/*
* 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 "State.h"
#include <climits>
#include "InteractiveSurface.h"
#include "Game.h"
#include "Screen.h"
#include "Surface.h"
#include "Language.h"
#include "LocalizedText.h"
#include "Palette.h"
#include "../Mod/Mod.h"
#include "../Interface/Window.h"
#include "../Interface/TextButton.h"
#include "../Interface/TextEdit.h"
#include "../Interface/TextList.h"
#include "../Interface/BattlescapeButton.h"
#include "../Interface/ComboBox.h"
#include "../Interface/Cursor.h"
#include "../Interface/FpsCounter.h"
#include "../Savegame/SavedBattleGame.h"
#include "../Mod/RuleInterface.h"
namespace OpenXcom
{
/// Initializes static member
Game* State::_game = 0;
/**
* Initializes a brand new state with no child elements.
* By default states are full-screen.
* @param game Pointer to the core game.
*/
State::State() : _screen(true), _modal(0), _ruleInterface(0), _ruleInterfaceParent(0)
{
// initialize palette to all black
memset(_palette, 0, sizeof(_palette));
_cursorColor = _game->getCursor()->getColor();
}
/**
* Deletes all the child elements contained in the state.
*/
State::~State()
{
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i < _surfaces.end(); ++i)
{
delete *i;
}
}
/**
* Set interface data from the ruleset, also sets the palette for the state.
* @param category Name of the interface set.
* @param alterPal Should we swap out the backpal colors?
* @param battleGame Should we use battlescape palette? (this only applies to options screens)
*/
void State::setInterface(const std::string& category, bool alterPal, SavedBattleGame *battleGame)
{
int backPal = -1;
std::string pal = "PAL_GEOSCAPE";
_ruleInterface = _game->getMod()->getInterface(category);
if (_ruleInterface)
{
_ruleInterfaceParent = _game->getMod()->getInterface(_ruleInterface->getParent());
pal = _ruleInterface->getPalette();
Element *element = _ruleInterface->getElement("palette");
if (_ruleInterfaceParent)
{
if (!element)
{
element = _ruleInterfaceParent->getElement("palette");
}
if (pal.empty())
{
pal = _ruleInterfaceParent->getPalette();
}
}
if (element)
{
int color = alterPal ? element->color2 : element->color;
if (color != INT_MAX)
{
backPal = color;
}
}
}
if (battleGame)
{
battleGame->setPaletteByDepth(this);
}
else if (pal.empty())
{
pal = "PAL_GEOSCAPE";
setPalette(pal, backPal);
}
else
{
setPalette(pal, backPal);
}
}
/**
* Adds a new child surface for the state to take care of,
* giving it the game's display palette. Once associated,
* the state handles all of the surface's behaviour
* and management automatically.
* @param surface Child surface.
* @note Since visible elements can overlap one another,
* they have to be added in ascending Z-Order to be blitted
* correctly onto the screen.
*/
void State::add(Surface *surface)
{
// Set palette
surface->setPalette(_palette);
// Set default text resources
if (_game->getLanguage() && _game->getMod())
surface->initText(_game->getMod()->getFont("FONT_BIG"), _game->getMod()->getFont("FONT_SMALL"), _game->getLanguage());
_surfaces.push_back(surface);
}
/**
* As above, except this adds a surface based on an
* interface element defined in the ruleset.
* @note that this function REQUIRES the ruleset to have been loaded prior to use.
* @param surface Child surface.
* @param id the ID of the element defined in the ruleset, if any.
* @param category the category of elements this interface is associated with.
* @param parent the surface to base the coordinates of this element off.
* @note if no parent is defined the element will not be moved.
*/
void State::add(Surface *surface, const std::string &id, const std::string &category, Surface *parent)
{
// Set palette
surface->setPalette(_palette);
// this only works if we're dealing with a battlescape button
BattlescapeButton *bsbtn = dynamic_cast<BattlescapeButton*>(surface);
if (_game->getMod()->getInterface(category))
{
Element *element = _game->getMod()->getInterface(category)->getElement(id);
if (element)
{
if (parent && element->w != INT_MAX && element->h != INT_MAX)
{
surface->setWidth(element->w);
surface->setHeight(element->h);
}
if (parent && element->x != INT_MAX && element->y != INT_MAX)
{
surface->setX(parent->getX() + element->x);
surface->setY(parent->getY() + element->y);
}
surface->setTFTDMode(element->TFTDMode);
if (element->color != INT_MAX)
{
surface->setColor(element->color);
}
if (element->color2 != INT_MAX)
{
surface->setSecondaryColor(element->color2);
}
if (element->border != INT_MAX)
{
surface->setBorderColor(element->border);
}
}
}
if (bsbtn)
{
// this will initialize the graphics and settings of the battlescape button.
bsbtn->copy(parent);
bsbtn->initSurfaces();
}
// Set default text resources
if (_game->getLanguage() && _game->getMod())
surface->initText(_game->getMod()->getFont("FONT_BIG"), _game->getMod()->getFont("FONT_SMALL"), _game->getLanguage());
_surfaces.push_back(surface);
}
/**
* Returns whether this is a full-screen state.
* This is used to optimize the state machine since full-screen
* states automatically cover the whole screen, (whether they
* actually use it all or not) so states behind them can be
* safely ignored since they'd be covered up.
* @return True if it's a screen, False otherwise.
*/
bool State::isScreen() const
{
return _screen;
}
/**
* Toggles the full-screen flag. Used by windows to
* keep the previous screen in display while the window
* is still "popping up".
*/
void State::toggleScreen()
{
_screen = !_screen;
}
/**
* Initializes the state and its child elements. This is
* used for settings that have to be reset every time the
* state is returned to focus (eg. palettes), so can't
* just be put in the constructor (remember there's a stack
* of states, so they can be created once while being
* repeatedly switched back into focus).
*/
void State::init()
{
_game->getScreen()->setPalette(_palette);
_game->getCursor()->setPalette(_palette);
_game->getCursor()->setColor(_cursorColor);
_game->getCursor()->draw();
_game->getFpsCounter()->setPalette(_palette);
_game->getFpsCounter()->setColor(_cursorColor);
_game->getFpsCounter()->draw();
if (_game->getMod() != 0)
{
_game->getMod()->setPalette(_palette);
}
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
{
Window* window = dynamic_cast<Window*>(*i);
if (window)
{
window->invalidate();
}
}
if (_ruleInterface != 0 && !_ruleInterface->getMusic().empty())
{
_game->getMod()->playMusic(_ruleInterface->getMusic());
}
}
/**
* Runs any code the state needs to keep updating every
* game cycle, like timers and other real-time elements.
*/
void State::think()
{
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
(*i)->think();
}
/**
* Takes care of any events from the core game engine,
* and passes them on to its InteractiveSurface child elements.
* @param action Pointer to an action.
*/
void State::handle(Action *action)
{
if (!_modal)
{
for (std::vector<Surface*>::reverse_iterator i = _surfaces.rbegin(); i != _surfaces.rend(); ++i)
{
InteractiveSurface* j = dynamic_cast<InteractiveSurface*>(*i);
if (j != 0)
j->handle(action, this);
}
}
else
{
_modal->handle(action, this);
}
}
/**
* Blits all the visible Surface child elements onto the
* display screen, by order of addition.
*/
void State::blit()
{
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
(*i)->blit(_game->getScreen()->getSurface());
}
/**
* Hides all the Surface child elements on display.
*/
void State::hideAll()
{
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
(*i)->setHidden(true);
}
/**
* Shows all the hidden Surface child elements.
*/
void State::showAll()
{
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
(*i)->setHidden(false);
}
/**
* Resets the status of all the Surface child elements,
* like unpressing buttons.
*/
void State::resetAll()
{
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
{
InteractiveSurface *s = dynamic_cast<InteractiveSurface*>(*i);
if (s != 0)
{
s->unpress(this);
//s->setFocus(false);
}
}
}
/**
* Get the localized text for dictionary key @a id.
* This function forwards the call to Language::getString(const std::string &).
* @param id The dictionary key to search for.
* @return The localized text.
*/
LocalizedText State::tr(const std::string &id) const
{
return _game->getLanguage()->getString(id);
}
/**
* Get the localized text for dictionary key @a id.
* This function forwards the call to Language::getString(const std::string &, unsigned).
* @param id The dictionary key to search for.
* @param n The number to use for the proper version.
* @return The localized text.
*/
LocalizedText State::tr(const std::string &id, unsigned n) const
{
return _game->getLanguage()->getString(id, n);
}
/**
* Get the localized text for dictionary key @a id.
* This function forwards the call to Language::getString(const std::string &, SoldierGender).
* @param id The dictionary key to search for.
* @param gender Current soldier gender.
* @return The localized text.
*/
LocalizedText State::tr(const std::string &id, SoldierGender gender) const
{
return _game->getLanguage()->getString(id, gender);
}
/**
* centers all the surfaces on the screen.
*/
void State::centerAllSurfaces()
{
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
{
(*i)->setX((*i)->getX() + _game->getScreen()->getDX());
(*i)->setY((*i)->getY() + _game->getScreen()->getDY());
}
}
/**
* drop all the surfaces by half the screen height
*/
void State::lowerAllSurfaces()
{
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
{
(*i)->setY((*i)->getY() + _game->getScreen()->getDY() / 2);
}
}
/**
* switch all the colours to something a little more battlescape appropriate.
*/
void State::applyBattlescapeTheme()
{
Element * element = _game->getMod()->getInterface("mainMenu")->getElement("battlescapeTheme");
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
{
(*i)->setColor(element->color);
(*i)->setHighContrast(true);
Window* window = dynamic_cast<Window*>(*i);
if (window)
{
window->setBackground(_game->getMod()->getSurface("TAC00.SCR"));
}
TextList* list = dynamic_cast<TextList*>(*i);
if (list)
{
list->setArrowColor(element->border);
}
ComboBox *combo = dynamic_cast<ComboBox*>(*i);
if (combo)
{
combo->setArrowColor(element->border);
}
}
}
/**
* redraw all the text-type surfaces.
*/
void State::redrawText()
{
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
{
Text* text = dynamic_cast<Text*>(*i);
TextButton* button = dynamic_cast<TextButton*>(*i);
TextEdit* edit = dynamic_cast<TextEdit*>(*i);
TextList* list = dynamic_cast<TextList*>(*i);
if (text || button || edit || list)
{
(*i)->draw();
}
}
}
/**
* Changes the current modal surface. If a surface is modal,
* then only that surface can receive events. This is used
* when an element needs to take priority over everything else,
* eg. focus.
* @param surface Pointer to modal surface, NULL for no modal.
*/
void State::setModal(InteractiveSurface *surface)
{
_modal = surface;
}
/**
* Replaces a certain amount of colors in the state's palette.
* @param colors Pointer to the set of colors.
* @param firstcolor Offset of the first color to replace.
* @param ncolors Amount of colors to replace.
* @param immediately Apply changes immediately, otherwise wait in case of multiple setPalettes.
*/
void State::setPalette(SDL_Color *colors, int firstcolor, int ncolors, bool immediately)
{
if (colors)
{
memcpy(_palette + firstcolor, colors, ncolors * sizeof(SDL_Color));
}
if (immediately)
{
_game->getCursor()->setPalette(_palette);
_game->getCursor()->draw();
_game->getFpsCounter()->setPalette(_palette);
_game->getFpsCounter()->draw();
if (_game->getMod() != 0)
{
_game->getMod()->setPalette(_palette);
}
}
}
/**
* Loads palettes from the game resources into the state.
* @param palette String ID of the palette to load.
* @param backpals BACKPALS.DAT offset to use.
*/
void State::setPalette(const std::string &palette, int backpals)
{
setPalette(_game->getMod()->getPalette(palette)->getColors(), 0, 256, false);
if (palette == "PAL_GEOSCAPE")
{
_cursorColor = Mod::GEOSCAPE_CURSOR;
}
else if (palette == "PAL_BASESCAPE")
{
_cursorColor = Mod::BASESCAPE_CURSOR;
}
else if (palette == "PAL_UFOPAEDIA")
{
_cursorColor = Mod::UFOPAEDIA_CURSOR;
}
else if (palette == "PAL_GRAPHS")
{
_cursorColor = Mod::GRAPHS_CURSOR;
}
else
{
_cursorColor = Mod::BATTLESCAPE_CURSOR;
}
if (backpals != -1)
setPalette(_game->getMod()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(backpals)), Palette::backPos, 16, false);
setPalette(NULL); // delay actual update to the end
}
/**
* Returns the state's 8bpp palette.
* @return Pointer to the palette's colors.
*/
SDL_Color *State::getPalette()
{
return _palette;
}
/**
* Each state will probably need its own resize handling,
* so this space intentionally left blank
* @param dX delta of X;
* @param dY delta of Y;
*/
void State::resize(int &dX, int &dY)
{
recenter(dX, dY);
}
/**
* Re-orients all the surfaces in the state.
* @param dX delta of X;
* @param dY delta of Y;
*/
void State::recenter(int dX, int dY)
{
for (std::vector<Surface*>::const_iterator i = _surfaces.begin(); i != _surfaces.end(); ++i)
{
(*i)->setX((*i)->getX() + dX / 2);
(*i)->setY((*i)->getY() + dY / 2);
}
}
void State::setGamePtr(Game* game)
{
_game = game;
}
}
↑ V669 The 'dX', 'dY' arguments are non-constant references. The analyzer is unable to determine the position at which this argument is being modified. It is possible that the function contains an error.