/*
* 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 "SoldierDiaryOverviewState.h"
#include "SoldierDiaryPerformanceState.h"
#include "SoldierDiaryMissionState.h"
#include "SoldierInfoState.h"
#include <sstream>
#include "../Mod/Mod.h"
#include "../Engine/Game.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 "../Savegame/Soldier.h"
#include "../Savegame/SoldierDiary.h"
#include "../Savegame/SavedGame.h"
#include "../Savegame/MissionStatistics.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Soldier Diary screen.
* @param base Pointer to the base to get info from.
* @param soldierId ID of the selected soldier.
* @param soldierInfoState Pointer to the Soldier Info screen.
*/
SoldierDiaryOverviewState::SoldierDiaryOverviewState(Base *base, size_t soldierId, SoldierInfoState *soldierInfoState) : _base(base), _soldierId(soldierId), _soldierInfoState(soldierInfoState)
{
if (_base == 0)
{
_list = _game->getSavedGame()->getDeadSoldiers();
}
else
{
_list = _base->getSoldiers();
}
// Create objects
_window = new Window(this, 320, 200, 0, 0);
_btnKills = new TextButton(70, 16, 8, 176);
_btnMissions = new TextButton(70, 16, 86, 176);
_btnCommendations = new TextButton(70, 16, 164, 176);
_btnOk = new TextButton(70, 16, 242, 176);
_btnPrev = new TextButton(28, 14, 8, 8);
_btnNext = new TextButton(28, 14, 284, 8);
_txtTitle = new Text(310, 16, 5, 8);
_txtMission = new Text(114, 9, 16, 36);
_txtRating = new Text(102, 9, 120, 36);
_txtDate = new Text(90, 9, 218, 36);
_lstDiary = new TextList(288, 120, 8, 44);
// Set palette
setInterface("soldierDiary");
add(_window, "window", "soldierDiary");
add(_btnOk, "button", "soldierDiary");
add(_btnKills, "button", "soldierDiary");
add(_btnMissions, "button", "soldierDiary");
add(_btnCommendations, "button", "soldierDiary");
add(_btnPrev, "button", "soldierDiary");
add(_btnNext, "button", "soldierDiary");
add(_txtTitle, "text1", "soldierDiary");
add(_txtMission, "text2", "soldierDiary");
add(_txtRating, "text2", "soldierDiary");
add(_txtDate, "text2", "soldierDiary");
add(_lstDiary, "list", "soldierDiary");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK02.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&SoldierDiaryOverviewState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&SoldierDiaryOverviewState::btnOkClick, Options::keyCancel);
_btnKills->setText(tr("STR_COMBAT"));
_btnKills->onMouseClick((ActionHandler)&SoldierDiaryOverviewState::btnKillsClick);
_btnMissions->setText(tr("STR_PERFORMANCE"));
_btnMissions->onMouseClick((ActionHandler)&SoldierDiaryOverviewState::btnMissionsClick);
_btnCommendations->setText(tr("STR_AWARDS"));
_btnCommendations->onMouseClick((ActionHandler)&SoldierDiaryOverviewState::btnCommendationsClick);
_btnCommendations->setVisible(!_game->getMod()->getCommendationsList().empty());
_btnPrev->setText("<<");
if (_base == 0)
{
_btnPrev->onMouseClick((ActionHandler)&SoldierDiaryOverviewState::btnNextClick);
_btnPrev->onKeyboardPress((ActionHandler)&SoldierDiaryOverviewState::btnNextClick, Options::keyBattlePrevUnit);
}
else
{
_btnPrev->onMouseClick((ActionHandler)&SoldierDiaryOverviewState::btnPrevClick);
_btnPrev->onKeyboardPress((ActionHandler)&SoldierDiaryOverviewState::btnPrevClick, Options::keyBattlePrevUnit);
}
_btnNext->setText(">>");
if (_base == 0)
{
_btnNext->onMouseClick((ActionHandler)&SoldierDiaryOverviewState::btnPrevClick);
_btnNext->onKeyboardPress((ActionHandler)&SoldierDiaryOverviewState::btnPrevClick, Options::keyBattleNextUnit);
}
else
{
_btnNext->onMouseClick((ActionHandler)&SoldierDiaryOverviewState::btnNextClick);
_btnNext->onKeyboardPress((ActionHandler)&SoldierDiaryOverviewState::btnNextClick, Options::keyBattleNextUnit);
}
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
// Text is decided in init()
_txtMission->setText(tr("STR_MISSION"));
_txtRating->setText(tr("STR_RATING_UC"));
_txtDate->setText(tr("STR_DATE_UC"));
_lstDiary->setColumns(5, 104, 98, 30, 25, 35);
_lstDiary->setSelectable(true);
_lstDiary->setBackground(_window);
_lstDiary->setMargin(8);
_lstDiary->onMouseClick((ActionHandler)&SoldierDiaryOverviewState::lstDiaryInfoClick);
init(); // Populate the list
}
/**
*
*/
SoldierDiaryOverviewState::~SoldierDiaryOverviewState()
{
}
/**
* Clears all the variables and reinitializes the list of medals for the soldier.
*
*/
void SoldierDiaryOverviewState::init()
{
State::init();
if (_list->empty())
{
_game->popState();
return;
}
if (_soldierId >= _list->size())
{
_soldierId = 0;
}
_soldier = _list->at(_soldierId);
_txtTitle->setText(_soldier->getName());
_lstDiary->clearList();
std::vector<MissionStatistics*> *missionStatistics = _game->getSavedGame()->getMissionStatistics();
unsigned int row = 0;
for (std::vector<MissionStatistics*>::iterator j = missionStatistics->begin() ; j != missionStatistics->end() ; ++j)
{
int missionId = (*j)->id;
bool wasOnMission = false;
// See if this mission is part of the soldier's vector of missions
for (std::vector<int>::const_iterator k = _soldier->getDiary()->getMissionIdList().begin(); k != _soldier->getDiary()->getMissionIdList().end(); ++k)
{
if (missionId == (*k))
{
wasOnMission = true;
break;
}
}
if (!wasOnMission)
{
continue;
}
std::ostringstream ss;
ss << (*j)->time.getYear();
_lstDiary->addRow(5, (*j)->getMissionName(_game->getLanguage()).c_str(),
(*j)->getRatingString(_game->getLanguage()).c_str(),
(*j)->time.getDayString(_game->getLanguage()).c_str(),
tr((*j)->time.getMonthString()).c_str(),
ss.str().c_str());
row++;
}
if (row > 0 && _lstDiary->getScroll() >= row)
{
_lstDiary->scrollTo(0);
}
}
/**
* Set the soldier's Id.
*/
void SoldierDiaryOverviewState::setSoldierId(size_t soldier)
{
_soldierId = soldier;
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void SoldierDiaryOverviewState::btnOkClick(Action *)
{
_soldierInfoState->setSoldierId(_soldierId);
_game->popState();
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void SoldierDiaryOverviewState::btnKillsClick(Action *)
{
_game->pushState(new SoldierDiaryPerformanceState(_base, _soldierId, this, DIARY_KILLS));
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void SoldierDiaryOverviewState::btnMissionsClick(Action *)
{
_game->pushState(new SoldierDiaryPerformanceState(_base, _soldierId, this, DIARY_MISSIONS));
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void SoldierDiaryOverviewState::btnCommendationsClick(Action *)
{
_game->pushState(new SoldierDiaryPerformanceState(_base, _soldierId, this, DIARY_COMMENDATIONS));
}
/**
* Goes to the previous soldier.
* @param action Pointer to an action.
*/
void SoldierDiaryOverviewState::btnPrevClick(Action *)
{
if (_soldierId == 0)
_soldierId = _list->size() - 1;
else
_soldierId--;
init();
}
/**
* Goes to the next soldier.
* @param action Pointer to an action.
*/
void SoldierDiaryOverviewState::btnNextClick(Action *)
{
_soldierId++;
if (_soldierId >= _list->size())
_soldierId = 0;
init();
}
/**
* Shows the selected soldier's info.
* @param action Pointer to an action.
*/
void SoldierDiaryOverviewState::lstDiaryInfoClick(Action *)
{
int absoluteRowEntry = _lstDiary->getSelectedRow();
_game->pushState(new SoldierDiaryMissionState(_soldier, absoluteRowEntry));
}
}
↑ V1053 Calling the 'init' virtual function in the constructor may lead to unexpected result at runtime.