/*
* 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 "SoldierMemorialState.h"
#include <sstream>
#include "../Engine/Game.h"
#include "../Mod/Mod.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/SavedGame.h"
#include "../Savegame/Base.h"
#include "../Savegame/Soldier.h"
#include "../Savegame/SoldierDeath.h"
#include "../Savegame/GameTime.h"
#include "SoldierInfoState.h"
#include "../Menu/StatisticsState.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Soldier Memorial screen.
* @param game Pointer to the core game.
*/
SoldierMemorialState::SoldierMemorialState()
{
// Create objects
_window = new Window(this, 320, 200, 0, 0);
_btnOk = new TextButton(148, 16, 164, 176);
_btnStatistics = new TextButton(148, 16, 8, 176);
_txtTitle = new Text(310, 17, 5, 8);
_txtName = new Text(114, 9, 16, 36);
_txtRank = new Text(102, 9, 130, 36);
_txtDate = new Text(90, 9, 218, 36);
_txtRecruited = new Text(150, 9, 16, 24);
_txtLost = new Text(150, 9, 160, 24);
_lstSoldiers = new TextList(288, 120, 8, 44);
// Set palette
setInterface("soldierMemorial");
add(_window, "window", "soldierMemorial");
add(_btnOk, "button", "soldierMemorial");
add(_btnStatistics, "button", "soldierMemorial");
add(_txtTitle, "text", "soldierMemorial");
add(_txtName, "text", "soldierMemorial");
add(_txtRank, "text", "soldierMemorial");
add(_txtDate, "text", "soldierMemorial");
add(_txtRecruited, "text", "soldierMemorial");
add(_txtLost, "text", "soldierMemorial");
add(_lstSoldiers, "list", "soldierMemorial");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK02.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&SoldierMemorialState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&SoldierMemorialState::btnOkClick, Options::keyCancel);
_btnStatistics->setText(tr("STR_STATISTICS"));
_btnStatistics->onMouseClick((ActionHandler)&SoldierMemorialState::btnStatisticsClick);
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setText(tr("STR_MEMORIAL"));
_txtName->setText(tr("STR_NAME_UC"));
_txtRank->setText(tr("STR_RANK"));
_txtDate->setText(tr("STR_DATE_UC"));
size_t lost = _game->getSavedGame()->getDeadSoldiers()->size();
size_t recruited = lost;
for (std::vector<Base*>::iterator i = _game->getSavedGame()->getBases()->begin(); i != _game->getSavedGame()->getBases()->end(); ++i)
{
recruited += (*i)->getTotalSoldiers();
}
_txtRecruited->setText(tr("STR_SOLDIERS_RECRUITED_UC").arg(recruited));
_txtLost->setText(tr("STR_SOLDIERS_LOST_UC").arg(lost));
_lstSoldiers->setColumns(5, 114, 88, 30, 25, 35);
_lstSoldiers->setSelectable(true);
_lstSoldiers->setBackground(_window);
_lstSoldiers->setMargin(8);
_lstSoldiers->onMouseClick((ActionHandler)&SoldierMemorialState::lstSoldiersClick);
for (std::vector<Soldier*>::reverse_iterator i = _game->getSavedGame()->getDeadSoldiers()->rbegin(); i != _game->getSavedGame()->getDeadSoldiers()->rend(); ++i)
{
SoldierDeath *death = (*i)->getDeath();
std::ostringstream saveDay, saveMonth, saveYear;
saveDay << death->getTime()->getDayString(_game->getLanguage());
saveMonth << tr(death->getTime()->getMonthString());
saveYear << death->getTime()->getYear();
_lstSoldiers->addRow(5, (*i)->getName().c_str(), tr((*i)->getRankString()).c_str(), saveDay.str().c_str(), saveMonth.str().c_str(), saveYear.str().c_str());
}
}
/**
*
*/
SoldierMemorialState::~SoldierMemorialState()
{
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void SoldierMemorialState::btnOkClick(Action *)
{
_game->popState();
_game->getMod()->playMusic("GMGEO");
}
/**
* Shows the Statistics screen.
* @param action Pointer to an action.
*/
void SoldierMemorialState::btnStatisticsClick(Action *)
{
_game->pushState(new StatisticsState);
}
/**
* Shows the selected soldier's info.
* @param action Pointer to an action.
*/
void SoldierMemorialState::lstSoldiersClick(Action *)
{
_game->pushState(new SoldierInfoState(0, _lstSoldiers->getSelectedRow()));
}
}
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '_game->getSavedGame()->getDeadSoldiers()' expression repeatedly.
↑ V807 Decreased performance. Consider creating a pointer to avoid using the 'death->getTime()' expression repeatedly.