/* * 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 . */ #include "MultipleTargetsState.h" #include #include "../Engine/Game.h" #include "../Resource/ResourcePack.h" #include "../Engine/Language.h" #include "../Engine/Palette.h" #include "../Interface/TextButton.h" #include "../Interface/Window.h" #include "../Savegame/Target.h" #include "../Savegame/Base.h" #include "../Savegame/Craft.h" #include "../Savegame/Ufo.h" #include "GeoscapeState.h" #include "ConfirmDestinationState.h" #include "InterceptState.h" #include "UfoDetectedState.h" #include "GeoscapeCraftState.h" #include "TargetInfoState.h" #include "../Engine/Options.h" #include "../Engine/Action.h" namespace OpenXcom { /** * Initializes all the elements in the Multiple Targets window. * @param game Pointer to the core game. * @param targets List of targets to display. * @param craft Pointer to craft to retarget (NULL if none). * @param state Pointer to the Geoscape state. */ MultipleTargetsState::MultipleTargetsState(std::vector targets, Craft *craft, GeoscapeState *state) : _targets(targets), _craft(craft), _state(state) { _screen = false; if (_targets.size() > 1) { int winHeight = BUTTON_HEIGHT * _targets.size() + SPACING * (_targets.size() - 1) + MARGIN * 2; int winY = (200 - winHeight) / 2; int btnY = winY + MARGIN; // Create objects _window = new Window(this, 136, winHeight, 60, winY, POPUP_VERTICAL); // Set palette setInterface("UFOInfo"); add(_window, "window", "UFOInfo"); // Set up objects _window->setBackground(_game->getResourcePack()->getSurface("BACK15.SCR")); int y = btnY; for (size_t i = 0; i < _targets.size(); ++i) { TextButton *button = new TextButton(116, BUTTON_HEIGHT, 70, y); button->setText(_targets[i]->getName(_game->getLanguage())); button->onMouseClick((ActionHandler)&MultipleTargetsState::btnTargetClick); add(button, "button", "UFOInfo"); _btnTargets.push_back(button); y += button->getHeight() + SPACING; } _btnTargets[0]->onKeyboardPress((ActionHandler)&MultipleTargetsState::btnCancelClick, Options::keyCancel); centerAllSurfaces(); } } /** * */ MultipleTargetsState::~MultipleTargetsState() { } /** * Resets the palette and ignores the window * if there's only one target. */ void MultipleTargetsState::init() { if (_targets.size() == 1) { popupTarget(*_targets.begin()); } else { State::init(); } } /** * Displays the right popup for a specific target. * @param target Pointer to target. */ void MultipleTargetsState::popupTarget(Target *target) { _game->popState(); if (_craft == 0) { Base* b = dynamic_cast(target); Craft* c = dynamic_cast(target); Ufo* u = dynamic_cast(target); if (b != 0) { _game->pushState(new InterceptState(_state->getGlobe(), b)); } else if (c != 0) { _game->pushState(new GeoscapeCraftState(c, _state->getGlobe(), 0)); } else if (u != 0) { _game->pushState(new UfoDetectedState(u, _state, false, u->getHyperDetected())); } else { _game->pushState(new TargetInfoState(target, _state->getGlobe())); } } else { _game->pushState(new ConfirmDestinationState(_craft, target)); } } /** * Returns to the previous screen. * @param action Pointer to an action. */ void MultipleTargetsState::btnCancelClick(Action *) { _game->popState(); } /** * Pick a target to display. * @param action Pointer to an action. */ void MultipleTargetsState::btnTargetClick(Action *action) { for (size_t i = 0; i < _btnTargets.size(); ++i) { if (action->getSender() == _btnTargets[i]) { popupTarget(_targets[i]); break; } } } }