/* * Copyright 2010-2016 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 . */ #include "PromotionsState.h" #include "../Engine/Game.h" #include "../Mod/Mod.h" #include "../Engine/LocalizedText.h" #include "../Interface/TextButton.h" #include "../Interface/Window.h" #include "../Interface/Text.h" #include "../Interface/TextList.h" #include "../Savegame/SavedGame.h" #include "../Savegame/Base.h" #include "../Savegame/Soldier.h" #include "../Engine/Options.h" namespace OpenXcom { /** * Initializes all the elements in the Promotions screen. * @param game Pointer to the core game. */ PromotionsState::PromotionsState() { // Create objects _window = new Window(this, 320, 200, 0, 0); _btnOk = new TextButton(288, 16, 16, 176); _txtTitle = new Text(300, 17, 10, 8); _txtName = new Text(114, 9, 16, 32); _txtRank = new Text(90, 9, 130, 32); _txtBase = new Text(80, 9, 220, 32); _lstSoldiers = new TextList(288, 128, 8, 40); // Set palette setInterface("promotions"); add(_window, "window", "promotions"); add(_btnOk, "button", "promotions"); add(_txtTitle, "heading", "promotions"); add(_txtName, "text", "promotions"); add(_txtRank, "text", "promotions"); add(_txtBase, "text", "promotions"); add(_lstSoldiers, "list", "promotions"); centerAllSurfaces(); // Set up objects _window->setBackground(_game->getMod()->getSurface("BACK01.SCR")); _btnOk->setText(tr("STR_OK")); _btnOk->onMouseClick((ActionHandler)&PromotionsState::btnOkClick); _btnOk->onKeyboardPress((ActionHandler)&PromotionsState::btnOkClick, Options::keyOk); _btnOk->onKeyboardPress((ActionHandler)&PromotionsState::btnOkClick, Options::keyCancel); _txtTitle->setText(tr("STR_PROMOTIONS")); _txtTitle->setAlign(ALIGN_CENTER); _txtTitle->setBig(); _txtName->setText(tr("STR_NAME")); _txtRank->setText(tr("STR_NEW_RANK")); _txtBase->setText(tr("STR_BASE")); _lstSoldiers->setColumns(3, 114, 90, 84); _lstSoldiers->setSelectable(true); _lstSoldiers->setBackground(_window); _lstSoldiers->setMargin(8); for (std::vector::iterator i = _game->getSavedGame()->getBases()->begin(); i != _game->getSavedGame()->getBases()->end(); ++i) { for (std::vector::iterator j = (*i)->getSoldiers()->begin(); j != (*i)->getSoldiers()->end(); ++j) { if ((*j)->isPromoted()) { _lstSoldiers->addRow(3, (*j)->getName().c_str(), tr((*j)->getRankString()).c_str(), (*i)->getName().c_str()); } } } } /** * */ PromotionsState::~PromotionsState() { } /** * Returns to the previous screen. * @param action Pointer to an action. */ void PromotionsState::btnOkClick(Action *) { _game->popState(); } }