view FrmChangeGameSystem.cs @ 14:abbf8a3ac431

Re #90: Stop new units showing up twice * Pass ArmyCategory to CreateAndAddUnitCommand
author IBBoard <dev@ibboard.co.uk>
date Sat, 27 Jun 2009 19:39:41 +0000
parents 65279b85446f
children a191d0655f55
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// This file (FrmChangeGameSystem.cs) is a part of the IBBoard.WarFoundry.GTK project and is copyright 2009 IBBoard.
//
// The file and the library/program it is in are licensed under the GNU LGPL license, either version 3 of the License or (at your option) any later version. Please see COPYING.LGPL for more information and the full license.

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

namespace IBBoard.WarFoundry.GTK
{
	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; }
		}
	}
}