changeset 66:100626381159

Re #60: Add UI to add/remove/edit weapons in GTK * Rip apart UI controls and put all the common code in a base class * Add additional interfaces for common UI behaviour between equipment widgets Not tested, but should provide a base for Replace widget
author IBBoard <dev@ibboard.co.uk>
date Sat, 04 Sep 2010 20:11:05 +0000
parents 77448375d2f9
children a7306b5a229e
files IBBoard.WarFoundry.GUI.GTK.csproj UIControl/AbstractBaseEquipmentUIControl.cs UIControl/AddEquipmentUIControl.cs UIControl/EditEquipmentUIControl.cs UIControl/Interfaces/IAddEquipmentUI.cs UIControl/Interfaces/IBaseEquipmentUI.cs UIControl/Interfaces/IEditEquipmentUI.cs UIControl/Interfaces/ISelectableItemEquipmentUI.cs gtk-gui/IBBoard.WarFoundry.GUI.GTK.FrmAddEquipment.cs
diffstat 9 files changed, 407 insertions(+), 557 deletions(-) [+]
line wrap: on
line diff
--- a/IBBoard.WarFoundry.GUI.GTK.csproj	Sat Sep 04 10:25:39 2010 +0000
+++ b/IBBoard.WarFoundry.GUI.GTK.csproj	Sat Sep 04 20:11:05 2010 +0000
@@ -59,6 +59,9 @@
     <Compile Include="UIControl\Interfaces\IEditEquipmentUI.cs" />
     <Compile Include="gtk-gui\IBBoard.WarFoundry.GUI.GTK.FrmEditEquipment.cs" />
     <Compile Include="FrmEditEquipment.cs" />
+    <Compile Include="UIControl\AbstractBaseEquipmentUIControl.cs" />
+    <Compile Include="UIControl\Interfaces\IBaseEquipmentUI.cs" />
+    <Compile Include="UIControl\Interfaces\ISelectableItemEquipmentUI.cs" />
   </ItemGroup>
   <ItemGroup>
     <Content Include="App.png" />
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/UIControl/AbstractBaseEquipmentUIControl.cs	Sat Sep 04 20:11:05 2010 +0000
@@ -0,0 +1,210 @@
+//  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;
+			SetupUI();
+		}
+
+		private void SetupUI()
+		{
+			ui = CreateEquipmentUI();
+			ui.SetUnitEquipmentLimitsEnabled(false);
+			ui.SetOkayEnabledState(false);
+			ui.UnitEquipmentAmountChanged += SetUnitEquipmentValues;
+			ui.UnitEquipmentAmountTypeChanged += SetUnitEquipmentValues;
+			CompleteUISetup();
+		}
+		
+		/// <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()
+		{
+			SetUnitEquipmentValues();
+		}
+		
+		/// <summary>
+		/// Sets the unit equipment values on the UI
+		/// </summary>
+		protected void SetUnitEquipmentValues()
+		{
+			ui.SetOkayEnabledState(HasNonZeroEquipmentAmount());
+			isRatioAmount = ui.IsRatioEquipmentAmount;
+			
+			if (isRatioAmount)
+			{
+				equipmentAmount = ui.EquipmentPercentageAmount;
+				SetEquipmentAmountsFromPercentage(equipmentAmount);
+			}
+
+			else
+			{
+				int equipmentIntAmount = ui.EquipmentNumericAmount;
+				equipmentAmount = equipmentIntAmount;
+				SetEquipmentAmountsFromNumber(equipmentIntAmount);
+			}
+		}
+
+		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");
+				//				MessageBox.Show(ParentForm, 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");
+				//				MessageBox.Show(ParentForm, 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 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");
+				//MessageBox.Show(ParentForm, 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");
+				//MessageBox.Show(ParentForm, 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()
+		{			
+			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();
+	}
+}
+
--- a/UIControl/AddEquipmentUIControl.cs	Sat Sep 04 10:25:39 2010 +0000
+++ b/UIControl/AddEquipmentUIControl.cs	Sat Sep 04 20:11:05 2010 +0000
@@ -11,113 +11,24 @@
 using IBBoard.Lang;
 namespace IBBoard.WarFoundry.GUI.GTK.UIControl
 {
-	public class AddEquipmentUIControl
-	{
-		private CommandStack commandStack;
-		private IAddEquipmentUI ui;
-		private Unit unit;
-		private UnitEquipmentItem equipItem;
-		private double minPercentage, maxPercentage;
-		private int minNumber, maxNumber;
-		private bool isRatioAmount;
-		private double equipmentAmount;
-		
-		
-		public AddEquipmentUIControl(Unit unit, CommandStack commandStack)
-		{
-			this.unit = unit;
-			this.commandStack = commandStack;
-			SetupUI();
-		}
-		
-		private void SetupUI()
+	public class AddEquipmentUIControl : AbstractBaseEquipmentUIControl<IAddEquipmentUI>
+	{		
+		public AddEquipmentUIControl(Unit unit, CommandStack commandStack) : base(unit, commandStack)
 		{
-			CreateEquipmentUI();
-			ui.SetUnitEquipmentLimitsEnabled(false);
-			UnitEquipmentItem[] items = Arrays.Subtract(UnitEquipmentUtil.GetAllowedEquipmentItems(unit), unit.GetEquipment());
-			ui.SetUnitEquipmentItems(items);
-			ui.SetOkayEnabledState(false);
-			ui.UnitEquipmentItemChoiceChanged += HandleUiUnitEquipmentItemChoiceChanged;
-			ui.UnitEquipmentAmountChanged += HandleUnitEquipmentAmountChanged;
-			ui.UnitEquipmentAmountTypeChanged += HandleUnitEquipmentAmountChanged;
-		}
-
-		private void HandleUnitEquipmentAmountChanged()
-		{
-			ui.SetOkayEnabledState(equipItem != null && HasNonZeroEquipmentAmount());
-			isRatioAmount = ui.IsRatioEquipmentAmount;
-			
-			if (isRatioAmount)
-			{
-				equipmentAmount = ui.EquipmentPercentageAmount;
-				SetEquipmentAmountsFromPercentage(equipmentAmount);
-			}
-			else
-			{
-				int equipmentIntAmount = ui.EquipmentNumericAmount;
-				equipmentAmount = equipmentIntAmount;
-				SetEquipmentAmountsFromNumber(equipmentIntAmount);
-			}
+			//Do nothing extra
 		}
 		
-		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");
-				//				MessageBox.Show(ParentForm, 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");
-		//				MessageBox.Show(ParentForm, percentageTooSmall, percentageTooSmallTitle);
-				equipAmount = minPercentage;
-			}
-			
-			ui.EquipmentNumericAmount = CalculateNumericValueFromPercentage(equipAmount);
-			ui.EquipmentPercentageAmount = equipAmount;
+		//TODO Make abstract
+		protected override IAddEquipmentUI CreateEquipmentUI()
+		{
+			return new FrmAddEquipment();
 		}
 		
-		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 SetEquipmentAmountsFromNumber(int equipAmount)
+		protected override void CompleteUISetup()
 		{			
-			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");
-				//MessageBox.Show(ParentForm, 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");
-				//MessageBox.Show(ParentForm, 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);
-		}
-
-		//TODO Make abstract
-		protected void CreateEquipmentUI()
-		{
-			ui = new FrmAddEquipment();
+			UnitEquipmentItem[] items = Arrays.Subtract(UnitEquipmentUtil.GetAllowedEquipmentItems(unit), unit.GetEquipment());
+			ui.SetUnitEquipmentItems(items);
+			ui.UnitEquipmentItemChoiceChanged += HandleUiUnitEquipmentItemChoiceChanged;
 		}
 
 		private void HandleUiUnitEquipmentItemChoiceChanged(UnitEquipmentItem equip)
@@ -135,7 +46,7 @@
 				ui.SetUnitEquipmentLimits(equipIsRatioLimit, minPercentage, maxPercentage, minNumber, maxNumber);
 				ui.SetUnitEquipmentLimitsEnabled(true);
 				ui.SetOkayEnabledState(HasNonZeroEquipmentAmount());
-				SetEquipmentAmountControlEnabledStates(equipIsRatioLimit);
+				SetEquipmentAmountControlEnabledStates();
 			}
 			else
 			{
@@ -145,76 +56,18 @@
 				ui.SetUnitEquipmentLimitsEnabled(false);
 				ui.SetOkayEnabledState(false);
 			}
-		}		
-
-		private void SetEquipmentAmountControlEnabledStates(bool ratioLimited)
-		{
-			ui.SetNumericAmountEnabledState(!ratioLimited);
-			ui.SetPercentageAmountEnabledState(true);
-		}
-
-		private double GetMaxPercentageLimit(UnitEquipmentItem equip)
-		{
-			double maxPercent = RoundPercentage(UnitEquipmentUtil.GetMaxEquipmentPercentage(unit, equip));
-			return Math.Max(0, maxPercent);
-		}
-		
-		private double GetMinPercentageLimit(UnitEquipmentItem equip)
-		{
-			double minPercent = RoundPercentage(UnitEquipmentUtil.GetMinEquipmentPercentage(unit, equip));
-			return Math.Max(0, minPercent);
-		}
-		
-		private int GetMaxNumericLimit(UnitEquipmentItem equip)
-		{
-			int maxNumber = UnitEquipmentUtil.GetMaxEquipmentCount(unit, equip);
-			return Math.Max(0, maxNumber);
-		}
-		private int GetMinNumericLimit(UnitEquipmentItem equip)
-		{
-			int minNumber = UnitEquipmentUtil.GetMinEquipmentCount(unit, equip);
-			return Math.Max(0, minNumber);
 		}
 
-		private bool HasNonZeroEquipmentAmount()
+		protected override void DoProcessing()
 		{
-			bool nonZero;
-			
 			if (isRatioAmount)
 			{
-				nonZero = (ui.EquipmentPercentageAmount > 0);
+				commandStack.Execute(new SetUnitEquipmentRatioAmountCommand(unit, equipItem, equipmentAmount));
 			}
-
 			else
 			{
-				nonZero = (ui.EquipmentNumericAmount > 0);
+				commandStack.Execute(new SetUnitEquipmentNumericAmountCommand(unit, equipItem, (int)equipmentAmount));
 			}
-			
-			return nonZero;
-		}
-
-		private double RoundPercentage(double percent)
-		{
-			return Math.Round(percent, 1);
-		}
-
-		public void Show()
-		{
-			bool okayed = ui.ShowControl();
-			
-			if (okayed)
-			{			
-				if (isRatioAmount)
-				{
-					commandStack.Execute(new SetUnitEquipmentRatioAmountCommand(unit, equipItem, equipmentAmount));
-				}
-				else
-				{
-					commandStack.Execute(new SetUnitEquipmentNumericAmountCommand(unit, equipItem, (int)equipmentAmount));
-				}
-			}
-			
-			ui.Dispose();
 		}
 	}
 }
--- a/UIControl/EditEquipmentUIControl.cs	Sat Sep 04 10:25:39 2010 +0000
+++ b/UIControl/EditEquipmentUIControl.cs	Sat Sep 04 20:11:05 2010 +0000
@@ -12,200 +12,34 @@
 using IBBoard.WarFoundry.GUI.GTK;
 namespace IBBoard.WarFoundry.GUI.GTK.UIControl
 {
-	public class EditEquipmentUIControl
-	{
-		private CommandStack commandStack;
-		private IEditEquipmentUI ui;
-		private Unit unit;
-		private UnitEquipmentItem equipItem;
-		private double minPercentage, maxPercentage;
-		private int minNumber, maxNumber;
-		private bool isRatioAmount;
-		private double equipmentAmount;
-		
-		
-		public EditEquipmentUIControl(Unit unit, UnitEquipmentItem item, CommandStack commandStack)
+	public class EditEquipmentUIControl : AbstractBaseEquipmentUIControl<IEditEquipmentUI>
+	{		
+		public EditEquipmentUIControl(Unit unit, UnitEquipmentItem item, CommandStack commandStack) : base(unit, commandStack)
 		{
-			this.unit = unit;
-			this.commandStack = commandStack;
 			this.equipItem = item;
-			SetupUI();
+		}
+
+		//TODO Make abstract
+		protected override IEditEquipmentUI CreateEquipmentUI()
+		{
+			return new FrmEditEquipment();
 		}
 		
-		private void SetupUI()
+		protected override void CompleteUISetup()
 		{
-			CreateEquipmentUI();
-			ui.SetOkayEnabledState(false);
-			isRatioAmount = UnitEquipmentUtil.IsEquipmentRatioLimited(unit, equipItem);
-			maxPercentage = GetMaxPercentageLimit(equipItem);
-			minPercentage = GetMinPercentageLimit(equipItem);
-			maxNumber = GetMaxNumericLimit(equipItem);
-			minNumber = GetMinNumericLimit(equipItem);
-			
-			ui.SetUnitEquipmentLimits(isRatioAmount, minPercentage, maxPercentage, minNumber, maxNumber);
-			ui.SetUnitEquipmentLimitsEnabled(true);
-			ui.SetOkayEnabledState(false);
-			SetEquipmentAmountControlEnabledStates();
-			
-			if (UnitEquipmentUtil.IsEquipmentRatioLimited(unit, equipItem))
-			{
-				SetEquipmentAmountsFromPercentage(UnitEquipmentUtil.GetEquipmentAmount(unit, equipItem));
-			}
-			else
-			{
-				SetEquipmentAmountsFromNumber((int)UnitEquipmentUtil.GetEquipmentAmount(unit, equipItem));
-			}
-			
-			ui.UnitEquipmentAmountChanged += HandleUnitEquipmentAmountChanged;
-			ui.UnitEquipmentAmountTypeChanged += HandleUnitEquipmentAmountChanged;
+			SetUnitEquipmentValues();
 		}
 
-		private void HandleUnitEquipmentAmountChanged()
+		protected override void DoProcessing()
 		{
-			ui.SetOkayEnabledState(HasNonZeroEquipmentAmount());
-			isRatioAmount = ui.IsRatioEquipmentAmount;
-			
 			if (isRatioAmount)
 			{
-				equipmentAmount = ui.EquipmentPercentageAmount;
-				SetEquipmentAmountsFromPercentage(equipmentAmount);
+				commandStack.Execute(new SetUnitEquipmentRatioAmountCommand(unit, equipItem, equipmentAmount));
 			}
 			else
 			{
-				int equipmentIntAmount = ui.EquipmentNumericAmount;
-				equipmentAmount = equipmentIntAmount;
-				SetEquipmentAmountsFromNumber(equipmentIntAmount);
-			}
-		}
-		
-		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");
-				//				MessageBox.Show(ParentForm, 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");
-		//				MessageBox.Show(ParentForm, 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 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");
-				//MessageBox.Show(ParentForm, 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");
-				//MessageBox.Show(ParentForm, amountTooSmall, amountTooSmallTitle);
-				equipAmount = minNumber;
+				commandStack.Execute(new SetUnitEquipmentNumericAmountCommand(unit, equipItem, (int)equipmentAmount));
 			}
-			
-			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);
-		}
-
-		//TODO Make abstract
-		protected void CreateEquipmentUI()
-		{
-			ui = new FrmEditEquipment();
-		}
-
-		private void SetEquipmentAmountControlEnabledStates()
-		{
-			ui.SetNumericAmountEnabledState(!isRatioAmount);
-			ui.SetPercentageAmountEnabledState(true);
-		}
-
-		private double GetMaxPercentageLimit(UnitEquipmentItem equip)
-		{
-			double maxPercent = RoundPercentage(UnitEquipmentUtil.GetMaxEquipmentPercentage(unit, equip));
-			return Math.Max(0, maxPercent);
-		}
-		
-		private double GetMinPercentageLimit(UnitEquipmentItem equip)
-		{
-			double minPercent = RoundPercentage(UnitEquipmentUtil.GetMinEquipmentPercentage(unit, equip));
-			return Math.Max(0, minPercent);
-		}
-		
-		private int GetMaxNumericLimit(UnitEquipmentItem equip)
-		{
-			int maxNumber = UnitEquipmentUtil.GetMaxEquipmentCount(unit, equip);
-			return Math.Max(0, maxNumber);
-		}
-		private int GetMinNumericLimit(UnitEquipmentItem equip)
-		{
-			int minNumber = UnitEquipmentUtil.GetMinEquipmentCount(unit, equip);
-			return Math.Max(0, minNumber);
-		}
-
-		private 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()
-		{
-			bool okayed = ui.ShowControl();
-			
-			if (okayed)
-			{			
-				if (isRatioAmount)
-				{
-					commandStack.Execute(new SetUnitEquipmentRatioAmountCommand(unit, equipItem, equipmentAmount));
-				}
-				else
-				{
-					commandStack.Execute(new SetUnitEquipmentNumericAmountCommand(unit, equipItem, (int)equipmentAmount));
-				}
-			}
-			
-			ui.Dispose();
 		}
 	}
 }
--- a/UIControl/Interfaces/IAddEquipmentUI.cs	Sat Sep 04 10:25:39 2010 +0000
+++ b/UIControl/Interfaces/IAddEquipmentUI.cs	Sat Sep 04 20:11:05 2010 +0000
@@ -8,124 +8,9 @@
 	/// <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
+	public interface IAddEquipmentUI : ISelectableItemEquipmentUI
 	{
-		/// <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. This will 
-		/// generally pass the values on to the <see cref="SetNumericAmountEnabledState(bool)"/> and
-		/// <see cref="SetPercentageAmountEnabledState(bool)"/> methods and is included for convenience
-		/// </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);
-		
-		/// <summary>
-		/// Sets the state of the numeric equipment amount control.
-		/// </summary>
-		/// <param name='enabled'>
-		/// <code>true</code> to enable the control, else <code>false</code>
-		/// </param>
-		void SetNumericAmountEnabledState(bool enabled);
-		
-		/// <summary>
-		/// Sets the state of the percentage equipment amount control.
-		/// </summary>
-		/// <param name='enabled'>
-		/// <code>true</code> to enable the control, else <code>false</code>
-		/// </param>
-		void SetPercentageAmountEnabledState(bool enabled);
+		//Marker interface
 	}
 }
 
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/UIControl/Interfaces/IBaseEquipmentUI.cs	Sat Sep 04 20:11:05 2010 +0000
@@ -0,0 +1,120 @@
+//  This file (IBaseEquipmentUI.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;
+namespace IBBoard.WarFoundry.GUI.GTK.UIControl.Interfaces
+{
+	/// <summary>
+	/// The base interface that all "UI control" controlled interfaces implement. It provides common definitions for all classes
+	/// </summary>
+	public interface IBaseEquipmentUI : IDisposable
+	{
+		/// <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 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. This will 
+		/// generally pass the values on to the <see cref="SetNumericAmountEnabledState(bool)"/> and
+		/// <see cref="SetPercentageAmountEnabledState(bool)"/> methods and is included for convenience
+		/// </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 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);
+
+		/// <summary>
+		/// Sets the state of the numeric equipment amount control.
+		/// </summary>
+		/// <param name='enabled'>
+		/// <code>true</code> to enable the control, else <code>false</code>
+		/// </param>
+		void SetNumericAmountEnabledState(bool enabled);
+
+		/// <summary>
+		/// Sets the state of the percentage equipment amount control.
+		/// </summary>
+		/// <param name='enabled'>
+		/// <code>true</code> to enable the control, else <code>false</code>
+		/// </param>
+		void SetPercentageAmountEnabledState(bool enabled);
+	}
+}
+
--- a/UIControl/Interfaces/IEditEquipmentUI.cs	Sat Sep 04 10:25:39 2010 +0000
+++ b/UIControl/Interfaces/IEditEquipmentUI.cs	Sat Sep 04 20:11:05 2010 +0000
@@ -8,103 +8,9 @@
 	/// <summary>
 	/// The interface that UI components should implement to represent "Edit Equipment" dialogs or system equivalents (e.g. console areas or HTML fragments)
 	/// </summary>
-	public interface IEditEquipmentUI : IDisposable
-	{		
-		/// <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 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. This will 
-		/// generally pass the values on to the <see cref="SetNumericAmountEnabledState(bool)"/> and
-		/// <see cref="SetPercentageAmountEnabledState(bool)"/> methods and is included for convenience
-		/// </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 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);
-		
-		/// <summary>
-		/// Sets the state of the numeric equipment amount control.
-		/// </summary>
-		/// <param name='enabled'>
-		/// <code>true</code> to enable the control, else <code>false</code>
-		/// </param>
-		void SetNumericAmountEnabledState(bool enabled);
-		
-		/// <summary>
-		/// Sets the state of the percentage equipment amount control.
-		/// </summary>
-		/// <param name='enabled'>
-		/// <code>true</code> to enable the control, else <code>false</code>
-		/// </param>
-		void SetPercentageAmountEnabledState(bool enabled);
+	public interface IEditEquipmentUI : IBaseEquipmentUI
+	{
+		//Marker interface
 	}
 }
 
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/UIControl/Interfaces/ISelectableItemEquipmentUI.cs	Sat Sep 04 20:11:05 2010 +0000
@@ -0,0 +1,38 @@
+//  This file (ISelectableItemEquipmentUI.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>
+	/// 
+	/// </summary>
+	public interface ISelectableItemEquipmentUI : IBaseEquipmentUI
+	{
+		/// <summary>
+		/// Should be fired when unit equipment item choice changes.
+		/// </summary>
+		event SingleArgMethodInvoker<UnitEquipmentItem> UnitEquipmentItemChoiceChanged;
+
+		/// <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>
+		/// Gets the selected equipment item.
+		/// </summary>
+		/// <value>
+		/// The selected equipment item.
+		/// </value>
+		UnitEquipmentItem SelectedUnitEquipmentItem
+		{
+			get;
+		}
+	}
+}
+
--- a/gtk-gui/IBBoard.WarFoundry.GUI.GTK.FrmAddEquipment.cs	Sat Sep 04 10:25:39 2010 +0000
+++ b/gtk-gui/IBBoard.WarFoundry.GUI.GTK.FrmAddEquipment.cs	Sat Sep 04 20:11:05 2010 +0000
@@ -135,6 +135,7 @@
 			this.rbEquipAll = new global::Gtk.RadioButton("");
 			this.rbEquipAll.CanFocus = true;
 			this.rbEquipAll.Name = "rbEquipAll";
+			this.rbEquipAll.Active = true;
 			this.rbEquipAll.DrawIndicator = true;
 			this.rbEquipAll.UseUnderline = true;
 			this.rbEquipAll.Group = new global::GLib.SList(global::System.IntPtr.Zero);