Mercurial > repos > IBDev-IBBoard.WarFoundry.GUI.GTK
view UIControl/Interfaces/IAddEquipmentUI.cs @ 62:f733073967a2
Re #60: Add UI to add/remove/edit weapons in GTK
* Add initial code to keep numeric and percentage in sync
TODO: Allow users to change the non-selected one (e.g. select percentage but set the percentage by incrementing the number)
author | IBBoard <dev@ibboard.co.uk> |
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date | Sun, 29 Aug 2010 15:44:20 +0000 |
parents | e7ad676a7344 |
children | c2d79b4209e3 |
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// This file (IAddEquipmentUI.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.WarFoundry.API.Objects; namespace IBBoard.WarFoundry.GUI.GTK.UIControl.Interfaces { /// <summary> /// The interface that UI components should implement to represent "Add Equipment" dialogs or system equivalents (e.g. console areas or HTML fragments) /// </summary> public interface IAddEquipmentUI : IDisposable { /// <summary> /// Should be fired when unit equipment item choice changes. /// </summary> event SingleArgMethodInvoker<UnitEquipmentItem> UnitEquipmentItemChoiceChanged; /// <summary> /// Occurs when the unit equipment amount type changes (e.g. percentage to numeric) /// </summary> event MethodInvoker UnitEquipmentAmountTypeChanged; /// <summary> /// Occurs when the unit equipment amount changes /// </summary> event MethodInvoker UnitEquipmentAmountChanged; /// <summary> /// Sets the equipment items that should be displayed on the form /// </summary> /// <param name='items'> /// The equipment items that should be displayed on the form /// </param> void SetUnitEquipmentItems(UnitEquipmentItem[] items); /// <summary> /// Sets the limits for the currently selected equipment item /// </summary> /// <param name='isRatioLimit'> /// <code>True</code> if the current limit is a ratio limit, else <code>false</code> for absolute limits /// </param> /// <param name='minPercent'> /// The minimum limit as a percentage /// </param> /// <param name='maxPercent'> /// The maximum limit as a percentage /// </param> /// <param name='minNumber'> /// The minimum number as an absolute figure /// </param> /// <param name='maxNumber'> /// The maximum number as an absolute figure /// </param> void SetUnitEquipmentLimits(bool isRatioLimit, double minPercent, double maxPercent, int minNumber, int maxNumber); /// <summary> /// Sets whether the unit equipment limit UI components should be enabled and able to accept input. /// </summary> /// <param name='isEnabled'> /// <code>True</code> if the UI components should accept input, else <code>false</code> /// </param> void SetUnitEquipmentLimitsEnabled(bool isEnabled); /// <summary> /// Shows the control and awaits a user action (close or okay) /// </summary> /// <returns> /// <code>true</code> if the control was closed with "Okay", else <code>false</code> /// </returns> bool ShowControl(); /// <summary> /// Gets the selected equipment item. /// </summary> /// <value> /// The selected equipment item. /// </value> UnitEquipmentItem SelectedUnitEquipmentItem { get; } /// <summary> /// Gets a value indicating whether the equipment amount is a ratio or an absolute number. /// </summary> /// <value> /// <c>true</c> if the selected amount is a ratio type (percentage or "all"); otherwise, <c>false</c>. /// </value> bool IsRatioEquipmentAmount { get; } /// <summary> /// Gets and sets the numeric amount for the current equipment amount. This number is meaningless if <see cref="IsRatioEquipmentAmount"/> is <code>true</code> /// </summary> /// <value> /// The absolue number of items taken. /// </value> int EquipmentNumericAmount { get; set; } /// <summary> /// Gets and sets the percentage amount for the current equipment amount. This number is meaningless if <see cref="IsRatioEquipmentAmount"/> is <code>false</code> /// </summary> /// <value> /// The number of items taken as a percentage of the unit size. /// </value> double EquipmentPercentageAmount { get; set; } /// <summary> /// Sets the state of the Okay button. /// </summary> /// <param name='enabled'> /// <code>true</code> to enable the button, else <code>false</code> /// </param> void SetOkayEnabledState(bool enabled); } }