/*
* Copyright 2010-2013 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 "State.h"
#include "InteractiveSurface.h"
#include "Game.h"
#include "Screen.h"
#include "Surface.h"
#include "Font.h"
#include "Language.h"
#include "LocalizedText.h"
#include "Palette.h"
#include "../Resource/ResourcePack.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Interface/TextButton.h"
#include "../Interface/TextEdit.h"
#include "../Interface/TextList.h"
#include "../Interface/ArrowButton.h"
#include "../Interface/Slider.h"
#include "../Interface/ComboBox.h"
namespace OpenXcom
{
/**
* Initializes a brand new state with no child elements.
* By default states are full-screen.
* @param game Pointer to the core game.
*/
State::State(Game *game) : _game(game), _surfaces(), _screen(true), _modal(0)
{
}
/**
* Deletes all the child elements contained in the state.
*/
State::~State()
{
for (std::vector::iterator i = _surfaces.begin(); i < _surfaces.end(); ++i)
{
delete *i;
}
}
/**
* Adds a new child surface for the state to take care of,
* giving it the game's display palette. Once associated,
* the state handles all of the surface's behaviour
* and management automatically.
* @param surface Child surface.
* @note Since visible elements can overlap one another,
* they have to be added in ascending Z-Order to be blitted
* correctly onto the screen.
*/
void State::add(Surface *surface)
{
// Set palette
surface->setPalette(_game->getScreen()->getPalette());
// Set default text resources
if (_game->getLanguage() && _game->getResourcePack())
surface->initText(_game->getResourcePack()->getFont("FONT_BIG"), _game->getResourcePack()->getFont("FONT_SMALL"), _game->getLanguage());
_surfaces.push_back(surface);
}
/**
* Returns whether this is a full-screen state.
* This is used to optimize the state machine since full-screen
* states automatically cover the whole screen, (whether they
* actually use it all or not) so states behind them can be
* safely ignored since they'd be covered up.
* @return True if it's a screen, False otherwise.
*/
bool State::isScreen() const
{
return _screen;
}
/**
* Toggles the full-screen flag. Used by windows to
* keep the previous screen is display while the window
* is still "popping up".
*/
void State::toggleScreen()
{
_screen = !_screen;
}
/**
* Initializes the state and its child elements. This is
* used for settings that have to be reset every time the
* state is returned to focus (eg. palettes), so can't
* just be put in the constructor (remember there's a stack
* of states, so they can be created once while being
* repeatedly switched back into focus).
*/
void State::init()
{
}
/**
* Runs any code the state needs to keep updating every
* game cycle, like timers and other real-time elements.
*/
void State::think()
{
for (std::vector::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
(*i)->think();
}
/**
* Takes care of any events from the core game engine,
* and passes them on to its InteractiveSurface child elements.
* @param action Pointer to an action.
*/
void State::handle(Action *action)
{
if (!_modal)
{
for (std::vector::reverse_iterator i = _surfaces.rbegin(); i != _surfaces.rend(); ++i)
{
InteractiveSurface* j = dynamic_cast(*i);
if (j != 0)
j->handle(action, this);
}
}
else
{
_modal->handle(action, this);
}
}
/**
* Blits all the visible Surface child elements onto the
* display screen, by order of addition.
*/
void State::blit()
{
for (std::vector::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
(*i)->blit(_game->getScreen()->getSurface());
}
/**
* Hides all the Surface child elements on display.
*/
void State::hideAll()
{
for (std::vector::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
(*i)->setHidden(true);
}
/**
* Shows all the hidden Surface child elements.
*/
void State::showAll()
{
for (std::vector::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
(*i)->setHidden(false);
}
/**
* Resets the status of all the Surface child elements,
* like unpressing buttons.
*/
void State::resetAll()
{
for (std::vector::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
{
InteractiveSurface *s = dynamic_cast(*i);
if (s != 0)
{
s->unpress(this);
//s->setFocus(false);
}
}
}
/**
* Get the localized text for dictionary key @a id.
* This function forwards the call to Language::getString(const std::string &).
* @param id The dictionary key to search for.
* @return A reference to the localized text.
*/
const LocalizedText &State::tr(const std::string &id) const
{
return _game->getLanguage()->getString(id);
}
/**
* Get a modifiable copy of the localized text for dictionary key @a id.
* This function forwards the call to Language::getString(const std::string &, unsigned).
* @param id The dictionary key to search for.
* @param n The number to use for the proper version.
* @return A copy of the localized text.
*/
LocalizedText State::tr(const std::string &id, unsigned n) const
{
return _game->getLanguage()->getString(id, n);
}
/**
* centers all the surfaces on the screen.
*/
void State::centerAllSurfaces()
{
for (std::vector::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
{
(*i)->setX((*i)->getX() + _game->getScreen()->getDX());
(*i)->setY((*i)->getY() + _game->getScreen()->getDY());
}
}
/**
* drop all the surfaces by half the screen height
*/
void State::lowerAllSurfaces()
{
for (std::vector::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
{
(*i)->setY((*i)->getY() + _game->getScreen()->getDY() / 2);
}
}
/**
* switch all the colours to something a little more battlescape appropriate.
*/
void State::applyBattlescapeTheme()
{
for (std::vector::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
{
Window* window = dynamic_cast(*i);
if (window)
{
window->setColor(Palette::blockOffset(0)-1);
window->setHighContrast(true);
window->setBackground(_game->getResourcePack()->getSurface("TAC00.SCR"));
}
Text* text = dynamic_cast(*i);
if (text)
{
text->setColor(Palette::blockOffset(0)-1);
text->setHighContrast(true);
}
TextButton* button = dynamic_cast(*i);
if (button)
{
button->setColor(Palette::blockOffset(0)-1);
button->setHighContrast(true);
}
TextEdit* edit = dynamic_cast(*i);
if (edit)
{
edit->setColor(Palette::blockOffset(0)-1);
edit->setHighContrast(true);
}
TextList* list = dynamic_cast(*i);
if (list)
{
list->setColor(Palette::blockOffset(0)-1);
list->setArrowColor(Palette::blockOffset(0));
list->setHighContrast(true);
}
ArrowButton *arrow = dynamic_cast(*i);
if (arrow)
{
arrow->setColor(Palette::blockOffset(0));
}
Slider *slider = dynamic_cast(*i);
if (slider)
{
slider->setColor(Palette::blockOffset(0)-1);
slider->setHighContrast(true);
}
ComboBox *combo = dynamic_cast(*i);
if (combo)
{
combo->setColor(Palette::blockOffset(0)-1);
combo->setHighContrast(true);
}
}
}
/**
* redraw all the text-type surfaces.
*/
void State::redrawText()
{
for (std::vector::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
{
Text* text = dynamic_cast(*i);
TextButton* button = dynamic_cast(*i);
TextEdit* edit = dynamic_cast(*i);
TextList* list = dynamic_cast(*i);
if (text || button || edit || list)
{
(*i)->draw();
}
}
}
/**
* Changes the current modal surface. If a surface is modal,
* then only that surface can receive events. This is used
* when an element needs to take priority over everything else,
* eg. focus.
* @param surface Pointer to modal surface, NULL for no modal.
*/
void State::setModal(InteractiveSurface *surface)
{
_modal = surface;
}
}