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 "TargetInfoState.h"
20 #include "../Engine/Game.h"
21 #include "../Resource/ResourcePack.h"
22 #include "../Engine/Language.h"
23 #include "../Engine/Palette.h"
24 #include "../Interface/TextButton.h"
25 #include "../Interface/Window.h"
26 #include "../Interface/Text.h"
27 #include "../Savegame/Target.h"
28 #include "../Engine/Options.h"
29 #include "InterceptState.h"
30 
31 namespace OpenXcom
32 {
33 
34 /**
35  * Initializes all the elements in the Target Info window.
36  * @param game Pointer to the core game.
37  * @param target Pointer to the target to show info from.
38  * @param globe Pointer to the Geoscape globe.
39  */
TargetInfoState(Game * game,Target * target,Globe * globe)40 TargetInfoState::TargetInfoState(Game *game, Target *target, Globe *globe) : State(game), _target(target), _globe(globe)
41 {
42 	_screen = false;
43 
44 	// Create objects
45 	_window = new Window(this, 192, 120, 32, 40, POPUP_BOTH);
46 	_btnIntercept = new TextButton(160, 12, 48, 124);
47 	_btnOk = new TextButton(160, 12, 48, 140);
48 	_txtTitle = new Text(182, 32, 37, 46);
49 	_txtTargetted = new Text(182, 9, 37, 78);
50 	_txtFollowers = new Text(182, 40, 37, 88);
51 
52 	// Set palette
53 	setPalette("PAL_GEOSCAPE", 0);
54 
55 	add(_window);
56 	add(_btnIntercept);
57 	add(_btnOk);
58 	add(_txtTitle);
59 	add(_txtTargetted);
60 	add(_txtFollowers);
61 
62 	centerAllSurfaces();
63 
64 	// Set up objects
65 	_window->setColor(Palette::blockOffset(8)+10);
66 	_window->setBackground(_game->getResourcePack()->getSurface("BACK01.SCR"));
67 
68 	_btnIntercept->setColor(Palette::blockOffset(8)+5);
69 	_btnIntercept->setText(tr("STR_INTERCEPT"));
70 	_btnIntercept->onMouseClick((ActionHandler)&TargetInfoState::btnInterceptClick);
71 
72 	_btnOk->setColor(Palette::blockOffset(8)+5);
73 	_btnOk->setText(tr("STR_OK"));
74 	_btnOk->onMouseClick((ActionHandler)&TargetInfoState::btnOkClick);
75 	_btnOk->onKeyboardPress((ActionHandler)&TargetInfoState::btnOkClick, Options::keyCancel);
76 
77 	_txtTitle->setColor(Palette::blockOffset(8)+10);
78 	_txtTitle->setBig();
79 	_txtTitle->setAlign(ALIGN_CENTER);
80 	_txtTitle->setVerticalAlign(ALIGN_MIDDLE);
81 	_txtTitle->setWordWrap(true);
82 	_txtTitle->setText(_target->getName(_game->getLanguage()));
83 
84 	_txtTargetted->setColor(Palette::blockOffset(15)-1);
85 	_txtTargetted->setAlign(ALIGN_CENTER);
86 	_txtTargetted->setText(tr("STR_TARGETTED_BY"));
87 
88 	_txtFollowers->setColor(Palette::blockOffset(15)-1);
89 	_txtFollowers->setAlign(ALIGN_CENTER);
90 	std::wostringstream ss;
91 	for (std::vector<Target*>::iterator i = _target->getFollowers()->begin(); i != _target->getFollowers()->end(); ++i)
92 	{
93 		ss << (*i)->getName(_game->getLanguage()) << L'\n';
94 	}
95 	_txtFollowers->setText(ss.str());
96 }
97 
98 /**
99  *
100  */
~TargetInfoState()101 TargetInfoState::~TargetInfoState()
102 {
103 
104 }
105 
106 /**
107  * Picks a craft to intercept the UFO.
108  * @param action Pointer to an action.
109  */
btnInterceptClick(Action *)110 void TargetInfoState::btnInterceptClick(Action *)
111 {
112 	_game->pushState(new InterceptState(_game, _globe, 0, _target));
113 }
114 
115 /**
116  * Closes the window.
117  * @param action Pointer to an action.
118  */
btnOkClick(Action *)119 void TargetInfoState::btnOkClick(Action *)
120 {
121 	_game->popState();
122 }
123 
124 }
125