledState(HasNonZeroEquipmentAmount());
				SetEquipmentAmountControlEnabledStates();
			}
			else
			{
				maxPercentage = minPercentage = 0;
				maxNumber = minNumber = 0;
				ui.SetUnitEquipmentLimits(false, minPercentage, maxPercentage, minNumber, maxNumber);
				ui.SetUnitEquipmentLimitsEnabled(false);
				ui.SetOkayEnabledState(false);
			}
		}

		protected override void DoProcessing()
		{
			if (isRatioAmount)
			{
				commandStack.Execute(new ReplaceUnitEquipmentWithRatioAmountItemCommand(unit, origItem, equipItem, equipmentAmount));
			}
			else
			{
				commandStack.Execute(new ReplaceUnitEquipmentWithRatioAmountItemCommand(unit, origItem, equipItem, (int)equipmentAmount));
			}
		}
	}
}