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1 // FrmChangeGameSystem.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 IBBoard.WarFoundry.API;
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23 using IBBoard.WarFoundry.API.Objects;
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24 using Gtk;
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25 using log4net;
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26
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27 namespace IBBoard.WarFoundry
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28 {
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29 public partial class FrmChangeGameSystem : Dialog
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30 {
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31 private ILog logger = LogManager.GetLogger(typeof(FrmChangeGameSystem));
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32 //private AbstractNativeWarFoundryFactory factory;
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33 private GameSystem selectedSystem;
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34
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35 public FrmChangeGameSystem(Window parent) : base("Change Game System", parent, DialogFlags.Modal)
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36 {
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37 this.Build();
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38 lstGameSystems.Selection.Changed+= new EventHandler(OnSelectionChanged);
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39 TreeViewColumn gameSystemColumn = new TreeViewColumn ();
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40 gameSystemColumn.Title = "Game System";
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41 CellRendererText gameSystemCell = new CellRendererText ();
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42 gameSystemColumn.PackStart (gameSystemCell, true);
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43 lstGameSystems.AppendColumn(gameSystemColumn);
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44 gameSystemColumn.SetCellDataFunc (gameSystemCell, new TreeCellDataFunc (RenderSystemName));
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45 ListStore store = new ListStore(typeof(GameSystem));
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46
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47 foreach (GameSystem system in WarFoundryLoader.GetDefault().GetGameSystems())
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48 {
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49 store.AppendValues(system);
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50 }
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51
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52 lstGameSystems.Model = store;
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53 }
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54
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55 private void RenderSystemName(TreeViewColumn column, CellRenderer cell, TreeModel model, TreeIter iter)
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56 {
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57 GameSystem system = (GameSystem) model.GetValue(iter, 0);
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58 (cell as CellRendererText).Text = system.Name;
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59 }
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60
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61 protected virtual void OnGameSystemOkayClicked(object sender, EventArgs e)
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62 {
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63 logger.Debug("Okay clicked");
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64 SetReturnValue();
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65 Respond(ResponseType.Ok);
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66 }
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67
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68 private void SetReturnValue()
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69 {
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70 TreeModel model;
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71 TreeIter iter;
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72 lstGameSystems.Selection.GetSelected (out model, out iter);
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73 selectedSystem = (GameSystem) model.GetValue(iter, 0);
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74 }
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75
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76 protected virtual void OnSelectionChanged(object o, EventArgs e)
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77 {
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78 logger.Debug("Selection changed");
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79 buttonOk.Sensitive = (lstGameSystems.Selection.CountSelectedRows() > 0);
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80 }
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81
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82 protected virtual void OnCancel (object sender, System.EventArgs e)
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83 {
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84 logger.Debug("Cancel clicked");
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85 Respond(ResponseType.Cancel);
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86 }
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87
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88 protected virtual void lstGameSystemsRowActivated (object o, Gtk.RowActivatedArgs args)
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89 {
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90 logger.Debug("List row double-clicked");
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91 SetReturnValue();
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92 Respond(ResponseType.Ok);
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93 }
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94
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95 public GameSystem SelectedSystem
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96 {
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97 get { return selectedSystem; }
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98 }
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99 }
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100 }
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