diff UIControl/AddEquipmentUIControl.cs @ 51:dafbd432ca23

Re #60: Add UI to add/remove/edit weapons in GTK * Start to implement Add functionality using a new abstraction concept that keeps the UI dumb and keeps the logic in a cross-toolkit controller
author IBBoard <dev@ibboard.co.uk>
date Sat, 21 Aug 2010 20:00:03 +0000
parents
children 28b242612ad7
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/UIControl/AddEquipmentUIControl.cs	Sat Aug 21 20:00:03 2010 +0000
@@ -0,0 +1,64 @@
+//  This file (AddEquipmentUI.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 System;
+using IBBoard.Commands;
+using IBBoard.WarFoundry.API.Objects;
+using IBBoard.WarFoundry.API.Util;
+using IBBoard.WarFoundry.GUI.GTK.UIControl.Interfaces;
+namespace IBBoard.WarFoundry.GUI.GTK.UIControl
+{
+	public class AddEquipmentUIControl
+	{
+		private Unit unit;
+		private CommandStack commandStack;
+		private IAddEquipmentUI ui;
+		
+		public AddEquipmentUIControl(Unit unit, CommandStack commandStack)
+		{
+			this.unit = unit;
+			this.commandStack = commandStack;
+			SetupUI();
+		}
+		
+		private void SetupUI()
+		{
+			CreateEquipmentUI();
+			UnitEquipmentItem[] items = Arrays.Subtract(UnitEquipmentUtil.GetAllowedEquipmentItems(unit), unit.GetEquipment());
+			ui.SetUnitEquipmentItems(items);
+			ui.UnitEquipmentItemChoiceChanged += HandleUiUnitEquipmentItemChoiceChanged;
+		}
+		
+		//TODO Make abstract
+		protected void CreateEquipmentUI()
+		{
+			ui = new FrmAddEquipment();
+		}
+
+		private void HandleUiUnitEquipmentItemChoiceChanged(UnitEquipmentItem equip)
+		{
+			bool equipIsRatioLimit = UnitEquipmentUtil.IsEquipmentRatioLimited(unit, equip);
+			double maxPercent = RoundPercentage(UnitEquipmentUtil.GetMaxEquipmentPercentage(unit, equip));
+			maxPercent = Math.Max(0, maxPercent);
+			double minPercent = RoundPercentage(UnitEquipmentUtil.GetMinEquipmentPercentage(unit, equip));
+			minPercent = Math.Max(0, minPercent);
+			int maxNumber = UnitEquipmentUtil.GetMaxEquipmentCount(unit, equip);
+			maxNumber = Math.Max(0, maxNumber);
+			int minNumber = UnitEquipmentUtil.GetMinEquipmentCount(unit, equip);
+			minNumber = Math.Max(0, minNumber);
+			
+		}
+		
+		private double RoundPercentage(double percent)
+		{
+			return Math.Round(percent, 1);
+		}
+		
+		//TODO Make abstract
+		public void Show()
+		{
+			((FrmAddEquipment)ui).ShowNow();
+		}
+	}
+}
+