Esempio n. 1
0
void show_unit_list(display& gui)
{
	const std::string heading = std::string(1,HEADING_PREFIX) +
			_("Type")          + COLUMN_SEPARATOR + // 0
			_("Name")          + COLUMN_SEPARATOR + // 1
			_("Moves")         + COLUMN_SEPARATOR + // 2
			_("Status")        + COLUMN_SEPARATOR + // 3
			_("HP")            + COLUMN_SEPARATOR + // 4
			_("Level^Lvl.")    + COLUMN_SEPARATOR + // 5
			_("XP")            + COLUMN_SEPARATOR + // 6
			_("unit list^Traits");                  // 7

	gui::menu::basic_sorter sorter;
	sorter.set_alpha_sort(0).set_alpha_sort(1).set_numeric_sort(2);
	sorter.set_alpha_sort(3).set_numeric_sort(4).set_level_sort(5, 6);
	sorter.set_xp_sort(6).set_alpha_sort(7);

	std::vector<std::string> items;
	items.push_back(heading);

	std::vector<map_location> locations_list;
	std::vector<unit> units_list;

	int selected = 0;

	const unit_map& units = gui.get_units();

	for(unit_map::const_iterator i = units.begin(); i != units.end(); ++i) {
		if (i->side() != gui.viewing_side())
			continue;

		std::stringstream row;
		// If a unit is already selected on the map, we do the same in the unit list dialog
		if (gui.selected_hex() == i->get_location()) {
			row << DEFAULT_ITEM;
			selected = units_list.size();
		}
		// If unit is leader, show name in special color, e.g. gold/silver
		/** @todo TODO: hero just has overlay "misc/hero-icon.png" - needs an ability to query */

		if (i->can_recruit() ) {
			row << "<205,173,0>";   // gold3
		}
		row << i->type_name() << COLUMN_SEPARATOR;
		if (i->can_recruit() ) {
			row << "<205,173,0>";   // gold3
		}
		row << i->name()   << COLUMN_SEPARATOR;

		// display move left (0=red, moved=yellow, not moved=green)
		if (i->movement_left() == 0) {
			row << font::RED_TEXT;
		} else if (i->movement_left() < i->total_movement() ) {
			row << "<255,255,0>";
		} else {
			row << font::GREEN_TEXT;
		}
		row << i->movement_left() << '/' << i->total_movement() << COLUMN_SEPARATOR;

		// show icons if unit is slowed, poisoned, petrified, invisible:
		if(i->get_state(unit::STATE_PETRIFIED))
			row << IMAGE_PREFIX << "misc/petrified.png"    << IMG_TEXT_SEPARATOR;
		if(i->get_state(unit::STATE_POISONED))
			row << IMAGE_PREFIX << "misc/poisoned.png" << IMG_TEXT_SEPARATOR;
		if(i->get_state(unit::STATE_SLOWED))
			row << IMAGE_PREFIX << "misc/slowed.png"   << IMG_TEXT_SEPARATOR;
		if(i->invisible(i->get_location(),false))
			row << IMAGE_PREFIX << "misc/invisible.png";
		row << COLUMN_SEPARATOR;

		// Display HP
		// see also unit_preview_pane in dialogs.cpp
		row << font::color2markup(i->hp_color());
		row << i->hitpoints()  << '/' << i->max_hitpoints() << COLUMN_SEPARATOR;

		// Show units of level (0=gray, 1 normal, 2 bold, 2+ bold&wbright)
		int level = i->level();
		if(level < 1) {
			row << "<150,150,150>";
		} else if(level == 1) {
			row << font::NORMAL_TEXT;
		} else if(level == 2) {
			row << font::BOLD_TEXT;
		} else if(level > 2 ) {
			row << font::BOLD_TEXT << "<255,255,255>";
		}
		row << level << COLUMN_SEPARATOR;

		// Display XP
		row << font::color2markup(i->xp_color());
		row << i->experience() << "/";
		if (i->can_advance()) {
			row << i->max_experience();
		} else {
			row << "-";
		}
		row << COLUMN_SEPARATOR;

		// TODO: show 'loyal' in green / xxx in red  //  how to handle translations ??
		row << utils::join(i->trait_names(), ", ");
		items.push_back(row.str());

		locations_list.push_back(i->get_location());
		units_list.push_back(*i);
	}

	{
		dialogs::units_list_preview_pane unit_preview(units_list);
		unit_preview.set_selection(selected);

		gui::dialog umenu(gui, _("Unit List"), "", gui::NULL_DIALOG);
		umenu.set_menu(items, &sorter);
		umenu.add_pane(&unit_preview);
		//sort by type name
		umenu.get_menu().sort_by(0);

		umenu.add_button(new gui::standard_dialog_button(gui.video(), _("Scroll To"), 0, false),
				gui::dialog::BUTTON_STANDARD);
		umenu.add_button(new gui::standard_dialog_button(gui.video(), _("Close"), 1, true),
				gui::dialog::BUTTON_STANDARD);
		umenu.set_basic_behavior(gui::OK_CANCEL);
		selected = umenu.show();
	} // this will kill the dialog before scrolling

	if(selected >= 0 && selected < int(locations_list.size())) {
		const map_location& loc = locations_list[selected];
		gui.scroll_to_tile(loc,game_display::WARP);
		gui.select_hex(loc);
	}
}