view UIControl/AddEquipmentUIControl.cs @ 62:f733073967a2

Re #60: Add UI to add/remove/edit weapons in GTK * Add initial code to keep numeric and percentage in sync TODO: Allow users to change the non-selected one (e.g. select percentage but set the percentage by incrementing the number)
author IBBoard <dev@ibboard.co.uk>
date Sun, 29 Aug 2010 15:44:20 +0000
parents e7ad676a7344
children c2d79b4209e3
line wrap: on
line source

//  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;
using CustomMath = IBBoard.CustomMath;
using IBBoard.Lang;
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());
			
			if (ui.IsRatioEquipmentAmount)
			{
				SetEquipmentAmountsFromPercentage(ui.EquipmentPercentageAmount);
			}
			else
			{
				SetEquipmentAmountsFromNumber(ui.EquipmentNumericAmount);
			}
		}
		
		private void SetEquipmentAmountsFromPercentage(double equipAmount)
		{
			UnitEquipmentItem currEquipItem = ui.SelectedUnitEquipmentItem;
			
			double maxPercentage = GetMaxPercentageLimit(currEquipItem);
			double minPercentage = GetMinPercentageLimit(currEquipItem);
			
			if (equipAmount > maxPercentage)
			{
				string percentageTooLarge = Translation.GetTranslation("equipPercentageTooLarge", "the current percentage ({0}%) was larger than the maximum for the equipment item ({1}%) - the maximum value will be used instead", equipAmount, maxPercentage);
				string percentageTooLargeTitle = Translation.GetTranslation("equipPercentageTooLargeTitle", "equipment percentage too large");
				//				MessageBox.Show(ParentForm, percentageTooLarge, percentageTooLargeTitle);
				equipAmount = maxPercentage;
			}
			else if (equipAmount < minPercentage)
			{
				string percentageTooSmall = Translation.GetTranslation("equipPercentageTooSmall", "the current percentage ({0}%) was smaller than the minimum for the equipment item ({1}%) - the minimum value will be used instead", equipAmount, minPercentage);
				string percentageTooSmallTitle = Translation.GetTranslation("equipPercentageTooSmallTitle", "equipment percentage too small");
		//				MessageBox.Show(ParentForm, percentageTooSmall, percentageTooSmallTitle);
				equipAmount = minPercentage;
			}
			
			ui.EquipmentNumericAmount = CalculateNumericValueFromPercentage(equipAmount, currEquipItem);
			ui.EquipmentPercentageAmount = equipAmount;
		}
		
		private int CalculateNumericValueFromPercentage(double percent, UnitEquipmentItem equip)
		{
			int calcedAmount = (int)CustomMath.IBBMath.Round((double)(unit.Size * (percent / 100)), equip.RoundNumberUp);
			return Math.Min(Math.Max(calcedAmount, GetMinNumericLimit(equip)), GetMaxNumericLimit(equip));
		}

		private void SetEquipmentAmountsFromNumber(int equipAmount)
		{
			UnitEquipmentItem currEquipItem = ui.SelectedUnitEquipmentItem;
			int maxNumber = GetMaxNumericLimit(currEquipItem);
			int minNumber = GetMinNumericLimit(currEquipItem);
			
			if (equipAmount > maxNumber)
			{
				string amountTooLarge = Translation.GetTranslation("equipNumberTooLarge", "the current amount ({0}) was larger than the maximum for the equipment item ({1}) - the maximum value will be used instead", equipAmount, maxNumber);
				string amountTooLargeTitle = Translation.GetTranslation("equipNumberTooLargeTitle", "equipment amount too large");
				//MessageBox.Show(ParentForm, amountTooLarge, amountTooLargeTitle);
				equipAmount = maxNumber;
			}
			else if (equipAmount < minNumber)
			{
				string amountTooSmall = Translation.GetTranslation("equipNumberTooSmall", "the current amount ({0}) was smaller than the minimum for the equipment item ({1}) - the minimum value will be used instead", equipAmount, minNumber);
				string amountTooSmallTitle = Translation.GetTranslation("equipNumberTooSmallTitle", "equipment amount too small");
				//MessageBox.Show(ParentForm, amountTooSmall, amountTooSmallTitle);
				equipAmount = minNumber;
			}
			
			ui.EquipmentPercentageAmount = CalcualtePercentageValueFromNumber(equipAmount, currEquipItem);
			ui.EquipmentNumericAmount = equipAmount;
		}
		
		private double CalcualtePercentageValueFromNumber(int number, UnitEquipmentItem equip)
		{
			double calcedAmount = RoundPercentage(CustomMath.IBBMath.Percentage(number, unit.Size));
			return Math.Min(Math.Max(calcedAmount, GetMinPercentageLimit(equip)), GetMaxPercentageLimit(equip));
		}

		//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 = GetMaxPercentageLimit(equip);
				double minPercent = GetMinPercentageLimit(equip);
				int maxNumber = GetMaxNumericLimit(equip);
				int minNumber = GetMinNumericLimit(equip);
			
				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 double GetMaxPercentageLimit(UnitEquipmentItem equip)
		{
			double maxPercent = RoundPercentage(UnitEquipmentUtil.GetMaxEquipmentPercentage(unit, equip));
			return Math.Max(0, maxPercent);
		}
		
		private double GetMinPercentageLimit(UnitEquipmentItem equip)
		{
			double minPercent = RoundPercentage(UnitEquipmentUtil.GetMinEquipmentPercentage(unit, equip));
			return Math.Max(0, minPercent);
		}
		
		private int GetMaxNumericLimit(UnitEquipmentItem equip)
		{
			int maxNumber = UnitEquipmentUtil.GetMaxEquipmentCount(unit, equip);
			return Math.Max(0, maxNumber);
		}
		private int GetMinNumericLimit(UnitEquipmentItem equip)
		{
			int minNumber = UnitEquipmentUtil.GetMinEquipmentCount(unit, equip);
			return Math.Max(0, minNumber);
		}

		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();
		}
	}
}