Mercurial > repos > IBDev-IBBoard.WarFoundry.GUI.GTK
view UIControl/ReplaceEquipmentUIControl.cs @ 69:3b4a646b4054
Re #60: Add UI to add/remove/edit weapons in GTK
* Fix errors in replace dialog (move UI setup to just before we show)
Also:
* Fix missing refresh of army tree on equipment/points value change
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Sat, 06 Nov 2010 11:44:26 +0000 |
parents | 7028e24b67ec |
children | 4b82515586ac |
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// 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[] allowedItems = Arrays.Subtract(mutexItems, currentEquipment); ui.SetUnitEquipmentItems(allowedItems); 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)); } } } }