Mercurial > repos > IBDev-IBBoard.WarFoundry.GUI.GTK
view UIControl/AbstractBaseEquipmentUIControl.cs @ 143:aca4623b7bdf
Re #344: Show unit requirement failures
* Hide warning widget by default
author | IBBoard <dev@ibboard.co.uk> |
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date | Wed, 19 Oct 2011 20:35:31 +0100 |
parents | fac0636ae13b |
children |
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// This file (AbstractBaseEquipmentUIControl.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.GUI.GTK.UIControl.Interfaces; using IBBoard.Lang; using IBBoard.WarFoundry.API.Util; namespace IBBoard.WarFoundry.GUI.GTK.UIControl { public abstract class AbstractBaseEquipmentUIControl<UI_TYPE> where UI_TYPE : IBaseEquipmentUI { protected CommandStack commandStack; protected Unit unit; protected UI_TYPE ui; protected UnitEquipmentItem equipItem; protected double minPercentage, maxPercentage; protected int minNumber, maxNumber; protected bool isRatioAmount; protected double equipmentAmount; public AbstractBaseEquipmentUIControl(Unit unit, CommandStack commandStack) { this.unit = unit; this.commandStack = commandStack; } private void SetupUI() { ui = CreateEquipmentUI(); ui.SetUnitEquipmentLimitsEnabled(false); ui.SetOkayEnabledState(false); CompleteUISetup(); ui.UnitEquipmentAmountChanged += HandleUnitEquipmentAmountChanged; ui.UnitEquipmentAmountTypeChanged += HandleUnitEquipmentAmountChanged; ui.ListenToWidgets(); } /// <summary> /// Creates the UI component that will be displayed to the user and returns it /// </summary> /// <returns> /// the UI component to display to the user /// </returns> protected abstract UI_TYPE CreateEquipmentUI(); /// <summary> /// Completes any additional user interface setup. /// </summary> protected virtual void CompleteUISetup() { //Do nothing } protected void HandleUnitEquipmentAmountChanged() { SetUnitEquipmentValuesFromUI(); } protected void SetUnitEquipmentLimits(UnitEquipmentItem equip) { ui.IgnoreWidgets(); 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); } ui.ListenToWidgets(); } protected void SetUnitEquipmentValuesFromEquipment(UnitEquipmentItem equip) { isRatioAmount = UnitEquipmentUtil.GetEquipmentAmountIsRatio(unit, equip); equipmentAmount = UnitEquipmentUtil.GetEquipmentAmount(unit, equip); SetUnitEquipmentValues(); SetEquipmentAmountControlEnabledStates(); } /// <summary> /// Sets the unit equipment values on the UI /// </summary> protected void SetUnitEquipmentValuesFromUI() { isRatioAmount = ui.IsRatioEquipmentAmount; if (isRatioAmount) { equipmentAmount = ui.EquipmentPercentageAmount; } else { int equipmentIntAmount = ui.EquipmentNumericAmount; equipmentAmount = equipmentIntAmount; } SetUnitEquipmentValues(); } private void SetUnitEquipmentValues() { ui.IgnoreWidgets(); if (isRatioAmount) { SetEquipmentAmountsFromPercentage(equipmentAmount); } else { int equipmentIntAmount = (int)equipmentAmount; SetEquipmentAmountsFromNumber(equipmentIntAmount); } ui.SetOkayEnabledState(equipmentAmount != 0); ui.ListenToWidgets(); } private void SetEquipmentAmountsFromPercentage(double equipAmount) { if (equipAmount > maxPercentage) { string percentageTooLarge = Translation.GetTranslation("equipPercentageTooLarge", "the current percentage ({0}%) was larger than the maximum for the equipment item ({1}%) - the maximum value will be used instead", equipAmount, maxPercentage); string percentageTooLargeTitle = Translation.GetTranslation("equipPercentageTooLargeTitle", "equipment percentage too large"); ShowMessage(percentageTooLarge, percentageTooLargeTitle); equipAmount = maxPercentage; } else { if (equipAmount < minPercentage) { string percentageTooSmall = Translation.GetTranslation("equipPercentageTooSmall", "the current percentage ({0}%) was smaller than the minimum for the equipment item ({1}%) - the minimum value will be used instead", equipAmount, minPercentage); string percentageTooSmallTitle = Translation.GetTranslation("equipPercentageTooSmallTitle", "equipment percentage too small"); ShowMessage(percentageTooSmall, percentageTooSmallTitle); equipAmount = minPercentage; } } ui.EquipmentNumericAmount = CalculateNumericValueFromPercentage(equipAmount); ui.EquipmentPercentageAmount = equipAmount; } private int CalculateNumericValueFromPercentage(double percent) { int calcedAmount = (int)CustomMath.IBBMath.Round((unit.Size * (percent / 100.0)), equipItem.RoundNumberUp); return Math.Min(Math.Max(calcedAmount, minNumber), maxNumber); } private void ShowMessage(string message, string title) { Gtk.MessageDialog dialog = new Gtk.MessageDialog(null, Gtk.DialogFlags.Modal, Gtk.MessageType.Warning, Gtk.ButtonsType.Ok, false, message); dialog.Title = title; dialog.Run(); dialog.Hide(); dialog.Dispose(); } private void SetEquipmentAmountsFromNumber(int equipAmount) { if (equipAmount > maxNumber) { string amountTooLarge = Translation.GetTranslation("equipNumberTooLarge", "the current amount ({0}) was larger than the maximum for the equipment item ({1}) - the maximum value will be used instead", equipAmount, maxNumber); string amountTooLargeTitle = Translation.GetTranslation("equipNumberTooLargeTitle", "equipment amount too large"); ShowMessage(amountTooLarge, amountTooLargeTitle); equipAmount = maxNumber; } else { if (equipAmount < minNumber) { string amountTooSmall = Translation.GetTranslation("equipNumberTooSmall", "the current amount ({0}) was smaller than the minimum for the equipment item ({1}) - the minimum value will be used instead", equipAmount, minNumber); string amountTooSmallTitle = Translation.GetTranslation("equipNumberTooSmallTitle", "equipment amount too small"); ShowMessage(amountTooSmall, amountTooSmallTitle); equipAmount = minNumber; } } ui.EquipmentPercentageAmount = CalcualtePercentageValueFromNumber(equipAmount); ui.EquipmentNumericAmount = equipAmount; } private double CalcualtePercentageValueFromNumber(int number) { double calcedAmount = RoundPercentage(CustomMath.IBBMath.Percentage(number, unit.Size)); return Math.Min(Math.Max(calcedAmount, minPercentage), maxPercentage); } protected void SetEquipmentAmountControlEnabledStates() { ui.SetNumericAmountEnabledState(!isRatioAmount); ui.SetPercentageAmountEnabledState(true); } protected double GetMaxPercentageLimit(UnitEquipmentItem equip) { double maxPercent = RoundPercentage(UnitEquipmentUtil.GetMaxEquipmentPercentage(unit, equip)); return Math.Max(0, maxPercent); } protected double GetMinPercentageLimit(UnitEquipmentItem equip) { double minPercent = RoundPercentage(UnitEquipmentUtil.GetMinEquipmentPercentage(unit, equip)); return Math.Max(0, minPercent); } protected int GetMaxNumericLimit(UnitEquipmentItem equip) { int maxNumber = UnitEquipmentUtil.GetMaxEquipmentCount(unit, equip); return Math.Max(0, maxNumber); } protected int GetMinNumericLimit(UnitEquipmentItem equip) { int minNumber = UnitEquipmentUtil.GetMinEquipmentCount(unit, equip); return Math.Max(0, minNumber); } protected bool HasNonZeroEquipmentAmount() { bool nonZero; if (isRatioAmount) { nonZero = (ui.EquipmentPercentageAmount > 0); } else { nonZero = (ui.EquipmentNumericAmount > 0); } return nonZero; } private double RoundPercentage(double percent) { return Math.Round(percent, 1); } public void Show() { SetupUI(); bool okayed = ui.ShowControl(); if (okayed) { DoProcessing(); } ui.Dispose(); } /// <summary> /// Does the processing required for the control when the "OK" button was clicked /// </summary> protected abstract void DoProcessing(); } }