Mercurial > repos > IBBoard.WarFoundry.GUI.GTK
view UIControl/AddEquipmentUIControl.cs @ 61:e7ad676a7344
Re #60: Add UI to add/remove/edit weapons in GTK
* Add events to track equipment amount and amount changing
* Select most appropriate equipment type by default
* Add methods an implementation for enabling/disabling Okay button
author | IBBoard <dev@ibboard.co.uk> |
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date | Sun, 29 Aug 2010 15:09:34 +0000 |
parents | 293d204e40db |
children | f733073967a2 |
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// This file (AddEquipmentUI.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 System; using IBBoard.Commands; using IBBoard.WarFoundry.API.Objects; using IBBoard.WarFoundry.API.Util; using IBBoard.WarFoundry.GUI.GTK.UIControl.Interfaces; using IBBoard.WarFoundry.API.Commands; namespace IBBoard.WarFoundry.GUI.GTK.UIControl { public class AddEquipmentUIControl { private Unit unit; private CommandStack commandStack; private IAddEquipmentUI ui; public AddEquipmentUIControl(Unit unit, CommandStack commandStack) { this.unit = unit; this.commandStack = commandStack; SetupUI(); } private void SetupUI() { CreateEquipmentUI(); ui.SetUnitEquipmentLimitsEnabled(false); UnitEquipmentItem[] items = Arrays.Subtract(UnitEquipmentUtil.GetAllowedEquipmentItems(unit), unit.GetEquipment()); ui.SetUnitEquipmentItems(items); ui.SetOkayEnabledState(false); ui.UnitEquipmentItemChoiceChanged += HandleUiUnitEquipmentItemChoiceChanged; ui.UnitEquipmentAmountChanged += HandleUnitEquipmentAmountChanged; ui.UnitEquipmentAmountTypeChanged += HandleUnitEquipmentAmountChanged; } private void HandleUnitEquipmentAmountChanged () { ui.SetOkayEnabledState(ui.SelectedUnitEquipmentItem != null && HasNonZeroEquipmentAmount()); } //TODO Make abstract protected void CreateEquipmentUI() { ui = new FrmAddEquipment(); } private void HandleUiUnitEquipmentItemChoiceChanged(UnitEquipmentItem equip) { if (equip != null) { bool equipIsRatioLimit = UnitEquipmentUtil.IsEquipmentRatioLimited(unit, equip); double maxPercent = RoundPercentage(UnitEquipmentUtil.GetMaxEquipmentPercentage(unit, equip)); maxPercent = Math.Max(0, maxPercent); double minPercent = RoundPercentage(UnitEquipmentUtil.GetMinEquipmentPercentage(unit, equip)); minPercent = Math.Max(0, minPercent); int maxNumber = UnitEquipmentUtil.GetMaxEquipmentCount(unit, equip); maxNumber = Math.Max(0, maxNumber); int minNumber = UnitEquipmentUtil.GetMinEquipmentCount(unit, equip); minNumber = Math.Max(0, minNumber); ui.SetUnitEquipmentLimits(equipIsRatioLimit, minPercent, maxPercent, minNumber, maxNumber); ui.SetUnitEquipmentLimitsEnabled(true); ui.SetOkayEnabledState(HasNonZeroEquipmentAmount()); } else { ui.SetUnitEquipmentLimits(true, 0, 0, 0, 0); ui.SetUnitEquipmentLimitsEnabled(false); ui.SetOkayEnabledState(false); } } private bool HasNonZeroEquipmentAmount() { bool nonZero; if (ui.IsRatioEquipmentAmount) { nonZero = (ui.EquipmentPercentageAmount > 0); } else { nonZero = (ui.EquipmentNumericAmount > 0); } return nonZero; } private double RoundPercentage(double percent) { return Math.Round(percent, 1); } public void Show() { bool okayed = ui.ShowControl(); if (okayed) { UnitEquipmentItem equipItem = ui.SelectedUnitEquipmentItem; if (ui.IsRatioEquipmentAmount) { commandStack.Execute(new SetUnitEquipmentRatioAmountCommand(unit, equipItem, ui.EquipmentPercentageAmount)); } else { commandStack.Execute(new SetUnitEquipmentNumericAmountCommand(unit, equipItem, ui.EquipmentNumericAmount)); } } ui.Dispose(); } } }