/*
* 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 "SelectStartFacilityState.h"
#include "../Engine/Game.h"
#include "../Engine/LocalizedText.h"
#include "../Interface/TextButton.h"
#include "../Interface/TextList.h"
#include "../Mod/Mod.h"
#include "../Mod/RuleBaseFacility.h"
#include "../Savegame/Base.h"
#include "../Savegame/BaseFacility.h"
#include "../Engine/Options.h"
#include "PlaceStartFacilityState.h"
#include "PlaceLiftState.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.
* @param globe Pointer to the globe to refresh.
*/
SelectStartFacilityState::SelectStartFacilityState(Base *base, State *state, Globe *globe) : BuildFacilitiesState(base, state), _globe(globe)
{
_facilities = _game->getMod()->getCustomBaseFacilities();
_btnOk->setText(tr("STR_RESET"));
_btnOk->onMouseClick((ActionHandler)&SelectStartFacilityState::btnOkClick);
_btnOk->onKeyboardPress(0, Options::keyCancel);
_lstFacilities->onMouseClick((ActionHandler)&SelectStartFacilityState::lstFacilitiesClick);
populateBuildList();
}
/**
*
*/
SelectStartFacilityState::~SelectStartFacilityState()
{
}
/**
* Populates the build list from the current "available" facilities.
*/
void SelectStartFacilityState::populateBuildList()
{
_lstFacilities->clearList();
for (std::vector<RuleBaseFacility*>::iterator i = _facilities.begin(); i != _facilities.end(); ++i)
{
_lstFacilities->addRow(1, tr((*i)->getType()).c_str());
}
}
/**
* Resets the base building.
* @param action Pointer to an action.
*/
void SelectStartFacilityState::btnOkClick(Action *)
{
for (std::vector<BaseFacility*>::iterator i = _base->getFacilities()->begin(); i != _base->getFacilities()->end(); ++i)
{
delete *i;
}
_base->getFacilities()->clear();
_game->popState();
_game->popState();
_game->pushState(new PlaceLiftState(_base, _globe, true));
}
/**
* Places the selected facility.
* @param action Pointer to an action.
*/
void SelectStartFacilityState::lstFacilitiesClick(Action *)
{
_game->pushState(new PlaceStartFacilityState(_base, this, _facilities[_lstFacilities->getSelectedRow()]));
}
/**
* Callback from PlaceStartFacilityState.
* Removes placed facility from the list.
*/
void SelectStartFacilityState::facilityBuilt()
{
_facilities.erase(_facilities.begin() + _lstFacilities->getSelectedRow());
if (_facilities.empty())
{
_game->popState();
_game->popState(); // return to geoscape, force timer to start.
}
else
{
populateBuildList();
}
}
}
↑ V1053 Calling the 'populateBuildList' virtual function in the constructor may lead to unexpected result at runtime.