/* * 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 "Ufopaedia.h" #include "ArticleState.h" #include "../Engine/Game.h" #include "../Engine/Options.h" #include "../Engine/Surface.h" #include "../Engine/LocalizedText.h" #include "../Interface/TextButton.h" #include "../Ruleset/RuleItem.h" namespace OpenXcom { /** * Constructor * @param game Pointer to current game. * @param article_id The article id of this article state instance. */ ArticleState::ArticleState(const std::string &article_id) : _id(article_id) { // init background and navigation elements _bg = new Surface(320, 200, 0, 0); _btnOk = new TextButton(30, 14, 5, 5); _btnPrev = new TextButton(30, 14, 40, 5); _btnNext = new TextButton(30, 14, 75, 5); } /** * Destructor */ ArticleState::~ArticleState() {} std::string ArticleState::getDamageTypeText(ItemDamageType dt) const { std::string type; switch (dt) { case DT_AP: type = "STR_DAMAGE_ARMOR_PIERCING"; break; case DT_IN: type = "STR_DAMAGE_INCENDIARY"; break; case DT_HE: type = "STR_DAMAGE_HIGH_EXPLOSIVE"; break; case DT_LASER: type = "STR_DAMAGE_LASER_BEAM"; break; case DT_PLASMA: type = "STR_DAMAGE_PLASMA_BEAM"; break; case DT_STUN: type = "STR_DAMAGE_STUN"; break; case DT_MELEE: type = "STR_DAMAGE_MELEE"; break; case DT_ACID: type = "STR_DAMAGE_ACID"; break; case DT_SMOKE: type = "STR_DAMAGE_SMOKE"; break; default: type = "STR_UNKNOWN"; break; } return type; } /** * Set captions and click handlers for the common control elements. */ void ArticleState::initLayout() { add(_bg); add(_btnOk); add(_btnPrev); add(_btnNext); _btnOk->setText(tr("STR_OK")); _btnOk->onMouseClick((ActionHandler)&ArticleState::btnOkClick); _btnOk->onKeyboardPress((ActionHandler)&ArticleState::btnOkClick,Options::keyOk); _btnOk->onKeyboardPress((ActionHandler)&ArticleState::btnOkClick,Options::keyCancel); _btnPrev->setText(L"<<"); _btnPrev->onMouseClick((ActionHandler)&ArticleState::btnPrevClick); _btnPrev->onKeyboardPress((ActionHandler)&ArticleState::btnPrevClick, Options::keyGeoLeft); _btnNext->setText(L">>"); _btnNext->onMouseClick((ActionHandler)&ArticleState::btnNextClick); _btnNext->onKeyboardPress((ActionHandler)&ArticleState::btnNextClick, Options::keyGeoRight); } /** * Returns to the previous screen. * @param action Pointer to an action. */ void ArticleState::btnOkClick(Action *) { _game->popState(); } /** * Shows the previous available article. * @param action Pointer to an action. */ void ArticleState::btnPrevClick(Action *) { Ufopaedia::prev(_game); } /** * Shows the next available article. Loops to the first. * @param action Pointer to an action. */ void ArticleState::btnNextClick(Action *) { Ufopaedia::next(_game); } }