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Copy pathBaseNameState.cpp
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130 lines (115 loc) · 3.55 KB
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/*
* Copyright 2010-2012 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenXcom is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include "BaseNameState.h"
#include "../Engine/Game.h"
#include "../Engine/Action.h"
#include "../Resource/ResourcePack.h"
#include "../Engine/Language.h"
#include "../Engine/Palette.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Interface/TextEdit.h"
#include "../Interface/TextButton.h"
#include "../Savegame/Base.h"
#include "../Basescape/PlaceLiftState.h"
#include "../Engine/Options.h"
namespace OpenXcom
{
/**
* Initializes all the elements in a Base Name window.
* @param game Pointer to the core game.
* @param base Pointer to the base to name.
* @param globe Pointer to the Geoscape globe.
* @param first Is this the first base in the game?
*/
BaseNameState::BaseNameState(Game *game, Base *base, Globe *globe, bool first) : State(game), _base(base), _globe(globe), _first(first)
{
_screen = false;
// Create objects
_window = new Window(this, 192, 80, 32, 60, POPUP_BOTH);
_btnOk = new TextButton(162, 12, 47, 118);
_txtTitle = new Text(182, 16, 37, 70);
_edtName = new TextEdit(127, 16, 59, 94);
// Set palette
_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(0)), Palette::backPos, 16);
add(_window);
add(_btnOk);
add(_txtTitle);
add(_edtName);
// Set up objects
_window->setColor(Palette::blockOffset(8)+5);
_window->setBackground(_game->getResourcePack()->getSurface("BACK01.SCR"));
_btnOk->setColor(Palette::blockOffset(8)+5);
_btnOk->setText(_game->getLanguage()->getString("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&BaseNameState::btnOkClick);
//_btnOk->onKeyboardPress((ActionHandler)&BaseNameState::btnOkClick, (SDLKey)Options::getInt("keyOk"));
_btnOk->onKeyboardPress((ActionHandler)&BaseNameState::btnOkClick, (SDLKey)Options::getInt("keyCancel"));
_txtTitle->setColor(Palette::blockOffset(8)+5);
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setBig();
_txtTitle->setText(_game->getLanguage()->getString("STR_BASE_NAME"));
_edtName->setColor(Palette::blockOffset(8)+5);
_edtName->setBig();
_edtName->focus();
_edtName->onKeyboardPress((ActionHandler)&BaseNameState::edtNameKeyPress);
}
/**
*
*/
BaseNameState::~BaseNameState()
{
}
/**
*
*/
void BaseNameState::nameBase()
{
_base->setName(_edtName->getText());
_game->popState();
_game->popState();
if (!_first)
{
_game->popState();
}
if (!_first || Options::getBool("customInitialBase") )
{
_game->pushState(new PlaceLiftState(_game, _base, _globe, _first));
}
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void BaseNameState::edtNameKeyPress(Action *action)
{
if (action->getDetails()->key.keysym.sym == SDLK_RETURN ||
action->getDetails()->key.keysym.sym == SDLK_KP_ENTER)
{
nameBase();
}
}
/**
* Returns to the previous screen
* @param action Pointer to an action.
*/
void BaseNameState::btnOkClick(Action *)
{
nameBase();
}
}