/*
* 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 "BuildFacilitiesState.h"
#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 "../Mod/RuleBaseFacility.h"
#include "../Savegame/SavedGame.h"
#include "PlaceFacilityState.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Build Facilities window.
* @param game Pointer to the core game.
* @param base Pointer to the base to get info from.
* @param state Pointer to the base state to refresh.
*/
BuildFacilitiesState::BuildFacilitiesState(Base *base, State *state) : _base(base), _state(state)
{
_screen = false;
// Create objects
_window = new Window(this, 128, 160, 192, 40, POPUP_VERTICAL);
_btnOk = new TextButton(112, 16, 200, 176);
_lstFacilities = new TextList(104, 104, 200, 64);
_txtTitle = new Text(118, 17, 197, 48);
// Set palette
setInterface("selectFacility");
add(_window, "window", "selectFacility");
add(_btnOk, "button", "selectFacility");
add(_txtTitle, "text", "selectFacility");
add(_lstFacilities, "list", "selectFacility");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK05.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&BuildFacilitiesState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&BuildFacilitiesState::btnOkClick, Options::keyCancel);
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setText(tr("STR_INSTALLATION"));
_lstFacilities->setColumns(1, 104);
_lstFacilities->setSelectable(true);
_lstFacilities->setBackground(_window);
_lstFacilities->setMargin(2);
_lstFacilities->setWordWrap(true);
_lstFacilities->setScrolling(true, 0);
_lstFacilities->onMouseClick((ActionHandler)&BuildFacilitiesState::lstFacilitiesClick);
PopulateBuildList();
}
/**
*
*/
BuildFacilitiesState::~BuildFacilitiesState()
{
}
/**
* Populates the build list from the current "available" facilities.
*/
void BuildFacilitiesState::PopulateBuildList()
{
const std::vector<std::string> &facilities = _game->getMod()->getBaseFacilitiesList();
for (std::vector<std::string>::const_iterator i = facilities.begin(); i != facilities.end(); ++i)
{
RuleBaseFacility *rule = _game->getMod()->getBaseFacility(*i);
if (_game->getSavedGame()->isResearched(rule->getRequirements()) && !rule->isLift())
_facilities.push_back(rule);
}
for (std::vector<RuleBaseFacility*>::iterator i = _facilities.begin(); i != _facilities.end(); ++i)
{
_lstFacilities->addRow(1, tr((*i)->getType()).c_str());
}
}
/**
* The player can change the selected base
* or change info on other screens.
*/
void BuildFacilitiesState::init()
{
_state->init();
State::init();
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void BuildFacilitiesState::btnOkClick(Action *)
{
_game->popState();
}
/**
* Places the selected facility.
* @param action Pointer to an action.
*/
void BuildFacilitiesState::lstFacilitiesClick(Action *)
{
_game->pushState(new PlaceFacilityState(_base, _facilities[_lstFacilities->getSelectedRow()]));
}
}
↑ V1053 Calling the 'PopulateBuildList' virtual function in the constructor may lead to unexpected result at runtime.