/*
* 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 "FundingState.h"
#include <sstream>
#include "../Engine/Game.h"
#include "../Mod/Mod.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/Unicode.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Interface/TextList.h"
#include "../Savegame/Country.h"
#include "../Mod/RuleCountry.h"
#include "../Savegame/SavedGame.h"
#include "../Engine/Options.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Funding screen.
* @param game Pointer to the core game.
*/
FundingState::FundingState()
{
_screen = false;
// Create objects
_window = new Window(this, 320, 200, 0, 0, POPUP_BOTH);
_btnOk = new TextButton(50, 12, 135, 180);
_txtTitle = new Text(320, 17, 0, 8);
_txtCountry = new Text(100, 9, 32, 30);
_txtFunding = new Text(100, 9, 140, 30);
_txtChange = new Text(72, 9, 240, 30);
_lstCountries = new TextList(260, 136, 32, 40);
// Set palette
setInterface("fundingWindow");
add(_window, "window", "fundingWindow");
add(_btnOk, "button", "fundingWindow");
add(_txtTitle, "text1", "fundingWindow");
add(_txtCountry, "text2", "fundingWindow");
add(_txtFunding, "text2", "fundingWindow");
add(_txtChange, "text2", "fundingWindow");
add(_lstCountries, "list", "fundingWindow");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK13.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&FundingState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&FundingState::btnOkClick, Options::keyOk);
_btnOk->onKeyboardPress((ActionHandler)&FundingState::btnOkClick, Options::keyCancel);
_btnOk->onKeyboardPress((ActionHandler)&FundingState::btnOkClick, Options::keyGeoFunding);
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setBig();
_txtTitle->setText(tr("STR_INTERNATIONAL_RELATIONS"));
_txtCountry->setText(tr("STR_COUNTRY"));
_txtFunding->setText(tr("STR_FUNDING"));
_txtChange->setText(tr("STR_CHANGE"));
_lstCountries->setColumns(3, 108, 100, 52);
_lstCountries->setDot(true);
for (std::vector<Country*>::iterator i = _game->getSavedGame()->getCountries()->begin(); i != _game->getSavedGame()->getCountries()->end(); ++i)
{
std::ostringstream ss, ss2;
ss << Unicode::TOK_COLOR_FLIP << Unicode::formatFunding((*i)->getFunding().at((*i)->getFunding().size()-1)) << Unicode::TOK_COLOR_FLIP;
if ((*i)->getFunding().size() > 1)
{
ss2 << Unicode::TOK_COLOR_FLIP;
int change = (*i)->getFunding().back() - (*i)->getFunding().at((*i)->getFunding().size()-2);
if (change > 0)
ss2 << '+';
ss2 << Unicode::formatFunding(change);
ss2 << Unicode::TOK_COLOR_FLIP;
}
else
{
ss2 << Unicode::formatFunding(0);
}
_lstCountries->addRow(3, tr((*i)->getRules()->getType()).c_str(), ss.str().c_str(), ss2.str().c_str());
}
_lstCountries->addRow(2, tr("STR_TOTAL_UC").c_str(), Unicode::formatFunding(_game->getSavedGame()->getCountryFunding()).c_str());
_lstCountries->setRowColor(_game->getSavedGame()->getCountries()->size(), _txtCountry->getColor());
}
/**
*
*/
FundingState::~FundingState()
{
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void FundingState::btnOkClick(Action *)
{
_game->popState();
}
}
↑ V807 Decreased performance. Consider creating a reference to avoid using the '(* i)->getFunding()' expression repeatedly.
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '_game->getSavedGame()->getCountries()' expression repeatedly.