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 "PromotionsState.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 "../Interface/TextButton.h"
26 #include "../Interface/Window.h"
27 #include "../Interface/Text.h"
28 #include "../Interface/TextList.h"
29 #include "../Savegame/SavedGame.h"
30 #include "../Savegame/Base.h"
31 #include "../Savegame/Soldier.h"
32 #include "../Engine/Options.h"
33 
34 namespace OpenXcom
35 {
36 
37 /**
38  * Initializes all the elements in the Promotions screen.
39  * @param game Pointer to the core game.
40  */
PromotionsState(Game * game)41 PromotionsState::PromotionsState(Game *game) : State(game)
42 {
43 	// Create objects
44 	_window = new Window(this, 320, 200, 0, 0);
45 	_btnOk = new TextButton(288, 16, 16, 176);
46 	_txtTitle = new Text(300, 17, 10, 8);
47 	_txtName = new Text(114, 9, 16, 32);
48 	_txtRank = new Text(90, 9, 130, 32);
49 	_txtBase = new Text(80, 9, 220, 32);
50 	_lstSoldiers = new TextList(288, 128, 8, 40);
51 
52 	// Set palette
53 	setPalette("PAL_GEOSCAPE", 0);
54 
55 	add(_window);
56 	add(_btnOk);
57 	add(_txtTitle);
58 	add(_txtName);
59 	add(_txtRank);
60 	add(_txtBase);
61 	add(_lstSoldiers);
62 
63 	centerAllSurfaces();
64 
65 	// Set up objects
66 	_window->setColor(Palette::blockOffset(15)-1);
67 	_window->setBackground(_game->getResourcePack()->getSurface("BACK01.SCR"));
68 
69 	_btnOk->setColor(Palette::blockOffset(15)-1);
70 	_btnOk->setText(tr("STR_OK"));
71 	_btnOk->onMouseClick((ActionHandler)&PromotionsState::btnOkClick);
72 	_btnOk->onKeyboardPress((ActionHandler)&PromotionsState::btnOkClick, Options::keyOk);
73 	_btnOk->onKeyboardPress((ActionHandler)&PromotionsState::btnOkClick, Options::keyCancel);
74 
75 	_txtTitle->setColor(Palette::blockOffset(8)+5);
76 	_txtTitle->setText(tr("STR_PROMOTIONS"));
77 	_txtTitle->setAlign(ALIGN_CENTER);
78 	_txtTitle->setBig();
79 
80 	_txtName->setColor(Palette::blockOffset(15)-1);
81 	_txtName->setText(tr("STR_NAME"));
82 
83 	_txtRank->setColor(Palette::blockOffset(15)-1);
84 	_txtRank->setText(tr("STR_NEW_RANK"));
85 
86 	_txtBase->setColor(Palette::blockOffset(15)-1);
87 	_txtBase->setText(tr("STR_BASE"));
88 
89 	_lstSoldiers->setColor(Palette::blockOffset(8)+10);
90 	_lstSoldiers->setColumns(3, 114, 90, 84);
91 	_lstSoldiers->setSelectable(true);
92 	_lstSoldiers->setBackground(_window);
93 	_lstSoldiers->setMargin(8);
94 
95 	for (std::vector<Base*>::iterator i = _game->getSavedGame()->getBases()->begin(); i != _game->getSavedGame()->getBases()->end(); ++i)
96 	{
97 		for (std::vector<Soldier*>::iterator j = (*i)->getSoldiers()->begin(); j != (*i)->getSoldiers()->end(); ++j)
98 		{
99 			if ((*j)->isPromoted())
100 			{
101 				_lstSoldiers->addRow(3, (*j)->getName().c_str(), tr((*j)->getRankString()).c_str(), (*i)->getName().c_str());
102 			}
103 		}
104 	}
105 }
106 
107 /**
108  *
109  */
~PromotionsState()110 PromotionsState::~PromotionsState()
111 {
112 }
113 
114 /**
115  * Returns to the previous screen.
116  * @param action Pointer to an action.
117  */
btnOkClick(Action *)118 void PromotionsState::btnOkClick(Action *)
119 {
120 	_game->popState();
121 }
122 
123 }
124