Mercurial > repos > IBDev-IBBoard.WarFoundry.GUI.GTK
view FrmNewArmy.cs @ 56:0c5fbb54bfb0
Re #60: Add UI to add/remove/edit weapons in GTK
* Refactor enabling/disabling of radio buttons
* Handle null selections
* Move Dispose() to be an interface method and move call out to controller
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Wed, 25 Aug 2010 20:04:27 +0000 |
parents | 4bad8cb3f889 |
children | 2ceae5d685d8 |
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// This file (FrmNewArmy.cs) is a part of the IBBoard.WarFoundry.GTK project and is copyright 2008, 2009 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 Gtk; using IBBoard.Lang; using IBBoard.WarFoundry.API; using IBBoard.WarFoundry.API.Objects; using IBBoard.GtkSharp; using log4net; using IBBoard.WarFoundry.GUI.GTK.Util; namespace IBBoard.WarFoundry.GTK { public partial class FrmNewArmy : Dialog, ITranslatable { private ILog logger = LogManager.GetLogger(typeof(FrmNewArmy)); private Race race; private string armyName; private int pointsValue; public FrmNewArmy(GameSystem gameSystem) { this.Build(); GameSystem[] gameSystems = WarFoundryLoader.GetDefault().GetGameSystems(); ComboBoxUtils.FillCombo(systemCombo, gameSystems, delegate(GameSystem sys){return sys.Name;}); if (gameSystem != null) { ComboBoxUtils.SelectItem(systemCombo, gameSystem); } else if (gameSystems.Length == 1) { ComboBoxUtils.SelectIndex(systemCombo, 0); } lstRaces.Selection.Changed+= new EventHandler(OnSelectionChanged); TreeViewColumn raceColumn = new TreeViewColumn (); raceColumn.Title = "Race"; CellRendererText raceCell = new CellRendererText (); raceColumn.PackStart (raceCell, true); lstRaces.AppendColumn(raceColumn); raceColumn.SetCellDataFunc(raceCell, GtkWarFoundryUtil.RenderWarFoundryObjectName); if (gameSystem!=null) { SetRaces(gameSystem); } } public string Text { get { return Title; } set { Title = value; } } protected virtual void OnSelectionChanged(object o, EventArgs e) { logger.Debug("Race selection changed"); SetOkayButtonState(); } private void SetOkayButtonState() { bttnCreate.Sensitive = (lstRaces.Selection.CountSelectedRows() == 1 && txtArmyName.Text!="" && sbPointsValue.Value > 0); } protected virtual void OnCreateClicked (object sender, System.EventArgs e) { TreeModel model; TreeIter iter; lstRaces.Selection.GetSelected (out model, out iter); race = (Race) model.GetValue(iter, 0); armyName = txtArmyName.Text; pointsValue = (int)sbPointsValue.Value; Respond(ResponseType.Ok); } protected virtual void OnCancelClicked (object sender, System.EventArgs e) { Respond(ResponseType.Cancel); } protected virtual void OnTextChanged (object sender, System.EventArgs e) { SetOkayButtonState(); } protected virtual void OnSpinChangeValue (object o, Gtk.ChangeValueArgs args) { SetOkayButtonState(); } protected virtual void OnSpinValueChanged (object sender, System.EventArgs e) { SetOkayButtonState(); } protected virtual void OnSystemComboChanged (object sender, System.EventArgs e) { GameSystem system = ComboBoxUtils.GetSelectedItem<GameSystem>(systemCombo); SetRaces(system); logger.Debug("System selection changed: " + (system == null ? "null" : system.Name)); SetOkayButtonState(); } private void SetRaces(GameSystem system) { ListStore store = new ListStore(typeof(Race)); if (system != null) { foreach (Race race in WarFoundryLoader.GetDefault().GetRaces(system)) { store.AppendValues(race); } } lstRaces.Model = store; } public Race SelectedRace { get { return race; } } public string ArmyName { get { return armyName; } } public int ArmySize { get { return pointsValue; } } } }