/*
 * 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 "SlideshowState.h"
#include "CutsceneState.h"
#include "../Engine/FileMap.h"
#include "../Engine/Game.h"
#include "../Engine/InteractiveSurface.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/Screen.h"
#include "../Engine/Timer.h"
#include "../Interface/Text.h"
#include "../Mod/Mod.h"
#include "../Engine/Options.h"
#include "../Interface/Cursor.h"
 
namespace OpenXcom
{
 
SlideshowState::SlideshowState(const SlideshowHeader &slideshowHeader,
			       const std::vector<SlideshowSlide> *slideshowSlides)
		: _slideshowHeader(slideshowHeader), _slideshowSlides(slideshowSlides), _curScreen(-1)
{
	_wasLetterboxed = CutsceneState::initDisplay();
 
	// pre-render and queue up all the frames
	for (std::vector<SlideshowSlide>::const_iterator it = _slideshowSlides->begin(); it != _slideshowSlides->end(); ++it)
	{
		InteractiveSurface *slide =
			new InteractiveSurface(Screen::ORIGINAL_WIDTH, Screen::ORIGINAL_HEIGHT, 0, 0);
		slide->loadImage(FileMap::getFilePath(it->imagePath));
		slide->onMouseClick((ActionHandler)&SlideshowState::screenClick);
		slide->onKeyboardPress((ActionHandler)&SlideshowState::screenClick, Options::keyOk);
		slide->onKeyboardPress((ActionHandler)&SlideshowState::screenSkip, Options::keyCancel);
		slide->setVisible(false);
		_slides.push_back(slide);
		setPalette(slide->getPalette());
		add(slide);
 
		// initialize with default rect; may get overridden by
		// category/id definition
		Text *caption = new Text(it->w, it->h, it->x, it->y);
		caption->setColor(it->color);
		caption->setText(tr(it->caption));
		caption->setAlign(it->align);
		caption->setWordWrap(true);
		caption->setVisible(false);
		_captions.push_back(caption);
		add(caption);
	}
 
	centerAllSurfaces();
 
	int transitionSeconds = _slideshowHeader.transitionSeconds;
	if (_slideshowSlides->front().transitionSeconds > 0)
		transitionSeconds = _slideshowSlides->front().transitionSeconds;
	_transitionTimer = new Timer(transitionSeconds * 1000);
	_transitionTimer->onTimer((StateHandler)&SlideshowState::screenTimer);
 
	_game->getMod()->playMusic(_slideshowHeader.musicId);
	_game->getCursor()->setVisible(false);
	screenClick(0);
}
 
SlideshowState::~SlideshowState()
{
	delete _transitionTimer;
}
 
/**
 * Shows the next screen on a timed basis.
 */
void SlideshowState::screenTimer()
{
	screenClick(0);
}
 
/**
 * Handle timers.
 */
void SlideshowState::think()
{
	_transitionTimer->think(this, 0);
}
 
/**
 * Shows the next screen in the slideshow; pops the state when there are no more slides
 */
void SlideshowState::screenClick(Action *action)
{
	if (_curScreen >= 0)
	{
		_slides[_curScreen]->setVisible(false);
		_captions[_curScreen]->setVisible(false);
	}
 
	++_curScreen;
 
	// next screen
	if (_curScreen < (int)_slideshowSlides->size())
	{
		int transitionSeconds = _slideshowHeader.transitionSeconds;
		if (_slideshowSlides->at(_curScreen).transitionSeconds > 0)
			transitionSeconds = _slideshowSlides->at(_curScreen).transitionSeconds;
		_transitionTimer->setInterval(transitionSeconds * 1000);
		_transitionTimer->start();
		setPalette(_slides[_curScreen]->getPalette());
		_slides[_curScreen]->setVisible(true);
		_captions[_curScreen]->setVisible(true);
		init();
	}
	else
	{
		screenSkip(action);
	}
}
 
/**
 * Skips the slideshow
 */
void SlideshowState::screenSkip(Action *)
{
	// slideshow is over.  restore the screen scale and pop the state
	_game->getCursor()->setVisible(true);
	CutsceneState::resetDisplay(_wasLetterboxed);
	_game->popState();
}
 
}

V1051 Consider checking for misprints. It's possible that the 'transitionSeconds' should be checked here.

V1051 Consider checking for misprints. It's possible that the 'transitionSeconds' should be checked here.