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Copy pathAbandonGameState.cpp
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129 lines (111 loc) · 3.28 KB
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/*
* Copyright 2010-2015 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 "AbandonGameState.h"
#include "../Engine/Game.h"
#include "../Engine/Options.h"
#include "../Resource/ResourcePack.h"
#include "../Engine/Language.h"
#include "../Engine/Palette.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "MainMenuState.h"
#include "../Engine/Screen.h"
#include "../Savegame/SavedGame.h"
#include "SaveGameState.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Abandon Game screen.
* @param game Pointer to the core game.
* @param origin Game section that originated this state.
*/
AbandonGameState::AbandonGameState(OptionsOrigin origin) : _origin(origin)
{
_screen = false;
int x;
if (_origin == OPT_GEOSCAPE)
{
x = 20;
}
else
{
x = 52;
}
// Create objects
_window = new Window(this, 216, 160, x, 20, POPUP_BOTH);
_btnYes = new TextButton(50, 20, x+18, 140);
_btnNo = new TextButton(50, 20, x+148, 140);
_txtTitle = new Text(206, 17, x+5, 70);
// Set palette
setInterface("geoscape", false, _origin == OPT_BATTLESCAPE);
add(_window, "genericWindow", "geoscape");
add(_btnYes, "genericButton2", "geoscape");
add(_btnNo, "genericButton2", "geoscape");
add(_txtTitle, "genericText", "geoscape");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getResourcePack()->getSurface("BACK01.SCR"));
_btnYes->setText(tr("STR_YES"));
_btnYes->onMouseClick((ActionHandler)&AbandonGameState::btnYesClick);
_btnYes->onKeyboardPress((ActionHandler)&AbandonGameState::btnYesClick, Options::keyOk);
_btnNo->setText(tr("STR_NO"));
_btnNo->onMouseClick((ActionHandler)&AbandonGameState::btnNoClick);
_btnNo->onKeyboardPress((ActionHandler)&AbandonGameState::btnNoClick, Options::keyCancel);
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setBig();
_txtTitle->setText(tr("STR_ABANDON_GAME_QUESTION"));
if (_origin == OPT_BATTLESCAPE)
{
applyBattlescapeTheme();
}
}
/**
*
*/
AbandonGameState::~AbandonGameState()
{
}
/**
* Goes back to the Main Menu.
* @param action Pointer to an action.
*/
void AbandonGameState::btnYesClick(Action *)
{
if (!_game->getSavedGame()->isIronman())
{
Screen::updateScale(Options::geoscapeScale, Options::geoscapeScale, Options::baseXGeoscape, Options::baseYGeoscape, true);
_game->getScreen()->resetDisplay(false);
_game->setState(new MainMenuState);
_game->setSavedGame(0);
}
else
{
_game->pushState(new SaveGameState(OPT_GEOSCAPE, SAVE_IRONMAN_END, _palette));
}
}
/**
* Closes the window.
* @param action Pointer to an action.
*/
void AbandonGameState::btnNoClick(Action *)
{
_game->popState();
}
}