0
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1 // FrmMainWindow.cs
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2 //
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3 // Copyright (C) 2007 IBBoard
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4 //
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5 // This library is free software; you can redistribute it and/or
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6 // modify it under the terms of the GNU Lesser General Public
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7 // License version 2.1 of the License as published by the Free
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8 // Software Foundation.
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9 //
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10 // This library is distributed in the hope that it will be useful,
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11 // but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 // Lesser General Public License for more details.
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14 //
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15 // You should have received a copy of the GNU Lesser General Public
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16 // License along with this library; if not, write to the Free Software
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17 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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18 //
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19 //
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20
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21 using System;
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22 using System.IO;
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23 using System.Collections.Generic;
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24 using System.Configuration;
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25 using Gtk;
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26 using IBBoard;
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27 using IBBoard.Commands;
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28 using IBBoard.IO;
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29 using IBBoard.Lang;
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30 using IBBoard.Logging;
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31 using IBBoard.CustomMath;
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32 using IBBoard.Log4Net;
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33 using IBBoard.WarFoundry.API;
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34 using IBBoard.WarFoundry.API.Factories;
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35 using IBBoard.WarFoundry.API.Factories.Xml;
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36 using IBBoard.WarFoundry.API.Objects;
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37 using IBBoard.WarFoundry.API.Commands;
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38 using IBBoard.WarFoundry.API.Savers;
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39 using IBBoard.WarFoundry.API.Requirements;
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40 using IBBoard.WarFoundry.Widgets;
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41 using IBBoard.WarFoundry.Plugin.Rollcall;
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42 using IBBoard.Xml;
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43 using log4net;
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44
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45 namespace IBBoard.WarFoundry
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46 {
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47 public partial class FrmMainWindow: Gtk.Window
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48 {
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49 private static readonly string AppTitle = "WarFoundry";
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50 private const int CATEGORY_BUTTON_SEPARATOR_INDEX = 6;
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51
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52 private Preferences preferences;
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53 private ILog logger = LogManager.GetLogger(typeof(FrmMainWindow));
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54
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55 private CommandStack commandStack;
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56 private Type factoryType = typeof(WarFoundryXmlFactory);
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57 private Dictionary<ToolButton, Category> categoryMap = new Dictionary<ToolButton, Category>();
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58 private Dictionary<IBBoard.WarFoundry.API.Objects.Unit, UnitDisplayWidget> unitToWidgetMap = new Dictionary<IBBoard.WarFoundry.API.Objects.Unit,UnitDisplayWidget>();
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59
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60 private ObjectAddDelegate UnitAddedMethod;
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61 private ObjectRemoveDelegate UnitRemovedMethod;
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62 private DoubleValChangedDelegate PointsValueChangedMethod;
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63 private FailedUnitRequirementDelegate FailedUnitRequirementMethod;
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64 private StringValChangedDelegate UnitNameChangedMethod;
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65
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66 private GameSystem system;
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67 private string loadedArmyPath;
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68
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69 private MenuToolButton undoMenuButton, redoMenuButton;
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70
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71 public static void Main (string[] args)
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72 {
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73 try
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74 {
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75 Application.Init();
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76 FrmMainWindow win = new FrmMainWindow(args);
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77 win.Show();
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78 Application.Run();
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79 LogManager.GetLogger(typeof(FrmMainWindow)).Debug("Application ended");
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80 }
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81 catch(Exception ex)
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82 {
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83 LogManager.GetLogger(typeof(FrmMainWindow)).Fatal(ex.Message + Environment.NewLine + ex.StackTrace);
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84 }
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85 }
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86
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87 public FrmMainWindow() : this(new string[0])
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88 {
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89 //Do nothing extra
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90 }
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91
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92 public FrmMainWindow (string[] args): base (Gtk.WindowType.Toplevel)
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93 {
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94 logger.Info("Opening FrmMainWindow");
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95 LogNotifierHandler.RegisterNotifierHandler();
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96 Build ();
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97 //Replace the undo/redo buttons with menu versions, which Monodevelop's GUI editor doesn't currently support
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98 redoMenuButton = new MenuToolButton("gtk-redo");
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99 redoMenuButton.Label = "Redo";
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100 redoMenuButton.SetTooltip(new Tooltips(), "Redo", "");
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101 redoMenuButton.Clicked+= redoTBButtonActivated;
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102 toolbar.Insert(redoMenuButton, CATEGORY_BUTTON_SEPARATOR_INDEX);
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103 undoMenuButton = new MenuToolButton("gtk-undo");
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104 undoMenuButton.Label = "Undo";
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105 undoMenuButton.SetTooltip(new Tooltips(), "Undo", "");
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106 undoMenuButton.Clicked+= undoTBButtonActivated;
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107 toolbar.Insert(undoMenuButton, CATEGORY_BUTTON_SEPARATOR_INDEX);
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108 toolbar.Remove(toolbar.Children[CATEGORY_BUTTON_SEPARATOR_INDEX-1]);
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109 toolbar.Remove(toolbar.Children[CATEGORY_BUTTON_SEPARATOR_INDEX-2]);
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110 toolbar.ShowAll();
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111
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112 Title = AppTitle;
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113 TreeViewColumn mainColumn = new TreeViewColumn ();
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114 mainColumn.Title = "Army Categories";
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115 CellRendererText mainCell = new CellRendererText ();
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116 mainColumn.PackStart (mainCell, true);
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117 treeUnits.AppendColumn(mainColumn);
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118 mainColumn.SetCellDataFunc(mainCell, new TreeCellDataFunc(RenderCategoryTreeObjectName));
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119 treeUnits.Model = new TreeStore(typeof(WarFoundryObject));
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120 logger.Debug("Loading preferences");
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121 Preferences = new Preferences("WarFoundryGTK");
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122 logger.Debug("Loading translations");
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123 Translation.InitialiseTranslations(Constants.ExecutablePath, Preferences["language"].ToString());
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124 logger.Debug("Initialising");
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125 commandStack = new CommandStack();
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126 commandStack.CommandStackUpdated+=new MethodInvoker(commandStack_CommandStackUpdated);
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127 WarFoundryCore.GameSystemChanged+= new GameSystemChangedDelegate(OnGameSystemChanged);
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128 WarFoundryCore.ArmyChanged+= new ArmyChangedDelegate(OnArmyChanged);
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129 Destroyed+= new EventHandler(OnWindowDestroyed);
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130 //TODO: Translate and subscribe to other events
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131 UnitAddedMethod = new ObjectAddDelegate(OnUnitAdded);
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132 UnitRemovedMethod = new ObjectRemoveDelegate(OnUnitRemoved);
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133 PointsValueChangedMethod = new DoubleValChangedDelegate(OnPointsValueChanged);
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134 FailedUnitRequirementMethod = new FailedUnitRequirementDelegate(OnFailedUnitRequirement);
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135 UnitNameChangedMethod = new StringValChangedDelegate(OnUnitNameChanged);
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136 logger.Debug("Initialising complete - trying to load default army or system");
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137
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138 //FIXME: Temporary hack to add paths and factories
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139 WarFoundryLoader.GetDefault().AddLoadDirectory(new DirectoryInfo(Constants.ExecutablePath + Constants.DirectoryString + "data"));
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140 IWarFoundryFactory factory = WarFoundryFactoryFactory.GetFactoryFactory().GetFactory(typeof(WarFoundryXmlFactory));
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141
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142 if (factory!=null && factory is WarFoundryXmlFactory)
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143 {
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144 WarFoundryLoader.GetDefault().RegisterFactory((WarFoundryXmlFactory)factory);
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145 }
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146
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147 factory = WarFoundryFactoryFactory.GetFactoryFactory().GetFactory(typeof(RollcallFactory));
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148
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149 if (factory!=null && factory is RollcallFactory)
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150 {
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151 WarFoundryLoader.GetDefault().RegisterNonNativeFactory((INonNativeWarFoundryFactory)factory);
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152 }
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153
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154 if (args.Length == 1)
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155 {
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156 logger.Debug("Attempting to load from file");
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157 FileInfo file = new FileInfo(args[0]);
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158
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159 try
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160 {
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161 //TODO: Try to load files
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162 /*if (file.Extension.Equals("."+Factory.GetArmyFileExtension()))
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163 {
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164 WarFoundryCore.CurrentArmy = Factory.CreateArmyFromFile(file);
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165 logger.InfoFormat("Loaded army from {0}", file.FullName);
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166 }
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167 else if (file.Extension.Equals("."+Factory.GetSystemFileExtension()))
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168 {
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169 WarFoundryCore.CurrentGameSystem = Factory.CreateGameSystemFromFile(file);
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170 logger.InfoFormat("Loaded game system from {0}", file.FullName);
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171 }*/
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172 }
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173 catch (InvalidFileException ex)
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174 {
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175 //TODO: show error dialog
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176 logger.Error(ex);
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177 }
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178 }
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179 else
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180 {
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181 string gameSystemID = Preferences.GetStringProperty("currSystem");
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182
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183 if (gameSystemID!=null && !"".Equals(gameSystemID))
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184 {
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185 logger.Debug("Attempting to load current game system from properties");
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186 GameSystem sys = WarFoundryLoader.GetDefault().GetGameSystem(gameSystemID);
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187
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188 if (sys!=null)
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189 {
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190 WarFoundryCore.CurrentGameSystem = sys;
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191 logger.InfoFormat("Loaded game system {0} from properties", gameSystemID);
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192 }
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193 }
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194 }
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195 }
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196
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197 private void RenderCategoryTreeObjectName(TreeViewColumn column, CellRenderer cell, TreeModel model, TreeIter iter)
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198 {
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199 object o = model.GetValue(iter, 0);
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200
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201 if (o is ArmyCategory)
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202 {
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203 ArmyCategory c = (ArmyCategory)o;
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204 string name = "";
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205
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206 if (Preferences.GetBooleanProperty("ShowCatPercentage"))
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207 {
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208 name = Translation.GetTranslation("categoryTreeCatName", "{0} - {1}pts", c.Name, c.PointsTotal);
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209 }
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210 else
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211 {
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212 name = Translation.GetTranslation("categoryTreeCatNamePercentage", "{0} - {1}pts ({2}%)", c.Name, c.PointsTotal, (c.ParentArmy.PointsTotal > 0 ? Math.Round((c.PointsTotal / c.ParentArmy.PointsTotal) * 100) : 0));
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213 }
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214
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215 (cell as CellRendererText).Text = name;
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216 }
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217 else if (o is IBBoard.WarFoundry.API.Objects.Unit)
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218 {
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219 IBBoard.WarFoundry.API.Objects.Unit u = (IBBoard.WarFoundry.API.Objects.Unit)o;
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220 string name = Translation.GetTranslation("categoryTreeCatName", "{0} - {1}pts", u.Name, u.PointsValue);
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221 (cell as CellRendererText).Text = name;
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222 }
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223 }
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224
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225 private void OnWindowDestroyed(object source, EventArgs args)
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226 {
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227 logger.Info("Exiting");
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228 Application.Quit();
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229 }
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230
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231 private void OnUnitNameChanged(WarFoundryObject val, string oldValue, string newValue)
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232 {
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233 IBBoard.WarFoundry.API.Objects.Unit unit = (IBBoard.WarFoundry.API.Objects.Unit)val;
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234 UnitDisplayWidget widget;
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235 unitToWidgetMap.TryGetValue(unit, out widget);
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236
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237 if (widget!=null)
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238 {
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239 unitsNotebook.SetTabLabelText(widget, newValue);
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240 }
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241 }
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242
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243 private void OnUnitAdded(WarFoundryObject val)
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244 {
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245 IBBoard.WarFoundry.API.Objects.Unit unit = (IBBoard.WarFoundry.API.Objects.Unit)val;
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246 unit.NameChanged+= UnitNameChangedMethod;
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247 AddUnitToTree(unit);
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248 }
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249
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250 private void AddUnitToTree(IBBoard.WarFoundry.API.Objects.Unit unit)
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251 {
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252 TreeStore model = (TreeStore)treeUnits.Model;
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253 TreeIter iter;
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254 model.GetIterFirst(out iter);
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255
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256 do
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257 {
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258 object obj = model.GetValue(iter, 0);
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259
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260 if (obj is ArmyCategory)
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261 {
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262 ArmyCategory cat = (ArmyCategory)obj;
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263
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264 if (cat.Equals(unit.Category))
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265 {
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266 model.AppendValues(iter, unit);
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267 TreePath path = model.GetPath(iter);
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268 treeUnits.ExpandToPath(path);
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269 }
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270 }
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271 }
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272 while (model.IterNext(ref iter));
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273 }
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274
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275 private void OnUnitRemoved(WarFoundryObject obj)
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276 {
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277 IBBoard.WarFoundry.API.Objects.Unit unit = (IBBoard.WarFoundry.API.Objects.Unit)obj;
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278 unit.NameChanged-= UnitNameChangedMethod;
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279 RemoveUnitFromTree(unit);
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280
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281 //See if unit has a tab open and close it if it does
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282 }
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283
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284 private void RemoveUnitFromTree(IBBoard.WarFoundry.API.Objects.Unit unit)
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285 {
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286 TreeStore model = (TreeStore)treeUnits.Model;
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287 TreeIter iter;
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288 model.GetIterFirst(out iter);
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289 bool removed = false;
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290
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291 do
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292 {
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293 object obj = model.GetValue(iter, 0);
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294
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295 if (obj is ArmyCategory)
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296 {
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297 ArmyCategory cat = (ArmyCategory)obj;
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298
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299 if (unit.Category == null || cat.Equals(unit.Category))
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300 {
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301 TreeIter innerIter;
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302 model.IterChildren(out innerIter, iter);
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303
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304 do
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305 {
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306 object innerObj = model.GetValue(innerIter, 0);
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307
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308 if (unit.Equals(innerObj))
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309 {
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310 model.Remove(ref innerIter);
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311 removed = true;
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312 break;
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313 }
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314 }
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315 while (model.IterNext(ref innerIter));
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316
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317 if (removed)
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318 {
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319 break;
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320 }
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321 }
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322 }
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323 }
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324 while (model.IterNext(ref iter));
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325 }
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326
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327 private void OnPointsValueChanged(WarFoundryObject obj, double before, double after)
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328 {
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329 //Set points in panel
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330 }
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331
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332 private void OnFailedUnitRequirement(List<FailedUnitRequirement> failedRequirement)
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333 {
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334 //Show error message in panel
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335 }
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336
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337 public Preferences Preferences
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338 {
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339 get { return preferences; }
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340 set { preferences = value; }
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341 }
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342
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343 /*public AbstractNativeWarFoundryFactory Factory
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344 {
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345 get { return WarFoundryFactoryFactory.GetFactoryFactory().GetFactory(Constants.ExecutablePath, factoryType); }
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346 }*/
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347
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348 protected void OnDeleteEvent (object sender, DeleteEventArgs a)
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349 {
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350 Application.Quit ();
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351 a.RetVal = true;
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352 }
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353
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354 protected virtual void OnExitActivated(object sender, System.EventArgs e)
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355 {
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356 Application.Quit();
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357 }
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358
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359 protected virtual void OnChangeGameSystemActivated(object sender, System.EventArgs e)
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360 {
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361 ChangeCurrentGameSystem();
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362 }
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363
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364 protected virtual void OnCreateArmyActivated(object sender, System.EventArgs e)
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365 {
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366 CreateNewArmy();
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367 }
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368
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369 protected virtual void OnReloadFilesActivated(object sender, System.EventArgs e)
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370 {
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371 }
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372
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373 protected virtual void OnSaveArmyAsActivated(object sender, System.EventArgs e)
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374 {
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375 SaveCurrentArmyAs();
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376 }
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377
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378 protected virtual void OnCloseArmyActivated(object sender, System.EventArgs e)
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379 {
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380 CloseCurrentArmy();
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381 }
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382
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383 protected virtual void OnOpenArmyActivated(object sender, System.EventArgs e)
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384 {
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385 OpenArmy();
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386 }
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387
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388 protected virtual void OnSaveArmyActivated(object sender, System.EventArgs e)
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389 {
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390 SaveCurrentArmy();
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391 }
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392
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393 protected virtual void OnAddUnitActivated(object sender, System.EventArgs e)
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394 {
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395 if (sender is ToolButton)
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396 {
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397 Category cat = null;
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398 categoryMap.TryGetValue((ToolButton)sender, out cat);
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399
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400 if (cat!=null)
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401 {
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402 logger.DebugFormat("Show FrmNewUnit for {0}", cat.Name);
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403 FrmNewUnit newUnit = new FrmNewUnit(WarFoundryCore.CurrentArmy.Race, cat, WarFoundryCore.CurrentArmy);
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404 ResponseType response = (ResponseType)newUnit.Run();
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405 newUnit.Hide();
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406
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407 if (response==ResponseType.Ok)
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408 {
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409 CreateAndAddUnitCommand cmd = new CreateAndAddUnitCommand(newUnit.SelectedUnit, cat, WarFoundryCore.CurrentArmy);
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410 commandStack.Execute(cmd);
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411 }
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412
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413 newUnit.Dispose();
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414 }
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415 }
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416 }
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417
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418 public CommandStack CommandStack
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419 {
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420 get { return commandStack; }
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421 }
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422
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423 private void SetAppTitle()
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424 {
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425 if (WarFoundryCore.CurrentArmy!=null)
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426 {
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427 Title = AppTitle + " - " + WarFoundryCore.CurrentGameSystem.Name + " - " + WarFoundryCore.CurrentArmy.Name;
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428 }
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429 else if (WarFoundryCore.CurrentGameSystem!=null)
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430 {
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431 Title = AppTitle + " - " + WarFoundryCore.CurrentGameSystem.Name;
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432 }
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433 else
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434 {
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435 Title = AppTitle;
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436 }
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437 }
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438
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439 private void OnGameSystemChanged(GameSystem oldSys, GameSystem newSys)
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440 {
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441 system = newSys;
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442 SetAppTitle();
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443 miCreateArmy.Sensitive = system!=null;
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444 newArmyButton.Sensitive = system!=null;
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445 RemoveCategoryButtons();
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446
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447 if (system!=null)
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448 {
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449 AddCategoryButtons(system.Categories);
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450 }
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451 }
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452
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453 private void OnArmyChanged(Army oldArmy, Army newArmy)
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454 {
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455 loadedArmyPath = null;
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456 SetAppTitle();
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457 SetArmyTree(newArmy);
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458
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459 if (oldArmy!=null)
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460 {
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461 oldArmy.UnitAdded-= UnitAddedMethod;
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462 oldArmy.UnitRemoved-= UnitRemovedMethod;
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463 oldArmy.PointsValueChanged-= PointsValueChangedMethod;
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464 oldArmy.FailedRequirement-=FailedUnitRequirementMethod;
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465 }
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466
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467 unitToWidgetMap.Clear();
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468
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469 while (unitsNotebook.NPages > 0)
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470 {
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471 unitsNotebook.RemovePage(0);
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472 }
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473
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474 if (newArmy==null)
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475 {
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476 DisableCategoryButtons();
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477 }
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478 else
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479 {
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480 newArmy.UnitAdded+= UnitAddedMethod;
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481 newArmy.UnitRemoved+= UnitRemovedMethod;
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482 newArmy.PointsValueChanged+= PointsValueChangedMethod;
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483 newArmy.FailedRequirement+=FailedUnitRequirementMethod;
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484 //TODO: Clear all buttons
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485 EnableCategoryButtons();
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486
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487 if (newArmy.Race.HasCategoryOverrides())
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488 {
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489 RemoveCategoryButtons();
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490 AddCategoryButtons(newArmy.Race.Categories);
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491 }
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492 }
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493
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494 miCloseArmy.Sensitive = newArmy!=null;
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495 miSaveArmyAs.Sensitive = newArmy!=null;
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496 //New army has no changes, so we can't save it
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497 miSaveArmy.Sensitive = false;
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498 saveArmyButton.Sensitive = false;
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499
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500 CommandStack.Reset();
|
|
501 SetPointsPanelText();
|
|
502 }
|
|
503
|
|
504 private void SetArmyTree(Army army)
|
|
505 {
|
|
506 logger.Debug("Resetting tree");
|
|
507 TreeStore store = (TreeStore)treeUnits.Model;
|
|
508 store.Clear();
|
|
509 TreeIter iter;
|
|
510
|
|
511 if (army!=null)
|
|
512 {
|
|
513 logger.Debug("Loading in categories to tree");
|
|
514
|
|
515 foreach (ArmyCategory cat in army.Categories)
|
|
516 {
|
|
517 logger.DebugFormat("Append category {0}", cat.Name);
|
|
518 iter = store.AppendValues(cat);
|
|
519
|
|
520 foreach (IBBoard.WarFoundry.API.Objects.Unit unit in cat.GetUnits())
|
|
521 {
|
|
522 store.AppendValues(iter, unit);
|
|
523 }
|
|
524 }
|
|
525
|
|
526 logger.Debug("Finished loading tree categories");
|
|
527 }
|
|
528 }
|
|
529
|
|
530 private void DisableCategoryButtons()
|
|
531 {
|
|
532 SetCategoryButtonsSensitive(false);
|
|
533 }
|
|
534
|
|
535 private void EnableCategoryButtons()
|
|
536 {
|
|
537 SetCategoryButtonsSensitive(true);
|
|
538 }
|
|
539
|
|
540 private void SetCategoryButtonsSensitive(bool state)
|
|
541 {
|
|
542 int toolbarButtonCount = toolbar.Children.Length - 1;
|
|
543 logger.Debug("Last button index: "+toolbarButtonCount);
|
|
544
|
|
545 for (int i = toolbarButtonCount; i > CATEGORY_BUTTON_SEPARATOR_INDEX; i--)
|
|
546 {
|
|
547 logger.DebugFormat("Setting button {0} state to {1}", i, state);
|
|
548 toolbar.Children[i].Sensitive = state;
|
|
549 }
|
|
550 }
|
|
551
|
|
552 private void RemoveCategoryButtons()
|
|
553 {
|
|
554 int toolbarButtonCount = toolbar.Children.Length - 1;
|
|
555
|
|
556 for (int i = toolbarButtonCount; i > CATEGORY_BUTTON_SEPARATOR_INDEX; i--)
|
|
557 {
|
|
558 toolbar.Remove(toolbar.Children[i]);
|
|
559 }
|
|
560
|
|
561 categoryMap.Clear();
|
|
562 }
|
|
563
|
|
564 private void AddCategoryButtons(Category[] cats)
|
|
565 {
|
|
566 if (cats!=null && cats.Length > 0)
|
|
567 {
|
|
568 logger.DebugFormat("Toolbar button count: {0}. Adding {1} categories.", toolbar.Children.Length, cats.Length);
|
|
569
|
|
570 foreach (Category cat in cats)
|
|
571 {
|
|
572 ToolButton button = new ToolButton("gtk-add");
|
|
573 button.Label = cat.Name;
|
|
574 button.SetTooltip(new Tooltips(), "Add unit from "+cat.Name, "");
|
|
575 //TODO: See if we can associate data in some way, the same as we can with SWF. For now we just use the map.
|
|
576 categoryMap.Add(button, cat);
|
|
577 button.Clicked+= new System.EventHandler(OnAddUnitActivated);
|
|
578 toolbar.Insert(button, -1);
|
|
579 }
|
|
580 }
|
|
581
|
|
582 toolbar.Children[CATEGORY_BUTTON_SEPARATOR_INDEX].Visible = cats!=null && cats.Length>0;
|
|
583
|
|
584 toolbar.ShowAll();
|
|
585 }
|
|
586
|
|
587 private void SetPointsPanelText()
|
|
588 {
|
|
589 //TODO: Set the points value in the status bar
|
|
590 }
|
|
591
|
|
592 private void commandStack_CommandStackUpdated()
|
|
593 {
|
|
594 undoMenuButton.Sensitive = commandStack.CanUndo();
|
|
595 miUndo.Sensitive = undoMenuButton.Sensitive;
|
|
596 redoMenuButton.Sensitive = commandStack.CanRedo();
|
|
597 miRedo.Sensitive = redoMenuButton.Sensitive;
|
|
598 int redoLength = commandStack.RedoLength;
|
|
599 //TODO: Build menus for undo/redo and find way of adding tooltips
|
|
600 /*int maxRedo = Math.Min(10, redoLength);
|
|
601 MenuItem[] menuItems = null;
|
|
602
|
|
603 if (redoLength > 0)
|
|
604 {
|
|
605 menuItems = new MenuItem[maxRedo];
|
|
606 Command com;
|
|
607 MenuItem mi;
|
|
608
|
|
609 for (int i = 0; i < maxRedo; i++)
|
|
610 {
|
|
611 com = commandStack.PeekRedoCommand(i+1);
|
|
612
|
|
613 if (com == null)
|
|
614 {
|
|
615 break;
|
|
616 }
|
|
617
|
|
618 mi = new MenuItem(com.Description);
|
|
619 mi.Click+=new EventHandler(redoMenu_Click);
|
|
620 menuItems[i] = mi;
|
|
621 }
|
|
622 }
|
|
623
|
|
624 redoMenu.MenuItems.Clear();
|
|
625
|
|
626 if (menuItems!=null && menuItems[0]!=null)
|
|
627 {
|
|
628 bttnRedo.ToolTipText = menuItems[0].Text;
|
|
629 redoMenu.MenuItems.AddRange(menuItems);
|
|
630 }*/
|
|
631 //TODO: Put above code back when we have a dropdown version of the redo button
|
|
632 if (redoLength > 0)
|
|
633 {
|
|
634 //redoMenuButton.Tooltip = CommandStack.PeekRedoCommand().Description;
|
|
635 }
|
|
636
|
|
637 int undoLength = commandStack.UndoLength;
|
|
638 /*int maxUndo = Math.Min(10, undoLength);
|
|
639 MenuItem[] menuItemsUndo = null;
|
|
640
|
|
641 if (undoLength > 0)
|
|
642 {
|
|
643 menuItemsUndo = new MenuItem[maxUndo];
|
|
644 Command com;
|
|
645 MenuItem mi;
|
|
646
|
|
647 for (int i = 0; i < maxUndo; i++)
|
|
648 {
|
|
649 com = commandStack.PeekUndoCommand(i+1);
|
|
650
|
|
651 if (com == null)
|
|
652 {
|
|
653 break;
|
|
654 }
|
|
655
|
|
656 mi = new MenuItem(com.UndoDescription);
|
|
657 mi.Click+=new EventHandler(undoMenu_Click);
|
|
658 menuItemsUndo[i] = mi;
|
|
659 }
|
|
660 }
|
|
661
|
|
662 undoMenu.MenuItems.Clear();
|
|
663
|
|
664 if (menuItemsUndo!=null && menuItemsUndo[0]!=null)
|
|
665 {
|
|
666 bttnUndo.ToolTipText = menuItemsUndo[0].Text;
|
|
667 undoMenu.MenuItems.AddRange(menuItemsUndo);
|
|
668 }*/
|
|
669 //TODO: Put above code back when we have a dropdown version of the undo button
|
|
670 if (undoLength > 0)
|
|
671 {
|
|
672 //undoMenuButton.Tooltip = CommandStack.PeekUndoCommand().UndoDescription;
|
|
673 }
|
|
674
|
|
675 saveArmyButton.Sensitive = commandStack.IsDirty() && WarFoundryCore.CurrentArmy!=null && CanSave();
|
|
676 miSaveArmy.Sensitive = commandStack.IsDirty() && WarFoundryCore.CurrentArmy!=null && CanSave();
|
|
677 }
|
|
678
|
|
679 private bool CanSave()
|
|
680 {
|
|
681 return loadedArmyPath!=null && WarFoundryCore.CurrentArmy!=null && WarFoundrySaver.GetSaver()!=null;
|
|
682 }
|
|
683
|
|
684 private bool SaveCurrentArmyOrSaveAs()
|
|
685 {
|
|
686 if (CanSave())
|
|
687 {
|
|
688 return SaveCurrentArmy();
|
|
689 }
|
|
690 else
|
|
691 {
|
|
692 return SaveCurrentArmyAs();
|
|
693 }
|
|
694 }
|
|
695
|
|
696 private bool OpenArmy()
|
|
697 {
|
|
698 //TODO: Open dialog for file selection then open army
|
|
699 bool success = false;
|
|
700 loadedArmyPath = null;//TODO: Set loaded file path
|
|
701 return success;
|
|
702 }
|
|
703
|
|
704 private bool SaveCurrentArmy()
|
|
705 {
|
|
706 bool success = false;
|
|
707
|
|
708 if (CanSave())
|
|
709 {
|
|
710 try
|
|
711 {
|
|
712 if (WarFoundrySaver.GetSaver().Save(WarFoundryCore.CurrentArmy, loadedArmyPath))
|
|
713 {
|
|
714 saveArmyButton.Sensitive = false;
|
|
715 miSaveArmy.Sensitive = false;
|
|
716 CommandStack.setCleanMark();
|
|
717 success = true;
|
|
718 }
|
|
719 }
|
|
720 catch (IOException ex)
|
|
721 {
|
|
722 logger.Error("Saving army failed", ex);
|
|
723 MessageDialog md = new MessageDialog(this, DialogFlags.Modal, MessageType.Error, ButtonsType.Ok, "An error occured while saving the army. Please check the logs for details on what failed");
|
|
724 md.Show();
|
|
725 }
|
|
726 }
|
|
727
|
|
728 return success;
|
|
729 }
|
|
730
|
|
731 private bool SaveCurrentArmyAs()
|
|
732 {
|
|
733 /*if (saveArmyDialog.Filter == "")
|
|
734 {
|
|
735 string savePath = UserDataPath+Constants.DirectoryString+"armies"+Constants.DirectoryString;
|
|
736
|
|
737 if (!Directory.Exists(savePath))
|
|
738 {
|
|
739 Directory.CreateDirectory(savePath);
|
|
740 }
|
|
741
|
|
742 saveArmyDialog.InitialDirectory = savePath;
|
|
743 saveArmyDialog.Filter = Translation.GetTranslation("armyFileFilter")+"|*.army";
|
|
744 saveArmyDialog.Title = Translation.GetTranslation("saveArmyDialog");
|
|
745 }
|
|
746
|
|
747 DialogResult dr = saveArmyDialog.ShowDialog(this);
|
|
748
|
|
749 if (dr == DialogResult.OK)
|
|
750 {
|
|
751 if (WarFoundrySaver.GetSaver().Save(WarFoundryCore.CurrentArmy, saveArmyDialog.FileName))
|
|
752 {
|
|
753 miSaveArmy.Enabled = false;
|
|
754 bttnSaveArmy.Enabled = false;
|
|
755 CommandStack.setCleanMark();
|
|
756 loadedArmyPath = saveArmyDialog.FileName;
|
|
757 return true;
|
|
758 }
|
|
759 else
|
|
760 {
|
|
761 MessageBox.Show(this, Translation.GetTranslation("SaveFailed"), Translation.GetTranslation("SaveFailedTitle"), MessageBoxButtons.OK, MessageBoxIcon.Error);
|
|
762 return false;
|
|
763 }
|
|
764 }
|
|
765 else
|
|
766 {
|
|
767 return false;
|
|
768 }*/
|
|
769 return false;
|
|
770 }
|
|
771
|
|
772 private bool CloseCurrentArmy()
|
|
773 {
|
|
774 if (WarFoundryCore.CurrentArmy!=null)
|
|
775 {
|
|
776 bool canClose = false;
|
|
777
|
|
778 if (CommandStack.IsDirty())
|
|
779 {
|
|
780 MessageDialog dia = new MessageDialog(this, DialogFlags.DestroyWithParent, MessageType.Question, ButtonsType.YesNo | ButtonsType.Cancel, "The army \""+WarFoundryCore.CurrentArmy.Name+"\" has been modified.\r\nSave changes before closing army?");
|
|
781 ResponseType dr = (ResponseType)dia.Run();
|
|
782
|
|
783 if (dr == ResponseType.Yes)
|
|
784 {
|
|
785 //They want to save so try to save it or prompt for save as
|
|
786 //If they cancel the save as then assume they don't want to close
|
|
787 canClose = SaveCurrentArmyOrSaveAs();
|
|
788 }
|
|
789 else if (dr == ResponseType.No)
|
|
790 {
|
|
791 //They don't care about their changes
|
|
792 canClose = true;
|
|
793 }
|
|
794 else
|
|
795 {
|
|
796 //Assume cancel or close with the X button
|
|
797 canClose = false;
|
|
798 }
|
|
799
|
|
800 dia.Dispose();
|
|
801 }
|
|
802 else
|
|
803 {
|
|
804 //Nothing has changed so we can safely close
|
|
805 canClose = true;
|
|
806 }
|
|
807
|
|
808 if (canClose)
|
|
809 {
|
|
810 //do close
|
|
811 WarFoundryCore.CurrentArmy = null;
|
|
812 return true;
|
|
813 }
|
|
814 else
|
|
815 {
|
|
816 return false;
|
|
817 }
|
|
818 }
|
|
819 else
|
|
820 {
|
|
821 //pretend we succeeded
|
|
822 return true;
|
|
823 }
|
|
824 }
|
|
825
|
|
826 private void CreateNewArmy()
|
|
827 {
|
|
828 logger.Debug("Create new army");
|
|
829 FrmNewArmy newArmy = new FrmNewArmy(WarFoundryCore.CurrentGameSystem);
|
|
830 ResponseType type = (ResponseType)newArmy.Run();
|
|
831 newArmy.Hide();
|
|
832
|
|
833 if (type == ResponseType.Ok)
|
|
834 {
|
|
835 if (CloseCurrentArmy())
|
|
836 {
|
|
837 WarFoundryCore.CurrentArmy = new Army(newArmy.SelectedRace, newArmy.ArmyName, newArmy.ArmySize);
|
|
838 }
|
|
839 }
|
|
840 else
|
|
841 {
|
|
842 logger.Debug("Create new army cancelled");
|
|
843 }
|
|
844
|
|
845 newArmy.Destroy();
|
|
846 }
|
|
847
|
|
848 private void ChangeCurrentGameSystem()
|
|
849 {
|
|
850 logger.Debug("Changing game system");
|
|
851 FrmChangeGameSystem dialog = new FrmChangeGameSystem(this);
|
|
852 ResponseType type = (ResponseType)dialog.Run();
|
|
853 dialog.Hide();
|
|
854
|
|
855 if (type == ResponseType.Ok)
|
|
856 {
|
|
857 WarFoundryCore.CurrentGameSystem = dialog.SelectedSystem;
|
|
858 }
|
|
859 else
|
|
860 {
|
|
861 logger.Debug("Game system change cancelled");
|
|
862 }
|
|
863
|
|
864 dialog.Destroy();
|
|
865 }
|
|
866
|
|
867 protected virtual void undoTBButtonActivated (object sender, System.EventArgs e)
|
|
868 {
|
|
869 CommandStack.Undo();
|
|
870 }
|
|
871
|
|
872 protected virtual void redoTBButtonActivated (object sender, System.EventArgs e)
|
|
873 {
|
|
874 CommandStack.Redo();
|
|
875 }
|
|
876
|
|
877 protected virtual void saveTBButtonActivated (object sender, System.EventArgs e)
|
|
878 {
|
|
879 SaveCurrentArmy();
|
|
880 }
|
|
881
|
|
882 protected virtual void openTBButtonActivated (object sender, System.EventArgs e)
|
|
883 {
|
|
884 OpenArmy();
|
|
885 }
|
|
886
|
|
887 protected virtual void newTBButtonActivated (object sender, System.EventArgs e)
|
|
888 {
|
|
889 CreateNewArmy();
|
|
890 }
|
|
891
|
|
892 protected virtual void ArmyRowActivated (object o, Gtk.RowActivatedArgs args)
|
|
893 {
|
|
894 TreeModel model = treeUnits.Model;
|
|
895 TreeIter iter;
|
|
896 model.GetIter(out iter, args.Path);
|
|
897 object obj = model.GetValue(iter, 0);
|
|
898
|
|
899 if (obj is IBBoard.WarFoundry.API.Objects.Unit)
|
|
900 {
|
|
901 IBBoard.WarFoundry.API.Objects.Unit unit = (IBBoard.WarFoundry.API.Objects.Unit)obj;
|
|
902
|
|
903 UnitDisplayWidget widget;
|
|
904 unitToWidgetMap.TryGetValue(unit, out widget);
|
|
905
|
|
906 if (widget!=null)
|
|
907 {
|
|
908 logger.DebugFormat("Selecting existing page for "+unit.Name);
|
|
909 unitsNotebook.Page = unitsNotebook.PageNum(widget);
|
|
910 }
|
|
911 else
|
|
912 {
|
|
913 widget = new UnitDisplayWidget(unit, CommandStack);
|
|
914 Label label = new Label(unit.Name);
|
|
915 logger.Debug("Adding page for "+unit.Name);
|
|
916 unitToWidgetMap[unit] = widget;
|
|
917 int pageNum = unitsNotebook.AppendPage(widget, label);
|
|
918 logger.Debug("Page added at index "+pageNum);
|
|
919 unitsNotebook.ShowAll();
|
|
920 unitsNotebook.Page = pageNum;
|
|
921 }
|
|
922 }
|
|
923 }
|
|
924 }
|
|
925 }
|