Mercurial > repos > IBDev-IBBoard.WarFoundry.GUI.GTK
changeset 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> |
---|---|
date | Sun, 29 Aug 2010 15:44:20 +0000 |
parents | e7ad676a7344 |
children | c2d79b4209e3 |
files | FrmAddEquipment.cs UIControl/AddEquipmentUIControl.cs UIControl/Interfaces/IAddEquipmentUI.cs |
diffstat | 3 files changed, 115 insertions(+), 13 deletions(-) [+] |
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--- a/FrmAddEquipment.cs Sun Aug 29 15:09:34 2010 +0000 +++ b/FrmAddEquipment.cs Sun Aug 29 15:44:20 2010 +0000 @@ -188,6 +188,11 @@ { return (int)numericAmount.Value; } + + set + { + numericAmount.Value = value; + } } @@ -208,6 +213,11 @@ return percent; } + + set + { + percentageAmount.Value = value; + } } } }
--- a/UIControl/AddEquipmentUIControl.cs Sun Aug 29 15:09:34 2010 +0000 +++ b/UIControl/AddEquipmentUIControl.cs Sun Aug 29 15:44:20 2010 +0000 @@ -7,6 +7,8 @@ using IBBoard.WarFoundry.API.Util; using IBBoard.WarFoundry.GUI.GTK.UIControl.Interfaces; using IBBoard.WarFoundry.API.Commands; +using CustomMath = IBBoard.CustomMath; +using IBBoard.Lang; namespace IBBoard.WarFoundry.GUI.GTK.UIControl { public class AddEquipmentUIControl @@ -34,11 +36,83 @@ ui.UnitEquipmentAmountTypeChanged += HandleUnitEquipmentAmountChanged; } - private void HandleUnitEquipmentAmountChanged () + private void HandleUnitEquipmentAmountChanged() { ui.SetOkayEnabledState(ui.SelectedUnitEquipmentItem != null && HasNonZeroEquipmentAmount()); + + if (ui.IsRatioEquipmentAmount) + { + SetEquipmentAmountsFromPercentage(ui.EquipmentPercentageAmount); + } + else + { + SetEquipmentAmountsFromNumber(ui.EquipmentNumericAmount); + } + } + + private void SetEquipmentAmountsFromPercentage(double equipAmount) + { + UnitEquipmentItem currEquipItem = ui.SelectedUnitEquipmentItem; + + double maxPercentage = GetMaxPercentageLimit(currEquipItem); + double minPercentage = GetMinPercentageLimit(currEquipItem); + + 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, currEquipItem); + ui.EquipmentPercentageAmount = equipAmount; } + private int CalculateNumericValueFromPercentage(double percent, UnitEquipmentItem equip) + { + int calcedAmount = (int)CustomMath.IBBMath.Round((double)(unit.Size * (percent / 100)), equip.RoundNumberUp); + return Math.Min(Math.Max(calcedAmount, GetMinNumericLimit(equip)), GetMaxNumericLimit(equip)); + } + + private void SetEquipmentAmountsFromNumber(int equipAmount) + { + UnitEquipmentItem currEquipItem = ui.SelectedUnitEquipmentItem; + int maxNumber = GetMaxNumericLimit(currEquipItem); + int minNumber = GetMinNumericLimit(currEquipItem); + + 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, currEquipItem); + ui.EquipmentNumericAmount = equipAmount; + } + + private double CalcualtePercentageValueFromNumber(int number, UnitEquipmentItem equip) + { + double calcedAmount = RoundPercentage(CustomMath.IBBMath.Percentage(number, unit.Size)); + return Math.Min(Math.Max(calcedAmount, GetMinPercentageLimit(equip)), GetMaxPercentageLimit(equip)); + } + //TODO Make abstract protected void CreateEquipmentUI() { @@ -50,14 +124,10 @@ if (equip != null) { bool equipIsRatioLimit = UnitEquipmentUtil.IsEquipmentRatioLimited(unit, equip); - double maxPercent = RoundPercentage(UnitEquipmentUtil.GetMaxEquipmentPercentage(unit, equip)); - maxPercent = Math.Max(0, maxPercent); - double minPercent = RoundPercentage(UnitEquipmentUtil.GetMinEquipmentPercentage(unit, equip)); - minPercent = Math.Max(0, minPercent); - int maxNumber = UnitEquipmentUtil.GetMaxEquipmentCount(unit, equip); - maxNumber = Math.Max(0, maxNumber); - int minNumber = UnitEquipmentUtil.GetMinEquipmentCount(unit, equip); - minNumber = Math.Max(0, minNumber); + double maxPercent = GetMaxPercentageLimit(equip); + double minPercent = GetMinPercentageLimit(equip); + int maxNumber = GetMaxNumericLimit(equip); + int minNumber = GetMinNumericLimit(equip); ui.SetUnitEquipmentLimits(equipIsRatioLimit, minPercent, maxPercent, minNumber, maxNumber); ui.SetUnitEquipmentLimitsEnabled(true); @@ -70,7 +140,29 @@ ui.SetOkayEnabledState(false); } } + 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;
--- a/UIControl/Interfaces/IAddEquipmentUI.cs Sun Aug 29 15:09:34 2010 +0000 +++ b/UIControl/Interfaces/IAddEquipmentUI.cs Sun Aug 29 15:44:20 2010 +0000 @@ -86,20 +86,20 @@ bool IsRatioEquipmentAmount { get; } /// <summary> - /// Gets the numeric amount for the current equipment amount. This number is meaningless if <see cref="IsRatioEquipmentAmount"/> is <code>true</code> + /// 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; } + int EquipmentNumericAmount { get; set; } /// <summary> - /// Gets the percentage amount for the current equipment amount. This number is meaningless if <see cref="IsRatioEquipmentAmount"/> is <code>false</code> + /// 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; } + double EquipmentPercentageAmount { get; set; } /// <summary> /// Sets the state of the Okay button.