/* * 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 . */ #include "StoresState.h" #include #include "../Engine/Game.h" #include "../Mod/Mod.h" #include "../Engine/LocalizedText.h" #include "../Engine/Options.h" #include "../Interface/TextButton.h" #include "../Interface/Window.h" #include "../Interface/Text.h" #include "../Interface/TextList.h" #include "../Savegame/Base.h" #include "../Mod/RuleItem.h" #include "../Savegame/ItemContainer.h" namespace OpenXcom { /** * Initializes all the elements in the Stores window. * @param game Pointer to the core game. * @param base Pointer to the base to get info from. */ StoresState::StoresState(Base *base) : _base(base) { // Create objects _window = new Window(this, 320, 200, 0, 0); _btnOk = new TextButton(300, 16, 10, 176); _txtTitle = new Text(310, 17, 5, 8); _txtItem = new Text(142, 9, 10, 32); _txtQuantity = new Text(88, 9, 152, 32); _txtSpaceUsed = new Text(74, 9, 240, 32); _lstStores = new TextList(288, 128, 8, 40); // Set palette setInterface("storesInfo"); add(_window, "window", "storesInfo"); add(_btnOk, "button", "storesInfo"); add(_txtTitle, "text", "storesInfo"); add(_txtItem, "text", "storesInfo"); add(_txtQuantity, "text", "storesInfo"); add(_txtSpaceUsed, "text", "storesInfo"); add(_lstStores, "list", "storesInfo"); centerAllSurfaces(); // Set up objects _window->setBackground(_game->getMod()->getSurface("BACK13.SCR")); _btnOk->setText(tr("STR_OK")); _btnOk->onMouseClick((ActionHandler)&StoresState::btnOkClick); _btnOk->onKeyboardPress((ActionHandler)&StoresState::btnOkClick, Options::keyOk); _btnOk->onKeyboardPress((ActionHandler)&StoresState::btnOkClick, Options::keyCancel); _txtTitle->setBig(); _txtTitle->setAlign(ALIGN_CENTER); _txtTitle->setText(tr("STR_STORES")); _txtItem->setText(tr("STR_ITEM")); _txtQuantity->setText(tr("STR_QUANTITY_UC")); _txtSpaceUsed->setText(tr("STR_SPACE_USED_UC")); _lstStores->setColumns(3, 162, 92, 32); _lstStores->setSelectable(true); _lstStores->setBackground(_window); _lstStores->setMargin(2); const std::vector &items = _game->getMod()->getItemsList(); for (std::vector::const_iterator i = items.begin(); i != items.end(); ++i) { int qty = _base->getStorageItems()->getItem(*i); if (qty > 0) { RuleItem *rule = _game->getMod()->getItem(*i, true); std::ostringstream ss, ss2; ss << qty; ss2 << qty * rule->getSize(); _lstStores->addRow(3, tr(*i).c_str(), ss.str().c_str(), ss2.str().c_str()); } } } /** * */ StoresState::~StoresState() { } /** * Returns to the previous screen. * @param action Pointer to an action. */ void StoresState::btnOkClick(Action *) { _game->popState(); } }