diff UIControl/ReplaceEquipmentUIControl.cs @ 68:7028e24b67ec

Re #60: Add UI to add/remove/edit weapons in GTK * Add "Replace" dialog Note: Dialog null refs because of a bad assumption in the base class - base constructor calls SetupUI before Replace constructor has set all of its values
author IBBoard <dev@ibboard.co.uk>
date Wed, 03 Nov 2010 21:02:54 +0000
parents
children 3b4a646b4054
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/UIControl/ReplaceEquipmentUIControl.cs	Wed Nov 03 21:02:54 2010 +0000
@@ -0,0 +1,81 @@
+//  This file (AddEquipmentUIControl.cs) is a part of the IBBoard.WarFoundry.GUI.GTK project and is copyright 2010 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 IBBoard.Commands;
+using IBBoard.WarFoundry.API.Commands;
+using IBBoard.WarFoundry.API.Objects;
+using IBBoard.WarFoundry.API.Util;
+using IBBoard.WarFoundry.GUI.GTK.UIControl.Interfaces;
+using CustomMath = IBBoard.CustomMath;
+
+namespace IBBoard.WarFoundry.GUI.GTK.UIControl
+{
+	public class ReplaceEquipmentUIControl : AbstractBaseEquipmentUIControl<IReplaceEquipmentUI>
+	{		
+		private UnitEquipmentItem origItem;
+		
+		public ReplaceEquipmentUIControl(Unit unit, UnitEquipmentItem equipmentItem, CommandStack commandStack) : base(unit, commandStack)
+		{
+			origItem = equipmentItem;
+		}
+
+		//TODO Make abstract
+
+		protected override IReplaceEquipmentUI CreateEquipmentUI()
+		{
+			return new FrmReplaceEquipment();
+		}
+
+		protected override void CompleteUISetup()
+		{			
+			UnitType unitType = unit.UnitType;
+			string[] mutexGroups = origItem.MutexGroups;
+			UnitEquipmentItem[] mutexItems = unitType.GetEquipmentItemsByExclusionGroups(mutexGroups);
+			UnitEquipmentItem[] currentEquipment = unit.GetEquipment();
+			UnitEquipmentItem[] items = Arrays.Subtract(mutexItems, currentEquipment);
+			ui.SetUnitEquipmentItems(items);
+			ui.UnitEquipmentItemChoiceChanged += HandleUiUnitEquipmentItemChoiceChanged;
+		}
+
+		private void HandleUiUnitEquipmentItemChoiceChanged(UnitEquipmentItem equip)
+		{
+			equipItem = equip;
+			
+			if (equip != null)
+			{
+				bool equipIsRatioLimit = UnitEquipmentUtil.IsEquipmentRatioLimited(unit, equip);
+				maxPercentage = GetMaxPercentageLimit(equip);
+				minPercentage = GetMinPercentageLimit(equip);
+				maxNumber = GetMaxNumericLimit(equip);
+				minNumber = GetMinNumericLimit(equip);
+			
+				ui.SetUnitEquipmentLimits(equipIsRatioLimit, minPercentage, maxPercentage, minNumber, maxNumber);
+				ui.SetUnitEquipmentLimitsEnabled(true);
+				ui.SetOkayEnabledState(HasNonZeroEquipmentAmount());
+				SetEquipmentAmountControlEnabledStates();
+			}
+			else
+			{
+				maxPercentage = minPercentage = 0;
+				maxNumber = minNumber = 0;
+				ui.SetUnitEquipmentLimits(false, minPercentage, maxPercentage, minNumber, maxNumber);
+				ui.SetUnitEquipmentLimitsEnabled(false);
+				ui.SetOkayEnabledState(false);
+			}
+		}
+
+		protected override void DoProcessing()
+		{
+			if (isRatioAmount)
+			{
+				commandStack.Execute(new ReplaceUnitEquipmentWithRatioAmountItemCommand(unit, origItem, equipItem, equipmentAmount));
+			}
+			else
+			{
+				commandStack.Execute(new ReplaceUnitEquipmentWithRatioAmountItemCommand(unit, origItem, equipItem, (int)equipmentAmount));
+			}
+		}
+	}
+}
+