/* * 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 "CommendationState.h" #include #include "../Engine/Game.h" #include "../Mod/Mod.h" #include "../Engine/Language.h" #include "../Interface/TextButton.h" #include "../Interface/Window.h" #include "../Interface/Text.h" #include "../Interface/TextList.h" #include "../Savegame/Soldier.h" #include "../Savegame/SoldierDiary.h" #include "../Engine/Options.h" #include "../Mod/RuleCommendations.h" namespace OpenXcom { /** * Initializes all the elements in the Medals screen. * @param soldiersMedalled List of soldiers with medals. */ CommendationState::CommendationState(std::vector soldiersMedalled) { // Create objects _window = new Window(this, 320, 200, 0, 0); _btnOk = new TextButton(288, 16, 16, 176); _txtTitle = new Text(300, 16, 10, 8); _lstSoldiers = new TextList(288, 128, 8, 32); // Set palette setInterface("commendations"); add(_window, "window", "commendations"); add(_btnOk, "button", "commendations"); add(_txtTitle, "heading", "commendations"); add(_lstSoldiers, "list", "commendations"); centerAllSurfaces(); // Set up objects _window->setBackground(_game->getMod()->getSurface("BACK01.SCR")); _btnOk->setText(tr("STR_OK")); _btnOk->onMouseClick((ActionHandler)&CommendationState::btnOkClick); _btnOk->onKeyboardPress((ActionHandler)&CommendationState::btnOkClick, Options::keyOk); _btnOk->onKeyboardPress((ActionHandler)&CommendationState::btnOkClick, Options::keyCancel); _txtTitle->setText(tr("STR_MEDALS")); _txtTitle->setAlign(ALIGN_CENTER); _txtTitle->setBig(); _lstSoldiers->setColumns(2, 204, 84); _lstSoldiers->setSelectable(true); _lstSoldiers->setBackground(_window); _lstSoldiers->setMargin(8); int row = 0; int titleRow = 0; const std::map commendationsList = _game->getMod()->getCommendationsList(); bool modularCommendation; std::string noun; bool titleChosen = true; for (std::map::const_iterator commList = commendationsList.begin(); commList != commendationsList.end();) { modularCommendation = false; noun = "noNoun"; if (titleChosen) { _lstSoldiers->addRow(2, L"", L""); // Blank row, will be filled in later row++; } titleChosen = false; titleRow = row - 1; for (std::vector::iterator s = soldiersMedalled.begin() ; s != soldiersMedalled.end(); ++s) { for (std::vector::const_iterator soldierComm = (*s)->getDiary()->getSoldierCommendations()->begin(); soldierComm != (*s)->getDiary()->getSoldierCommendations()->end(); ++soldierComm) { if ((*soldierComm)->getType() == (*commList).first && (*soldierComm)->isNew() && noun == "noNoun") { (*soldierComm)->makeOld(); row++; if ((*soldierComm)->getNoun() != "noNoun") { noun = (*soldierComm)->getNoun(); modularCommendation = true; } // Soldier name std::wostringstream wssName; wssName << " "; wssName << (*s)->getName(); // Decoration level name int skipCounter = 0; int lastInt = -2; int thisInt = -1; int vectorIterator = 0; for (std::vector::const_iterator k = (*commList).second->getCriteria()->begin()->second.begin(); k != (*commList).second->getCriteria()->begin()->second.end(); ++k) { if (vectorIterator == (*soldierComm)->getDecorationLevelInt() + 1) { break; } thisInt = *k; if (k != (*commList).second->getCriteria()->begin()->second.begin()) { --k; lastInt = *k; ++k; } if (thisInt == lastInt) { skipCounter++; } vectorIterator++; } _lstSoldiers->addRow(2, wssName.str().c_str(), tr((*soldierComm)->getDecorationLevelName(skipCounter)).c_str()); break; } } } if (titleRow != row - 1) { // Medal name if (modularCommendation) { _lstSoldiers->setCellText(titleRow, 0, tr((*commList).first).arg(tr(noun))); } else { _lstSoldiers->setCellText(titleRow, 0, tr((*commList).first)); } _lstSoldiers->setRowColor(titleRow, _lstSoldiers->getSecondaryColor()); titleChosen = true; } if (noun == "noNoun") { ++commList; } } } /** * */ CommendationState::~CommendationState() { } /** * Returns to the previous screen. * @param action Pointer to an action. */ void CommendationState::btnOkClick(Action *) { _game->popState(); } }