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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "ErrorMessageState.h"
#include "../Engine/Game.h"
#include "../Mod/Mod.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/Palette.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Engine/Options.h"
namespace OpenXcom
{
/**
* Initializes all the elements in an error window.
* @param game Pointer to the core game.
* @param msg Text string for the message to display.
* @param palette Parent state palette.
* @param color Color of the UI controls.
* @param bg Background image.
* @param bgColor Background color (-1 for Battlescape).
*/
ErrorMessageState::ErrorMessageState(const std::string &msg, SDL_Color *palette, Uint8 color, const std::string &bg, int bgColor)
{
create(msg, palette, color, bg, bgColor);
}
/**
*
*/
ErrorMessageState::~ErrorMessageState()
{
}
/**
* Creates the elements in an error window.
* @param str Text string for the message to display.
* @param palette Parent state palette.
* @param color Color of the UI controls.
* @param bg Background image.
* @param bgColor Background color (-1 for Battlescape).
*/
void ErrorMessageState::create(const std::string &str, SDL_Color *palette, Uint8 color, const std::string &bg, int bgColor)
{
_screen = false;
// Create objects
_window = new Window(this, 256, 160, 32, 20, POPUP_BOTH);
_btnOk = new TextButton(120, 18, 100, 154);
_txtMessage = new Text(246, 80, 37, 50);
// Set palette
setPalette(palette);
if (bgColor != -1)
setPalette(_game->getMod()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(bgColor)), Palette::backPos, 16);
add(_window);
add(_btnOk);
add(_txtMessage);
centerAllSurfaces();
// Set up objects
_window->setColor(color);
_window->setBackground(_game->getMod()->getSurface(bg));
_btnOk->setColor(color);
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&ErrorMessageState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&ErrorMessageState::btnOkClick, Options::keyOk);
_btnOk->onKeyboardPress((ActionHandler)&ErrorMessageState::btnOkClick, Options::keyCancel);
_txtMessage->setColor(color);
_txtMessage->setAlign(ALIGN_CENTER);
_txtMessage->setVerticalAlign(ALIGN_MIDDLE);
_txtMessage->setBig();
_txtMessage->setWordWrap(true);
_txtMessage->setText(str);
if (bgColor == -1)
{
_window->setHighContrast(true);
_btnOk->setHighContrast(true);
_txtMessage->setHighContrast(true);
}
}
/**
* Closes the window.
* @param action Pointer to an action.
*/
void ErrorMessageState::btnOkClick(Action *)
{
_game->popState();
}
}