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 "TransfersState.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 "../Savegame/Transfer.h"
33 
34 namespace OpenXcom
35 {
36 
37 /**
38  * Initializes all the elements in the Transfers window.
39  * @param game Pointer to the core game.
40  * @param base Pointer to the base to get info from.
41  */
TransfersState(Game * game,Base * base)42 TransfersState::TransfersState(Game *game, Base *base) : State(game), _base(base)
43 {
44 	_screen = false;
45 
46 	// Create objects
47 	_window = new Window(this, 320, 184, 0, 8, POPUP_BOTH);
48 	_btnOk = new TextButton(288, 16, 16, 166);
49 	_txtTitle = new Text(278, 17, 21, 18);
50 	_txtItem = new Text(114, 9, 16, 34);
51 	_txtQuantity = new Text(54, 9, 152, 34);
52 	_txtArrivalTime = new Text(112, 9, 212, 34);
53 	_lstTransfers = new TextList(273, 112, 14, 50);
54 
55 	// Set palette
56 	setPalette("PAL_BASESCAPE", 6);
57 
58 	add(_window);
59 	add(_btnOk);
60 	add(_txtTitle);
61 	add(_txtItem);
62 	add(_txtQuantity);
63 	add(_txtArrivalTime);
64 	add(_lstTransfers);
65 
66 	centerAllSurfaces();
67 
68 	// Set up objects
69 	_window->setColor(Palette::blockOffset(15)+6);
70 	_window->setBackground(_game->getResourcePack()->getSurface("BACK13.SCR"));
71 
72 	_btnOk->setColor(Palette::blockOffset(15)+6);
73 	_btnOk->setText(tr("STR_OK"));
74 	_btnOk->onMouseClick((ActionHandler)&TransfersState::btnOkClick);
75 	_btnOk->onKeyboardPress((ActionHandler)&TransfersState::btnOkClick, Options::keyOk);
76 	_btnOk->onKeyboardPress((ActionHandler)&TransfersState::btnOkClick, Options::keyCancel);
77 
78 	_txtTitle->setColor(Palette::blockOffset(15)+6);
79 	_txtTitle->setBig();
80 	_txtTitle->setAlign(ALIGN_CENTER);
81 	_txtTitle->setText(tr("STR_TRANSFERS"));
82 
83 	_txtItem->setColor(Palette::blockOffset(15)+6);
84 	_txtItem->setText(tr("STR_ITEM"));
85 
86 	_txtQuantity->setColor(Palette::blockOffset(15)+6);
87 	_txtQuantity->setText(tr("STR_QUANTITY_UC"));
88 
89 	_txtArrivalTime->setColor(Palette::blockOffset(15)+6);
90 	_txtArrivalTime->setText(tr("STR_ARRIVAL_TIME_HOURS"));
91 
92 	_lstTransfers->setColor(Palette::blockOffset(13)+10);
93 	_lstTransfers->setArrowColor(Palette::blockOffset(15)+6);
94 	_lstTransfers->setColumns(3, 155, 75, 46);
95 	_lstTransfers->setSelectable(true);
96 	_lstTransfers->setBackground(_window);
97 	_lstTransfers->setMargin(2);
98 
99 	for (std::vector<Transfer*>::iterator i = _base->getTransfers()->begin(); i != _base->getTransfers()->end(); ++i)
100 	{
101 		std::wostringstream ss, ss2;
102 		ss << (*i)->getQuantity();
103 		ss2 << (*i)->getHours();
104 		_lstTransfers->addRow(3, (*i)->getName(_game->getLanguage()).c_str(), ss.str().c_str(), ss2.str().c_str());
105 	}
106 }
107 
108 /**
109  *
110  */
~TransfersState()111 TransfersState::~TransfersState()
112 {
113 
114 }
115 
116 /**
117  * Returns to the previous screen.
118  * @param action Pointer to an action.
119  */
btnOkClick(Action *)120 void TransfersState::btnOkClick(Action *)
121 {
122 	_game->popState();
123 }
124 
125 }
126