/*
* 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 "SoldiersState.h"
#include "../Engine/Game.h"
#include "../Mod/Mod.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/Options.h"
#include "../Geoscape/AllocatePsiTrainingState.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 "SoldierInfoState.h"
#include "SoldierMemorialState.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Soldiers screen.
* @param game Pointer to the core game.
* @param base Pointer to the base to get info from.
*/
SoldiersState::SoldiersState(Base *base) : _base(base)
{
bool isPsiBtnVisible = Options::anytimePsiTraining && _base->getAvailablePsiLabs() > 0;
// Create objects
_window = new Window(this, 320, 200, 0, 0);
if (isPsiBtnVisible)
{
_btnOk = new TextButton(96, 16, 216, 176);
_btnPsiTraining = new TextButton(96, 16, 112, 176);
_btnMemorial = new TextButton(96, 16, 8, 176);
}
else
{
_btnOk = new TextButton(148, 16, 164, 176);
_btnPsiTraining = new TextButton(148, 16, 164, 176);
_btnMemorial = new TextButton(148, 16, 8, 176);
}
_txtTitle = new Text(310, 17, 5, 8);
_txtName = new Text(114, 9, 16, 32);
_txtRank = new Text(102, 9, 130, 32);
_txtCraft = new Text(82, 9, 222, 32);
_lstSoldiers = new TextList(288, 128, 8, 40);
// Set palette
setInterface("soldierList");
add(_window, "window", "soldierList");
add(_btnOk, "button", "soldierList");
add(_btnPsiTraining, "button", "soldierList");
add(_btnMemorial, "button", "soldierList");
add(_txtTitle, "text1", "soldierList");
add(_txtName, "text2", "soldierList");
add(_txtRank, "text2", "soldierList");
add(_txtCraft, "text2", "soldierList");
add(_lstSoldiers, "list", "soldierList");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK02.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&SoldiersState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&SoldiersState::btnOkClick, Options::keyCancel);
_btnPsiTraining->setText(tr("STR_PSI_TRAINING"));
_btnPsiTraining->onMouseClick((ActionHandler)&SoldiersState::btnPsiTrainingClick);
_btnPsiTraining->setVisible(isPsiBtnVisible);
_btnMemorial->setText(tr("STR_MEMORIAL"));
_btnMemorial->onMouseClick((ActionHandler)&SoldiersState::btnMemorialClick);
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setText(tr("STR_SOLDIER_LIST"));
_txtName->setText(tr("STR_NAME_UC"));
_txtRank->setText(tr("STR_RANK"));
_txtCraft->setText(tr("STR_CRAFT"));
_lstSoldiers->setColumns(3, 114, 92, 74);
_lstSoldiers->setSelectable(true);
_lstSoldiers->setBackground(_window);
_lstSoldiers->setMargin(8);
_lstSoldiers->onMouseClick((ActionHandler)&SoldiersState::lstSoldiersClick);
}
/**
*
*/
SoldiersState::~SoldiersState()
{
}
/**
* Updates the soldiers list
* after going to other screens.
*/
void SoldiersState::init()
{
State::init();
unsigned int row = 0;
_lstSoldiers->clearList();
for (std::vector<Soldier*>::iterator i = _base->getSoldiers()->begin(); i != _base->getSoldiers()->end(); ++i)
{
_lstSoldiers->addRow(3, (*i)->getName(true).c_str(), tr((*i)->getRankString()).c_str(), (*i)->getCraftString(_game->getLanguage()).c_str());
if ((*i)->getCraft() == 0)
{
_lstSoldiers->setRowColor(row, _lstSoldiers->getSecondaryColor());
}
row++;
}
if (row > 0 && _lstSoldiers->getScroll() >= row)
{
_lstSoldiers->scrollTo(0);
}
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void SoldiersState::btnOkClick(Action *)
{
_game->popState();
}
/**
* Opens the Psionic Training screen.
* @param action Pointer to an action.
*/
void SoldiersState::btnPsiTrainingClick(Action *)
{
_game->pushState(new AllocatePsiTrainingState(_base));
}
/**
* Opens the Memorial screen.
* @param action Pointer to an action.
*/
void SoldiersState::btnMemorialClick(Action *)
{
_game->pushState(new SoldierMemorialState);
}
/**
* Shows the selected soldier's info.
* @param action Pointer to an action.
*/
void SoldiersState::lstSoldiersClick(Action *)
{
_game->pushState(new SoldierInfoState(_base, _lstSoldiers->getSelectedRow()));
}
}
↑ V525 The code contains the collection of similar blocks. Check items '17', '9', '9', '9' in lines 60, 61, 62, 63.