Mercurial > repos > IBBoard.WarFoundry.GUI.WinForms
view FrmEditUnitEquipment.cs @ 69:ff80ed9ac50f
Re #180: Add multiple mutex groups
* Make WinForms UI handle multiple groups instead of assuming one
author | IBBoard <dev@ibboard.co.uk> |
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date | Sat, 26 Sep 2009 19:51:34 +0000 |
parents | 1576f669b3eb |
children | 712915de47fd |
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// This file (FrmEditUnitEquipment.cs) is a part of the IBBoard.WarFoundry.GUI.WinForms project and is copyright 2009 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 System.Drawing; using System.ComponentModel; using System.Windows.Forms; using IBBoard.Commands; using IBBoard.WarFoundry.API; using IBBoard.WarFoundry.API.Commands; using IBBoard.WarFoundry.API.Objects; namespace IBBoard.WarFoundry.GUI.WinForms { /// <summary> /// Summary description for FrmEditUnitEquipment. /// </summary> public class FrmEditUnitEquipment : System.Windows.Forms.Form { private Unit unit; private UnitEquipmentItem equipItem; private CommandStack commandStack; private System.Windows.Forms.Label lblAmount; private System.Windows.Forms.Button bttnCancel; private System.Windows.Forms.Button bttnOkay; private IBBoard.WarFoundry.GUI.WinForms.UI.EquipmentAmountControl equipmentAmount; /// <summary> /// Required designer variable. /// </summary> private System.ComponentModel.Container components = null; public FrmEditUnitEquipment(Unit unit, UnitEquipmentItem equipItem, CommandStack stack) { commandStack = stack; this.unit = unit; this.equipItem = equipItem; InitializeComponent(); this.Text = equipItem.Name + " for " + unit.Name; equipmentAmount.SetUnit(unit); equipmentAmount.SetUnitEquipmentItem(equipItem); equipmentAmount.SetUnitEquipmentItemAmount(unit.GetEquipmentAmount(equipItem), unit.GetEquipmentAmountIsRatio(equipItem)); bttnOkay.Enabled = false; } /// <summary> /// Clean up any resources being used. /// </summary> protected override void Dispose( bool disposing ) { if( disposing ) { if(components != null) { components.Dispose(); } } base.Dispose( disposing ); } #region Windows Form Designer generated code /// <summary> /// Required method for Designer support - do not modify /// the contents of this method with the code editor. /// </summary> private void InitializeComponent() { this.lblAmount = new System.Windows.Forms.Label(); this.bttnCancel = new System.Windows.Forms.Button(); this.bttnOkay = new System.Windows.Forms.Button(); this.equipmentAmount = new IBBoard.WarFoundry.GUI.WinForms.UI.EquipmentAmountControl(); this.SuspendLayout(); // // lblAmount // this.lblAmount.Location = new System.Drawing.Point(8, 8); this.lblAmount.Name = "lblAmount"; this.lblAmount.Size = new System.Drawing.Size(72, 23); this.lblAmount.TabIndex = 2; this.lblAmount.Text = "amount"; this.lblAmount.TextAlign = System.Drawing.ContentAlignment.TopRight; // // bttnCancel // this.bttnCancel.DialogResult = System.Windows.Forms.DialogResult.Cancel; this.bttnCancel.FlatStyle = System.Windows.Forms.FlatStyle.System; this.bttnCancel.Location = new System.Drawing.Point(153, 95); this.bttnCancel.Name = "bttnCancel"; this.bttnCancel.Size = new System.Drawing.Size(75, 23); this.bttnCancel.TabIndex = 3; this.bttnCancel.Text = "cancel"; this.bttnCancel.Click += new System.EventHandler(this.bttnCancel_Click); // // bttnOkay // this.bttnOkay.Enabled = false; this.bttnOkay.FlatStyle = System.Windows.Forms.FlatStyle.System; this.bttnOkay.Location = new System.Drawing.Point(12, 95); this.bttnOkay.Name = "bttnOkay"; this.bttnOkay.Size = new System.Drawing.Size(75, 23); this.bttnOkay.TabIndex = 4; this.bttnOkay.Text = "okay"; this.bttnOkay.Click += new System.EventHandler(this.bttnOkay_Click); // // equipmentAmount // this.equipmentAmount.Location = new System.Drawing.Point(88, 5); this.equipmentAmount.Name = "equipmentAmount"; this.equipmentAmount.Size = new System.Drawing.Size(155, 77); this.equipmentAmount.TabIndex = 5; this.equipmentAmount.ValueChanged += new System.EventHandler(this.equipmentAmount_ValueChanged); // // FrmEditUnitEquipment // this.AcceptButton = this.bttnOkay; this.AutoScaleBaseSize = new System.Drawing.Size(5, 13); this.CancelButton = this.bttnCancel; this.ClientSize = new System.Drawing.Size(240, 130); this.ControlBox = false; this.Controls.Add(this.equipmentAmount); this.Controls.Add(this.bttnOkay); this.Controls.Add(this.bttnCancel); this.Controls.Add(this.lblAmount); this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog; this.Name = "FrmEditUnitEquipment"; this.ShowInTaskbar = false; this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent; this.Text = "FrmEditUnitEquipment"; this.ResumeLayout(false); } #endregion private void bttnOkay_Click(object sender, System.EventArgs e) { if (SetValue()) { this.Close(); } } private bool SetValue() { bool setValue = true; double amount = equipmentAmount.EquipmentAmount; if (amount == 0) { if (equipItem.IsRequired) { MessageBox.Show(this, "This item is required and cannot be removed. It must have a quantity of at least one or be replaced by an alternative.", "Required item", MessageBoxButtons.OK, MessageBoxIcon.Warning); setValue = false; } else { DialogResult dr = MessageBox.Show(this, "This will remove the item from the unit. Continue?", "Confirm remove", MessageBoxButtons.YesNo, MessageBoxIcon.Question, MessageBoxDefaultButton.Button1); if (dr != DialogResult.Yes) { setValue = false; } } } double oldAmount = unit.GetEquipmentAmount(equipItem); if (setValue && oldAmount != amount) { if (equipmentAmount.IsRatioEquipmentAmount) { commandStack.Execute(new SetUnitEquipmentRatioAmountCommand(unit, equipItem, amount)); } else { commandStack.Execute(new SetUnitEquipmentNumericAmountCommand(unit, equipItem, (int)amount)); } } return setValue; } private void bttnCancel_Click(object sender, System.EventArgs e) { this.Close(); } private void setOkayButton() { double equipAmount = equipmentAmount.EquipmentAmount; bttnOkay.Enabled = equipAmount > 0 || equipAmount == WarFoundryCore.INFINITY || !equipItem.IsRequired; } private void equipmentAmount_ValueChanged(object sender, EventArgs e) { setOkayButton(); } } }