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Copy pathNextTurnState.cpp
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109 lines (95 loc) · 3.08 KB
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/*
* Copyright 2010 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 "NextTurnState.h"
#include <sstream>
#include "../Engine/Game.h"
#include "../Resource/ResourcePack.h"
#include "../Engine/Language.h"
#include "../Engine/Palette.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Engine/Action.h"
#include "../Savegame/SavedBattleGame.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Next Turn screen.
* @param game Pointer to the core game.
* @param battleGame Pointer to the saved game.
*/
NextTurnState::NextTurnState(Game *game, SavedBattleGame *battleGame) : State(game), _battleGame(battleGame)
{
// Create objects
_window = new Window(this, 320, 200, 0, 0);
_txtTitle = new Text(320, 16, 0, 68);
_txtTurn = new Text(320, 16, 0, 92);
_txtSide = new Text(320, 16, 0, 108);
_txtMessage = new Text(320, 16, 0, 132);
add(_window);
add(_txtTitle);
add(_txtTurn);
add(_txtSide);
add(_txtMessage);
// Set up objects
_window->setColor(Palette::blockOffset(0)+8);
_window->setBackground(_game->getResourcePack()->getSurface("TAC00.SCR"));
_txtTitle->setColor(Palette::blockOffset(0));
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setHighContrast(true);
_txtTitle->setText(_game->getLanguage()->getString("STR_UFO"));
_txtTurn->setColor(Palette::blockOffset(0));
_txtTurn->setBig();
_txtTurn->setAlign(ALIGN_CENTER);
_txtTurn->setHighContrast(true);
std::wstringstream ss;
ss << _game->getLanguage()->getString("STR_TURN") << L" " << _battleGame->getTurn();
_txtTurn->setText(ss.str());
_txtSide->setColor(Palette::blockOffset(0));
_txtSide->setBig();
_txtSide->setAlign(ALIGN_CENTER);
_txtSide->setHighContrast(true);
ss.str(L"");
ss << _game->getLanguage()->getString("STR_SIDE") << _game->getLanguage()->getString((_battleGame->getSide() == FACTION_PLAYER?"STR_XCOM":"STR_ALIENS"));
_txtSide->setText(ss.str());
_txtMessage->setColor(Palette::blockOffset(0));
_txtMessage->setBig();
_txtMessage->setAlign(ALIGN_CENTER);
_txtMessage->setHighContrast(true);
_txtMessage->setText(_game->getLanguage()->getString("STR_PRESS_BUTTON_TO_CONTINUE"));
}
/**
*
*/
NextTurnState::~NextTurnState()
{
}
/**
* Closes the window.
* @param action Pointer to an action.
*/
void NextTurnState::handle(Action *action)
{
State::handle(action);
if (action->getDetails()->type == SDL_KEYDOWN || action->getDetails()->type == SDL_MOUSEBUTTONDOWN)
{
_game->popState();
}
}
}