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 <assert.h>
20 #include "ProductionCompleteState.h"
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 "GeoscapeState.h"
29 #include "../Engine/Options.h"
30 #include "../Basescape/BasescapeState.h"
31 #include "../Basescape/ManufactureState.h"
32 #include "../Savegame/Base.h"
33
34 namespace OpenXcom
35 {
36
37 /**
38 * Initializes all the elements in a Production Complete window.
39 * @param game Pointer to the core game.
40 * @param base Pointer to base the production belongs to.
41 * @param item Item that finished producing.
42 * @param state Pointer to the Geoscape state.
43 * @param endType What ended the production.
44 */
ProductionCompleteState(Game * game,Base * base,const std::wstring & item,GeoscapeState * state,productionProgress_e endType)45 ProductionCompleteState::ProductionCompleteState(Game *game, Base *base, const std::wstring &item, GeoscapeState *state, productionProgress_e endType) : State(game), _base(base), _state(state), _endType(endType)
46 {
47 _screen = false;
48
49 // Create objects
50 _window = new Window(this, 256, 160, 32, 20, POPUP_BOTH);
51 _btnOk = new TextButton(118, 18, 40, 154);
52 _btnGotoBase = new TextButton(118, 18, 162, 154);
53 _txtMessage = new Text(246, 110, 37, 35);
54
55 // Set palette
56 setPalette("PAL_GEOSCAPE", 6);
57
58 add(_window);
59 add(_btnOk);
60 add(_btnGotoBase);
61 add(_txtMessage);
62
63 centerAllSurfaces();
64
65 // Set up objects
66 _window->setColor(Palette::blockOffset(15)-1);
67 _window->setBackground(_game->getResourcePack()->getSurface("BACK17.SCR"));
68
69 _btnOk->setColor(Palette::blockOffset(8)+5);
70 _btnOk->setText(tr("STR_OK"));
71 _btnOk->onMouseClick((ActionHandler)&ProductionCompleteState::btnOkClick);
72 _btnOk->onKeyboardPress((ActionHandler)&ProductionCompleteState::btnOkClick, Options::keyCancel);
73
74 _btnGotoBase->setColor(Palette::blockOffset(8)+5);
75 if (_endType != PROGRESS_CONSTRUCTION)
76 {
77 _btnGotoBase->setText(tr("STR_ALLOCATE_MANUFACTURE"));
78 }
79 else
80 {
81 _btnGotoBase->setText(tr("STR_GO_TO_BASE"));
82 }
83 _btnGotoBase->onMouseClick((ActionHandler)&ProductionCompleteState::btnGotoBaseClick);
84
85 _txtMessage->setColor(Palette::blockOffset(15)-1);
86 _txtMessage->setAlign(ALIGN_CENTER);
87 _txtMessage->setVerticalAlign(ALIGN_MIDDLE);
88 _txtMessage->setBig();
89 _txtMessage->setWordWrap(true);
90 std::wstring s;
91 switch(_endType)
92 {
93 case PROGRESS_CONSTRUCTION:
94 s = tr("STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE").arg(item).arg(base->getName());
95 break;
96 case PROGRESS_COMPLETE:
97 s = tr("STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE").arg(item).arg(base->getName());
98 break;
99 case PROGRESS_NOT_ENOUGH_MONEY:
100 s = tr("STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE").arg(item).arg(base->getName());
101 break;
102 case PROGRESS_NOT_ENOUGH_MATERIALS:
103 s = tr("STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE").arg(item).arg(base->getName());
104 break;
105 default:
106 assert(false);
107 }
108 _txtMessage->setText(s);
109 }
110
111 /**
112 *
113 */
~ProductionCompleteState()114 ProductionCompleteState::~ProductionCompleteState()
115 {
116
117 }
118
119 /**
120 * Closes the window.
121 * @param action Pointer to an action.
122 */
btnOkClick(Action *)123 void ProductionCompleteState::btnOkClick(Action *)
124 {
125 _game->popState();
126 }
127
128 /**
129 * Goes to the base for the respective production.
130 * @param action Pointer to an action.
131 */
btnGotoBaseClick(Action *)132 void ProductionCompleteState::btnGotoBaseClick(Action *)
133 {
134 _state->timerReset();
135 _game->popState();
136 if (_endType != PROGRESS_CONSTRUCTION)
137 {
138 _game->pushState(new ManufactureState(_game, _base));
139 }
140 else
141 {
142 _game->pushState(new BasescapeState(_game, _base, _state->getGlobe()));
143 }
144 }
145
146 }
147