1 /*
2  * Copyright 2010-2014 OpenXcom Developers.
3  *
4  * This file is part of OpenXcom.
5  *
6  * OpenXcom is free software: you can redistribute it and/or modify
7  * it under the terms of the GNU General Public License as published by
8  * the Free Software Foundation, either version 3 of the License, or
9  * (at your option) any later version.
10  *
11  * OpenXcom is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with OpenXcom.  If not, see <http://www.gnu.org/licenses/>.
18  */
19 #include "BuildFacilitiesState.h"
20 #include "../Engine/Game.h"
21 #include "../Resource/ResourcePack.h"
22 #include "../Engine/Language.h"
23 #include "../Engine/Palette.h"
24 #include "../Engine/Options.h"
25 #include "../Interface/TextButton.h"
26 #include "../Interface/Window.h"
27 #include "../Interface/Text.h"
28 #include "../Interface/TextList.h"
29 #include "../Ruleset/Ruleset.h"
30 #include "../Ruleset/RuleBaseFacility.h"
31 #include "../Savegame/SavedGame.h"
32 #include "PlaceFacilityState.h"
33 
34 namespace OpenXcom
35 {
36 
37 /**
38  * Initializes all the elements in the Build Facilities window.
39  * @param game Pointer to the core game.
40  * @param base Pointer to the base to get info from.
41  * @param state Pointer to the base state to refresh.
42  */
BuildFacilitiesState(Game * game,Base * base,State * state)43 BuildFacilitiesState::BuildFacilitiesState(Game *game, Base *base, State *state) : State(game), _base(base), _state(state), _facilities()
44 {
45 	_screen = false;
46 
47 	// Create objects
48 	_window = new Window(this, 128, 160, 192, 40, POPUP_VERTICAL);
49 	_btnOk = new TextButton(112, 16, 200, 176);
50 	_lstFacilities = new TextList(100, 104, 200, 64);
51 	_txtTitle = new Text(118, 17, 197, 48);
52 
53 	// Set palette
54 	setPalette("PAL_BASESCAPE", 6);
55 
56 	add(_window);
57 	add(_btnOk);
58 	add(_txtTitle);
59 	add(_lstFacilities);
60 
61 	centerAllSurfaces();
62 
63 	// Set up objects
64 	_window->setColor(Palette::blockOffset(13)+5);
65 	_window->setBackground(_game->getResourcePack()->getSurface("BACK05.SCR"));
66 
67 	_btnOk->setColor(Palette::blockOffset(13)+5);
68 	_btnOk->setText(tr("STR_OK"));
69 	_btnOk->onMouseClick((ActionHandler)&BuildFacilitiesState::btnOkClick);
70 	_btnOk->onKeyboardPress((ActionHandler)&BuildFacilitiesState::btnOkClick, Options::keyCancel);
71 
72 	_txtTitle->setColor(Palette::blockOffset(13));
73 	_txtTitle->setBig();
74 	_txtTitle->setAlign(ALIGN_CENTER);
75 	_txtTitle->setText(tr("STR_INSTALLATION"));
76 
77 	_lstFacilities->setColor(Palette::blockOffset(13)+5);
78 	_lstFacilities->setArrowColor(Palette::blockOffset(13)+5);
79 	_lstFacilities->setColumns(1, 100);
80 	_lstFacilities->setSelectable(true);
81 	_lstFacilities->setBackground(_window);
82 	_lstFacilities->setMargin(2);
83 	_lstFacilities->setWordWrap(true);
84 	_lstFacilities->onMouseClick((ActionHandler)&BuildFacilitiesState::lstFacilitiesClick);
85 
86 	PopulateBuildList();
87 }
88 
89 /**
90  *
91  */
~BuildFacilitiesState()92 BuildFacilitiesState::~BuildFacilitiesState()
93 {
94 
95 }
96 
97 /**
98  * Populates the build list from the current "available" facilities.
99  */
PopulateBuildList()100 void BuildFacilitiesState::PopulateBuildList()
101 {
102 	const std::vector<std::string> &facilities = _game->getRuleset()->getBaseFacilitiesList();
103 	for (std::vector<std::string>::const_iterator i = facilities.begin(); i != facilities.end(); ++i)
104 	{
105 		RuleBaseFacility *rule = _game->getRuleset()->getBaseFacility(*i);
106 		if (_game->getSavedGame()->isResearched(rule->getRequirements()) && !rule->isLift())
107 			_facilities.push_back(rule);
108 	}
109 
110 	for (std::vector<RuleBaseFacility*>::iterator i = _facilities.begin(); i != _facilities.end(); ++i)
111 	{
112 		_lstFacilities->addRow(1, tr((*i)->getType()).c_str());
113 	}
114 }
115 
116 /**
117  * The player can change the selected base
118  * or change info on other screens.
119  */
init()120 void BuildFacilitiesState::init()
121 {
122 	_state->init();
123 	State::init();
124 }
125 
126 /**
127  * Returns to the previous screen.
128  * @param action Pointer to an action.
129  */
btnOkClick(Action *)130 void BuildFacilitiesState::btnOkClick(Action *)
131 {
132 	_game->popState();
133 }
134 
135 /**
136  * Places the selected facility.
137  * @param action Pointer to an action.
138  */
lstFacilitiesClick(Action *)139 void BuildFacilitiesState::lstFacilitiesClick(Action *)
140 {
141 	_game->pushState(new PlaceFacilityState(_game, _base, _facilities[_lstFacilities->getSelectedRow()]));
142 }
143 
144 }
145