Mercurial > repos > IBDev-IBBoard.WarFoundry.GUI.GTK
view FrmNewArmy.cs @ 89:31d54f67d50d
Re #308: Make GTK# UI translatable
* Start to make use of TranslatableButtons now that we've finally got them working and usable
author | IBBoard <dev@ibboard.co.uk> |
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date | Thu, 30 Dec 2010 21:00:00 +0000 |
parents | 9515b57ba752 |
children | b4416ca69153 |
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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; using IBBoard.GtkSharp.Translatable; namespace IBBoard.WarFoundry.GUI.GTK { public partial class FrmNewArmy : TranslatableDialog, 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;}); lstRaces.Selection.Changed += new EventHandler(OnSelectionChanged); TreeViewColumn raceColumn = new TreeViewColumn(); raceColumn.Title = Translation.GetTranslation("frmNewArmyRaceColumn", "race"); CellRendererText raceCell = new CellRendererText(); raceColumn.PackStart(raceCell, true); lstRaces.AppendColumn(raceColumn); raceColumn.SetCellDataFunc(raceCell, GtkWarFoundryUtil.RenderWarFoundryObjectName); Translate(); if (gameSystem != null) { ComboBoxUtils.SelectItem(systemCombo, gameSystem); } else if (gameSystems.Length == 1) { ComboBoxUtils.SelectIndex(systemCombo, 0); } } protected override void Translate() { base.Translate(); ControlTranslator.TranslateButtons(bttnCreate, bttnCancel); } 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); ListStore model = (ListStore)lstRaces.Model; if (model.IterNChildren() == 1) { TreeIter iter; model.GetIterFirst(out iter); lstRaces.Selection.SelectIter(iter); } 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; } } } }