Mercurial > repos > IBDev-IBBoard.WarFoundry.GUI.GTK
annotate FrmNewArmy.cs @ 149:45c2485f37c0
* Initialise variable - xbuild is more picky than MonoDevelop
author | IBBoard <dev@ibboard.co.uk> |
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date | Sun, 27 Nov 2011 14:22:46 +0000 |
parents | d4b726cec12c |
children |
rev | line source |
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19 | 1 // This file (FrmNewArmy.cs) is a part of the IBBoard.WarFoundry.GTK project and is copyright 2008, 2009 IBBoard. |
0 | 2 // |
19 | 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. |
0 | 4 |
5 using System; | |
6 using Gtk; | |
7 using IBBoard.Lang; | |
8 using IBBoard.WarFoundry.API; | |
9 using IBBoard.WarFoundry.API.Objects; | |
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10 using IBBoard.GtkSharp; |
0 | 11 using log4net; |
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12 using IBBoard.WarFoundry.GUI.GTK.Util; |
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13 using IBBoard.GtkSharp.Translatable; |
0 | 14 |
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15 namespace IBBoard.WarFoundry.GUI.GTK |
0 | 16 { |
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17 public partial class FrmNewArmy : TranslatableDialog, ITranslatable |
0 | 18 { |
19 private ILog logger = LogManager.GetLogger(typeof(FrmNewArmy)); | |
20 private Race race; | |
21 private string armyName; | |
22 private int pointsValue; | |
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23 private bool isDefaultArmyName = true; |
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24 |
0 | 25 public FrmNewArmy(GameSystem gameSystem) |
26 { | |
27 this.Build(); | |
28 | |
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29 GameSystem[] gameSystems = WarFoundryLoader.GetDefault().GetGameSystems(); |
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30 ComboBoxUtils.FillCombo(systemCombo, gameSystems, delegate(GameSystem sys){return sys.Name;}); |
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31 |
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32 lstRaces.Selection.Changed += new EventHandler(OnSelectionChanged); |
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33 |
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34 TreeViewColumn raceColumn = new TreeViewColumn(); |
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35 raceColumn.Title = Translation.GetTranslation("frmNewArmyRaceColumn", "race"); |
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36 CellRendererText raceCell = new CellRendererText(); |
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37 raceColumn.PackStart(raceCell, true); |
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38 lstRaces.AppendColumn(raceColumn); |
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39 raceColumn.SetCellDataFunc(raceCell, GtkWarFoundryUtil.RenderWarFoundryObjectName); |
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40 |
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41 if (gameSystem != null) |
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42 { |
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43 ComboBoxUtils.SelectItem(systemCombo, gameSystem); |
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44 } |
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45 else if (gameSystems.Length == 1) |
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46 { |
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47 ComboBoxUtils.SelectIndex(systemCombo, 0); |
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48 } |
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49 |
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50 Translation.TranslationChanged += Retranslate; |
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51 Translate(); |
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52 } |
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53 |
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54 private void Retranslate() |
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55 { |
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56 Translate(); |
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57 } |
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58 |
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59 public override void Dispose() |
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60 { |
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61 Translation.TranslationChanged -= Retranslate; |
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62 base.Dispose(); |
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63 } |
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64 |
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65 protected override void Translate() |
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66 { |
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67 base.Translate(); |
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68 ControlTranslator.TranslateButtons(bttnCreate, bttnCancel); |
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69 } |
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70 |
0 | 71 protected virtual void OnSelectionChanged(object o, EventArgs e) |
72 { | |
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73 logger.Debug("Race selection changed"); |
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74 SetArmyName(); |
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75 SetOkayButtonState(); |
0 | 76 } |
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77 |
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78 private void SetOkayButtonState() |
0 | 79 { |
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80 bttnCreate.Sensitive = (lstRaces.Selection.CountSelectedRows() == 1 && txtArmyName.Text != "" && sbPointsValue.Value > 0); |
0 | 81 } |
82 | |
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83 protected virtual void OnCreateClicked(object sender, System.EventArgs e) |
0 | 84 { |
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85 race = GetSelectedRace(); |
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86 armyName = txtArmyName.Text; |
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87 pointsValue = (int)sbPointsValue.Value; |
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88 Respond(ResponseType.Ok); |
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89 } |
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90 |
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91 private Race GetSelectedRace() |
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92 { |
0 | 93 TreeModel model; |
94 TreeIter iter; | |
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95 lstRaces.Selection.GetSelected(out model, out iter); |
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96 return (Race)model.GetValue(iter, 0); |
0 | 97 } |
98 | |
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99 protected virtual void OnCancelClicked(object sender, System.EventArgs e) |
0 | 100 { |
101 Respond(ResponseType.Cancel); | |
102 } | |
103 | |
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104 protected virtual void OnTextChanged(object sender, System.EventArgs e) |
0 | 105 { |
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106 SetOkayButtonState(); |
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107 isDefaultArmyName = false; |
0 | 108 } |
109 | |
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110 protected virtual void OnSpinChangeValue(object o, Gtk.ChangeValueArgs args) |
0 | 111 { |
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112 SetArmyName(); |
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113 SetOkayButtonState(); |
0 | 114 } |
115 | |
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116 protected virtual void OnSpinValueChanged(object sender, System.EventArgs e) |
0 | 117 { |
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118 SetArmyName(); |
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119 SetOkayButtonState(); |
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120 } |
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121 |
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122 protected virtual void OnSystemComboChanged(object sender, System.EventArgs e) |
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123 { |
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124 GameSystem system = ComboBoxUtils.GetSelectedItem<GameSystem>(systemCombo); |
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125 SetRaces(system); |
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126 sbPointsValue.Value = system.SystemArmyDefaultSize; |
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127 ListStore model = (ListStore)lstRaces.Model; |
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128 |
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129 if (model.IterNChildren() == 1) |
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130 { |
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131 TreeIter iter; |
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132 model.GetIterFirst(out iter); |
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133 lstRaces.Selection.SelectIter(iter); |
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134 SetArmyName(); |
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135 } |
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136 |
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137 logger.Debug("System selection changed: " + (system == null ? "null" : system.Name)); |
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138 SetOkayButtonState(); |
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139 } |
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140 |
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141 private void SetRaces(GameSystem system) |
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142 { |
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143 ListStore store = new ListStore(typeof(Race)); |
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144 |
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145 if (system != null) |
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146 { |
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147 foreach (Race race in WarFoundryLoader.GetDefault().GetRaces(system)) |
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148 { |
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149 store.AppendValues(race); |
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150 } |
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151 } |
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152 |
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153 lstRaces.Model = store; |
0 | 154 } |
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155 |
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156 private void SetArmyName() |
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157 { |
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158 if (isDefaultArmyName || txtArmyName.Text == "") |
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159 { |
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160 if (lstRaces.Selection.CountSelectedRows() == 1) |
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161 { |
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162 GameSystem currSystem = SelectedGameSystem; |
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Fixes #326: Make army names and sizes modifiable after creation
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163 int points = (int)sbPointsValue.Value; |
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164 txtArmyName.Text = Army.GenerateDefaultName(GetSelectedRace(), points, currSystem.GetPointsAbbrev(points)); |
134
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165 } |
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166 else { |
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167 txtArmyName.Text = ""; |
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168 } |
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169 |
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170 isDefaultArmyName = true; |
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171 } |
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172 } |
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173 |
0 | 174 public Race SelectedRace |
175 { | |
176 get { return race; } | |
177 } | |
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178 |
0 | 179 public string ArmyName |
180 { | |
181 get { return armyName; } | |
182 } | |
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183 |
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184 public int ArmySize |
0 | 185 { |
186 get { return pointsValue; } | |
187 } | |
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188 |
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189 private GameSystem SelectedGameSystem |
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190 { |
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191 get { return ComboBoxUtils.GetSelectedItem<GameSystem>(systemCombo); } |
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192 } |
0 | 193 } |
194 } |