/*
* 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 "PromotionsState.h"
#include "../Engine/Game.h"
#include "../Mod/Mod.h"
#include "../Engine/LocalizedText.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Interface/TextList.h"
#include "../Savegame/SavedGame.h"
#include "../Savegame/Base.h"
#include "../Savegame/Soldier.h"
#include "../Engine/Options.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Promotions screen.
* @param game Pointer to the core game.
*/
PromotionsState::PromotionsState()
{
// Create objects
_window = new Window(this, 320, 200, 0, 0);
_btnOk = new TextButton(288, 16, 16, 176);
_txtTitle = new Text(300, 17, 10, 8);
_txtName = new Text(114, 9, 16, 32);
_txtRank = new Text(90, 9, 130, 32);
_txtBase = new Text(80, 9, 220, 32);
_lstSoldiers = new TextList(288, 128, 8, 40);
// Set palette
setInterface("promotions");
add(_window, "window", "promotions");
add(_btnOk, "button", "promotions");
add(_txtTitle, "heading", "promotions");
add(_txtName, "text", "promotions");
add(_txtRank, "text", "promotions");
add(_txtBase, "text", "promotions");
add(_lstSoldiers, "list", "promotions");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK01.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&PromotionsState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&PromotionsState::btnOkClick, Options::keyOk);
_btnOk->onKeyboardPress((ActionHandler)&PromotionsState::btnOkClick, Options::keyCancel);
_txtTitle->setText(tr("STR_PROMOTIONS"));
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setBig();
_txtName->setText(tr("STR_NAME"));
_txtRank->setText(tr("STR_NEW_RANK"));
_txtBase->setText(tr("STR_BASE"));
_lstSoldiers->setColumns(3, 114, 90, 84);
_lstSoldiers->setSelectable(true);
_lstSoldiers->setBackground(_window);
_lstSoldiers->setMargin(8);
for (std::vector<Base*>::iterator i = _game->getSavedGame()->getBases()->begin(); i != _game->getSavedGame()->getBases()->end(); ++i)
{
for (std::vector<Soldier*>::iterator j = (*i)->getSoldiers()->begin(); j != (*i)->getSoldiers()->end(); ++j)
{
if ((*j)->isPromoted())
{
_lstSoldiers->addRow(3, (*j)->getName().c_str(), tr((*j)->getRankString()).c_str(), (*i)->getName().c_str());
}
}
}
}
/**
*
*/
PromotionsState::~PromotionsState()
{
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void PromotionsState::btnOkClick(Action *)
{
_game->popState();
}
}
↑ V525 The code contains the collection of similar blocks. Check items '17', '9', '9', '9' in lines 44, 45, 46, 47.