Mercurial > repos > IBBoard.WarFoundry.GUI.WinForms
annotate FrmNewUnitEquipment.cs @ 237:ea5cb50ebe5e
Fixes #384: Validation warnings don't get cleared when creating new armies
* Check whether army is valid when it changes (also means we validate on load as well as clearing on close)
author | IBBoard <dev@ibboard.co.uk> |
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date | Sat, 21 Jan 2012 16:51:07 +0000 |
parents | c1a3993297b1 |
children | 7243e6646926 |
rev | line source |
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36 | 1 // This file (FrmNewUnitEquipment.cs) is a part of the IBBoard.WarFoundry.GUI.WinForms project and is copyright 2008, 2009 IBBoard. |
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2 // |
36 | 3 // 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. |
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4 |
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5 using System; |
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6 using System.Drawing; |
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7 using System.ComponentModel; |
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8 using System.Windows.Forms; |
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9 using IBBoard; |
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10 using IBBoard.Commands; |
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11 using IBBoard.Lang; |
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12 using IBBoard.WarFoundry.API; |
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13 using IBBoard.WarFoundry.API.Commands; |
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14 using IBBoard.WarFoundry.API.Objects; |
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15 using IBBoard.WarFoundry.API.Util; |
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16 using IBBoard.WarFoundry.GUI.WinForms.UI; |
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17 using IBBoard.WarFoundry.GUI.WinForms.Util; |
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18 using IBBoard.Windows.Forms; |
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19 using IBBoard.Windows.Forms.I18N; |
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20 |
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21 namespace IBBoard.WarFoundry.GUI.WinForms |
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22 { |
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23 /// <summary> |
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24 /// Summary description for FrmNewUnitEquipment. |
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25 /// </summary> |
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26 public class FrmNewUnitEquipment : IBBForm |
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27 { |
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28 private Unit unit; |
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29 private CommandStack commandStack; |
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30 private IBBLabel lblAmount; |
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31 private IBBButton bttnCancel; |
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32 private IBBButton bttnOkay; |
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33 private IBBLabel lblItem; |
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34 private System.Windows.Forms.ListBox listItems; |
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35 private EquipmentAmountControl equipmentAmount; |
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36 /// <summary> |
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37 /// Required designer variable. |
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38 /// </summary> |
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39 private System.ComponentModel.Container components = null; |
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40 |
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41 public FrmNewUnitEquipment(Unit unit, CommandStack stack) |
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42 { |
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43 commandStack = stack; |
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44 this.unit = unit; |
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45 InitializeComponent(); |
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46 ControlTranslator.TranslateControl(this); |
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47 this.Text = Translation.GetTranslation("FrmNewUnitEquipment", "new equipment for {0}", unit.Name); |
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48 object[] items = Arrays.Subtract(UnitEquipmentUtil.GetAllowedEquipmentItems(unit), unit.GetEquipment()); |
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49 listItems.Items.AddRange(items); |
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50 equipmentAmount.SetUnit(unit); |
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51 } |
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52 |
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53 /// <summary> |
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54 /// Clean up any resources being used. |
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55 /// </summary> |
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56 protected override void Dispose( bool disposing ) |
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57 { |
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58 if( disposing ) |
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59 { |
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60 if(components != null) |
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61 { |
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62 components.Dispose(); |
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63 } |
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64 } |
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65 base.Dispose( disposing ); |
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66 } |
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67 |
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68 #region Windows Form Designer generated code |
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69 /// <summary> |
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70 /// Required method for Designer support - do not modify |
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71 /// the contents of this method with the code editor. |
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72 /// </summary> |
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73 private void InitializeComponent() |
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74 { |
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75 this.lblAmount = new IBBoard.Windows.Forms.IBBLabel(); |
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76 this.bttnCancel = new IBBoard.Windows.Forms.IBBButton(); |
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77 this.bttnOkay = new IBBoard.Windows.Forms.IBBButton(); |
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78 this.lblItem = new IBBoard.Windows.Forms.IBBLabel(); |
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79 this.listItems = new System.Windows.Forms.ListBox(); |
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80 this.equipmentAmount = new IBBoard.WarFoundry.GUI.WinForms.UI.EquipmentAmountControl(); |
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81 this.SuspendLayout(); |
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82 // |
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83 // lblAmount |
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84 // |
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85 this.lblAmount.Location = new System.Drawing.Point(12, 80); |
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86 this.lblAmount.Name = "lblAmount"; |
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87 this.lblAmount.Size = new System.Drawing.Size(68, 77); |
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88 this.lblAmount.TabIndex = 2; |
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89 this.lblAmount.Text = "amount"; |
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90 this.lblAmount.TextAlign = System.Drawing.ContentAlignment.TopRight; |
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91 // |
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92 // bttnCancel |
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93 // |
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94 this.bttnCancel.DialogResult = System.Windows.Forms.DialogResult.Cancel; |
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95 this.bttnCancel.FlatStyle = System.Windows.Forms.FlatStyle.System; |
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96 this.bttnCancel.Location = new System.Drawing.Point(158, 162); |
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97 this.bttnCancel.Name = "bttnCancel"; |
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98 this.bttnCancel.Size = new System.Drawing.Size(75, 23); |
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99 this.bttnCancel.TabIndex = 3; |
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100 this.bttnCancel.Text = "cancel"; |
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101 this.bttnCancel.Click += new System.EventHandler(this.bttnCancel_Click); |
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102 // |
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103 // bttnOkay |
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104 // |
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105 this.bttnOkay.Enabled = false; |
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106 this.bttnOkay.FlatStyle = System.Windows.Forms.FlatStyle.System; |
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107 this.bttnOkay.Location = new System.Drawing.Point(12, 162); |
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108 this.bttnOkay.Name = "bttnOkay"; |
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109 this.bttnOkay.Size = new System.Drawing.Size(75, 23); |
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110 this.bttnOkay.TabIndex = 4; |
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111 this.bttnOkay.Text = "okay"; |
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112 this.bttnOkay.Click += new System.EventHandler(this.bttnOkay_Click); |
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113 // |
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114 // lblItem |
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115 // |
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116 this.lblItem.Location = new System.Drawing.Point(12, 8); |
34
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117 this.lblItem.Name = "lblItem"; |
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118 this.lblItem.Size = new System.Drawing.Size(68, 69); |
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119 this.lblItem.TabIndex = 6; |
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120 this.lblItem.Text = "item"; |
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121 this.lblItem.TextAlign = System.Drawing.ContentAlignment.TopRight; |
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122 // |
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123 // listItems |
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124 // |
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125 this.listItems.Location = new System.Drawing.Point(88, 8); |
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126 this.listItems.Name = "listItems"; |
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127 this.listItems.Size = new System.Drawing.Size(145, 69); |
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128 this.listItems.TabIndex = 7; |
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129 this.listItems.SelectedIndexChanged += new System.EventHandler(this.listItems_SelectedIndexChanged); |
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130 // |
40
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131 // equipmentAmount |
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132 // |
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133 this.equipmentAmount.Location = new System.Drawing.Point(88, 80); |
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134 this.equipmentAmount.Name = "equipmentAmount"; |
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135 this.equipmentAmount.Size = new System.Drawing.Size(155, 77); |
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136 this.equipmentAmount.TabIndex = 8; |
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137 this.equipmentAmount.ValueChanged += new System.EventHandler(this.equipmentAmount_ValueChanged); |
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138 // |
34
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139 // FrmNewUnitEquipment |
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140 // |
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141 this.AcceptButton = this.bttnOkay; |
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142 this.AutoScaleBaseSize = new System.Drawing.Size(5, 13); |
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Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
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143 this.CancelButton = this.bttnCancel; |
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144 this.ClientSize = new System.Drawing.Size(245, 190); |
34
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Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
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145 this.ControlBox = false; |
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146 this.Controls.Add(this.equipmentAmount); |
34
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Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
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147 this.Controls.Add(this.listItems); |
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Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
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148 this.Controls.Add(this.lblItem); |
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Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
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149 this.Controls.Add(this.bttnOkay); |
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150 this.Controls.Add(this.bttnCancel); |
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151 this.Controls.Add(this.lblAmount); |
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Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
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152 this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog; |
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Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
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153 this.Name = "FrmNewUnitEquipment"; |
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Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
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154 this.ShowInTaskbar = false; |
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Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
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155 this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent; |
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Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
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156 this.Text = "FrmEditUnitEquipment"; |
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157 this.ResumeLayout(false); |
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158 |
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159 } |
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160 #endregion |
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161 |
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162 private void bttnOkay_Click(object sender, System.EventArgs e) |
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Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
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163 { |
40
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164 SetValue(); |
34
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Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
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165 this.Close(); |
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166 } |
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167 |
40
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168 private void SetValue() |
34
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169 { |
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170 UnitEquipmentItem equipItem = (UnitEquipmentItem)listItems.SelectedItem; |
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171 |
40
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172 if (equipmentAmount.IsRatioEquipmentAmount) |
34
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173 { |
40
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174 commandStack.Execute(new SetUnitEquipmentRatioAmountCommand(unit, equipItem, equipmentAmount.EquipmentAmount)); |
34
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175 } |
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176 else |
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177 { |
40
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178 //Just cast here - we should be returned a whole number anyway |
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179 commandStack.Execute(new SetUnitEquipmentNumericAmountCommand(unit, equipItem, (int) equipmentAmount.EquipmentAmount)); |
34
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180 } |
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181 } |
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182 |
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183 private void bttnCancel_Click(object sender, System.EventArgs e) |
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184 { |
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185 this.Close(); |
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186 } |
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187 |
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188 private void listItems_SelectedIndexChanged(object sender, System.EventArgs e) |
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189 { |
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190 if (listItems.SelectedIndex > -1) |
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191 { |
41
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192 equipmentAmount.SetUnitEquipmentItem((UnitEquipmentItem)listItems.SelectedItem); |
34
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193 } |
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194 else |
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195 { |
41
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196 equipmentAmount.SetUnitEquipmentItem(null); |
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197 } |
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198 |
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199 setOkayButton(); |
34
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200 } |
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201 |
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202 private void setOkayButton() |
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203 { |
41
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204 double equipAmount = equipmentAmount.EquipmentAmount; |
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205 bttnOkay.Enabled = listItems.SelectedIndex > -1 && (equipAmount > 0 || equipAmount == WarFoundryCore.INFINITY); |
34
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206 } |
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|
207 |
41
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208 private void equipmentAmount_ValueChanged(object sender, EventArgs e) |
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209 { |
34
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210 setOkayButton(); |
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Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
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211 } |
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212 } |
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213 } |