/*
* 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 "StoresState.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/Base.h"
#include "../Mod/RuleItem.h"
#include "../Savegame/ItemContainer.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Stores window.
* @param game Pointer to the core game.
* @param base Pointer to the base to get info from.
*/
StoresState::StoresState(Base *base) : _base(base)
{
// Create objects
_window = new Window(this, 320, 200, 0, 0);
_btnOk = new TextButton(300, 16, 10, 176);
_txtTitle = new Text(310, 17, 5, 8);
_txtItem = new Text(142, 9, 10, 32);
_txtQuantity = new Text(88, 9, 152, 32);
_txtSpaceUsed = new Text(74, 9, 240, 32);
_lstStores = new TextList(288, 128, 8, 40);
// Set palette
setInterface("storesInfo");
add(_window, "window", "storesInfo");
add(_btnOk, "button", "storesInfo");
add(_txtTitle, "text", "storesInfo");
add(_txtItem, "text", "storesInfo");
add(_txtQuantity, "text", "storesInfo");
add(_txtSpaceUsed, "text", "storesInfo");
add(_lstStores, "list", "storesInfo");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK13.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&StoresState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&StoresState::btnOkClick, Options::keyOk);
_btnOk->onKeyboardPress((ActionHandler)&StoresState::btnOkClick, Options::keyCancel);
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setText(tr("STR_STORES"));
_txtItem->setText(tr("STR_ITEM"));
_txtQuantity->setText(tr("STR_QUANTITY_UC"));
_txtSpaceUsed->setText(tr("STR_SPACE_USED_UC"));
_lstStores->setColumns(3, 162, 92, 32);
_lstStores->setSelectable(true);
_lstStores->setBackground(_window);
_lstStores->setMargin(2);
const std::vector<std::string> &items = _game->getMod()->getItemsList();
for (std::vector<std::string>::const_iterator i = items.begin(); i != items.end(); ++i)
{
int qty = _base->getStorageItems()->getItem(*i);
if (qty > 0)
{
RuleItem *rule = _game->getMod()->getItem(*i, true);
std::ostringstream ss, ss2;
ss << qty;
ss2 << qty * rule->getSize();
_lstStores->addRow(3, tr(*i).c_str(), ss.str().c_str(), ss2.str().c_str());
}
}
}
/**
*
*/
StoresState::~StoresState()
{
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void StoresState::btnOkClick(Action *)
{
_game->popState();
}
}
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '_game->getMod()' expression repeatedly.