Mercurial > repos > IBDev-IBBoard.WarFoundry.GUI.GTK
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> |
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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)); + } + } + } +} +