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 "StoresState.h"
20 #include <sstream>
21 #include "../Engine/Game.h"
22 #include "../Resource/ResourcePack.h"
23 #include "../Engine/Language.h"
24 #include "../Engine/Palette.h"
25 #include "../Engine/Options.h"
26 #include "../Interface/TextButton.h"
27 #include "../Interface/Window.h"
28 #include "../Interface/Text.h"
29 #include "../Interface/TextList.h"
30 #include "../Savegame/SavedGame.h"
31 #include "../Savegame/Base.h"
32 #include "../Ruleset/Ruleset.h"
33 #include "../Ruleset/RuleItem.h"
34 #include "../Savegame/ItemContainer.h"
35 
36 namespace OpenXcom
37 {
38 
39 /**
40  * Initializes all the elements in the Stores window.
41  * @param game Pointer to the core game.
42  * @param base Pointer to the base to get info from.
43  */
StoresState(Game * game,Base * base)44 StoresState::StoresState(Game *game, Base *base) : State(game), _base(base)
45 {
46 	// Create objects
47 	_window = new Window(this, 320, 200, 0, 0);
48 	_btnOk = new TextButton(300, 16, 10, 176);
49 	_txtTitle = new Text(310, 17, 5, 8);
50 	_txtItem = new Text(142, 9, 10, 32);
51 	_txtQuantity = new Text(88, 9, 152, 32);
52 	_txtSpaceUsed = new Text(74, 9, 240, 32);
53 	_lstStores = new TextList(288, 128, 8, 40);
54 
55 	// Set palette
56 	setPalette("PAL_BASESCAPE", 0);
57 
58 	add(_window);
59 	add(_btnOk);
60 	add(_txtTitle);
61 	add(_txtItem);
62 	add(_txtQuantity);
63 	add(_txtSpaceUsed);
64 	add(_lstStores);
65 
66 	centerAllSurfaces();
67 
68 	// Set up objects
69 	_window->setColor(Palette::blockOffset(13)+10);
70 	_window->setBackground(_game->getResourcePack()->getSurface("BACK13.SCR"));
71 
72 	_btnOk->setColor(Palette::blockOffset(13)+10);
73 	_btnOk->setText(tr("STR_OK"));
74 	_btnOk->onMouseClick((ActionHandler)&StoresState::btnOkClick);
75 	_btnOk->onKeyboardPress((ActionHandler)&StoresState::btnOkClick, Options::keyOk);
76 	_btnOk->onKeyboardPress((ActionHandler)&StoresState::btnOkClick, Options::keyCancel);
77 
78 	_txtTitle->setColor(Palette::blockOffset(13)+10);
79 	_txtTitle->setBig();
80 	_txtTitle->setAlign(ALIGN_CENTER);
81 	_txtTitle->setText(tr("STR_STORES"));
82 
83 	_txtItem->setColor(Palette::blockOffset(13)+10);
84 	_txtItem->setText(tr("STR_ITEM"));
85 
86 	_txtQuantity->setColor(Palette::blockOffset(13)+10);
87 	_txtQuantity->setText(tr("STR_QUANTITY_UC"));
88 
89 	_txtSpaceUsed->setColor(Palette::blockOffset(13)+10);
90 	_txtSpaceUsed->setText(tr("STR_SPACE_USED_UC"));
91 
92 	_lstStores->setColor(Palette::blockOffset(13)+10);
93 	_lstStores->setColumns(3, 162, 92, 32);
94 	_lstStores->setSelectable(true);
95 	_lstStores->setBackground(_window);
96 	_lstStores->setMargin(2);
97 
98 	const std::vector<std::string> &items = _game->getRuleset()->getItemsList();
99 	for (std::vector<std::string>::const_iterator i = items.begin(); i != items.end(); ++i)
100 	{
101 		int qty = _base->getItems()->getItem(*i);
102 		if (qty > 0)
103 		{
104 			RuleItem *rule = _game->getRuleset()->getItem(*i);
105 			std::wostringstream ss, ss2;
106 			ss << qty;
107 			ss2 << qty * rule->getSize();
108 			_lstStores->addRow(3, tr(*i).c_str(), ss.str().c_str(), ss2.str().c_str());
109 		}
110 	}
111 }
112 
113 /**
114  *
115  */
~StoresState()116 StoresState::~StoresState()
117 {
118 
119 }
120 
121 /**
122  * Returns to the previous screen.
123  * @param action Pointer to an action.
124  */
btnOkClick(Action *)125 void StoresState::btnOkClick(Action *)
126 {
127 	_game->popState();
128 }
129 
130 }
131