Here we can see the fleet split dialog in action. The cool thing about Tcl, is the whole dialog and the logic behind it is 90 lines of code...
Here's the bulk of it:
for {set i 0} {$i < $numDesigns} {incr i} {
pack [frame .tSplitter.fTop.fRow$i] -side top
set shipName [newStars $::ns_planet $fid $::ns_design $i $::ns_getName]
pack [label .tSplitter.fTop.fRow$i.lL -text $shipName] -side left
set shipCt [newStars $::ns_planet $fid $::ns_design $i $::ns_getNumFleets]
pack [label .tSplitter.fTop.fRow$i.lLC -text $shipCt] -side left
pack [button .tSplitter.fTop.fRow$i.bL -text "<" -command "adjustSplitRes $i -1"] -side left
pack [button .tSplitter.fTop.fRow$i.bR -text ">" -command "adjustSplitRes $i 1"] -side left
pack [label .tSplitter.fTop.fRow$i.lRC -text 0] -side left
lappend ::splitRes [list $shipCt 0]
}
Hardly any < or >!
In English, it says:
foreach ship design in the fleet do
create a new frame (invisible GUI packing object)
pull the ship name via the C++ bridge, and make a text widget for it
pull the ship count via same, and make a widget for it
make 2 buttons, one < and one > which will call adjustSplitRes (described later)
make a text widget with "0"
append a list to the global variable splitRes (which holds the split counts for each design)
Like 9 or 10 lines of specific English, roughly the same in Tcl (plus whitespace)
Here's adjustSplitRes in its entirety:
proc adjustSplitRes {row val} {
set left [.tSplitter.fTop.fRow$row.lLC cget -text]
set rght [.tSplitter.fTop.fRow$row.lRC cget -text]
if {$left < $val} {return}
if {$rght < -$val} {return}
set left [expr $left - $val]
set rght [expr $rght + $val]
lset ::splitRes $row 0 $left
lset ::splitRes $row 1 $rght
.tSplitter.fTop.fRow$row.lLC configure -text $left
.tSplitter.fTop.fRow$row.lRC configure -text $rght
}
This pulls the text labels for the left and right, checks for underflow, then applies the new count (for now, we only support moving up or down 1, but I should be able to bind shift and control click to move more). I then update the splitRes list, and the GUI text.
The C++ bridge does not handle deleting the old fleet... that will probably need to be fixed, although we should have new tools for handling chaff mine sweeping, which was the main reason for shedding old fleet nums (otherwise, you never need to move out the last ship from a fleet).
I should be able to use much of this logic to build the fleet merge dialog.
Split all and Merge all should be easy, and aren't strictly needed for playing (merge fleets is needed).
Almost there!