view UIControl/EditEquipmentUIControl.cs @ 139:d4b726cec12c

Fixes #326: Make army names and sizes modifiable after creation * Only invoke command on change * Make use of new "generate default name" function for consistency * Commit missed auto-generated code file
author IBBoard <dev@ibboard.co.uk>
date Wed, 12 Oct 2011 20:36:02 +0100
parents 4b82515586ac
children
line wrap: on
line source

//  This file (EditEquipmentUIControl.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;
using IBBoard.WarFoundry.API.Commands;
using CustomMath = IBBoard.CustomMath;
using IBBoard.Lang;
using IBBoard.WarFoundry.GUI.GTK;

namespace IBBoard.WarFoundry.GUI.GTK.UIControl
{
	public class EditEquipmentUIControl : AbstractBaseEquipmentUIControl<IEditEquipmentUI>
	{		
		public EditEquipmentUIControl(Unit unit, UnitEquipmentItem item, CommandStack commandStack) : base(unit, commandStack)
		{
			this.equipItem = item;
		}

		//TODO Make abstract

		protected override IEditEquipmentUI CreateEquipmentUI()
		{
			return new FrmEditEquipment();
		}
		
		protected override void CompleteUISetup()
		{
			SetUnitEquipmentLimits(equipItem);
			SetUnitEquipmentValuesFromEquipment(equipItem);
			ui.SetEquipmentAmountType(UnitEquipmentUtil.GetEquipmentAmountIsRatio(unit, equipItem));
		}

		protected override void DoProcessing()
		{
			if (isRatioAmount)
			{
				commandStack.Execute(new SetUnitEquipmentRatioAmountCommand(unit, equipItem, equipmentAmount));
			}
			else
			{
				commandStack.Execute(new SetUnitEquipmentNumericAmountCommand(unit, equipItem, (int)equipmentAmount));
			}
		}
	}
}