Exemplo n.º 1
0
/**
 * Initializes all the elements in the Craft Weapons window.
 * @param game Pointer to the core game.
 * @param base Pointer to the base to get info from.
 * @param craft ID of the selected craft.
 * @param weapon ID of the selected weapon.
 */
CraftWeaponsState::CraftWeaponsState(Base *base, size_t craft, size_t weapon) : _base(base), _craft(craft), _weapon(weapon)
{
	_screen = false;

	// Create objects
	_window = new Window(this, 220, 160, 50, 20, POPUP_BOTH);
	_btnCancel = new TextButton(140, 16, 90, 156);
	_txtTitle = new Text(208, 17, 56, 28);
	_txtArmament = new Text(76, 9, 66, 52);
	_txtQuantity = new Text(50, 9, 140, 52);
	_txtAmmunition = new Text(68, 17, 200, 44);
	_lstWeapons = new TextList(188, 80, 58, 68);

	// Set palette
	setInterface("craftWeapons");

	add(_window, "window", "craftWeapons");
	add(_btnCancel, "button", "craftWeapons");
	add(_txtTitle, "text", "craftWeapons");
	add(_txtArmament, "text", "craftWeapons");
	add(_txtQuantity, "text", "craftWeapons");
	add(_txtAmmunition, "text", "craftWeapons");
	add(_lstWeapons, "list", "craftWeapons");

	centerAllSurfaces();

	// Set up objects
	_window->setBackground(_game->getMod()->getSurface("BACK14.SCR"));

	_btnCancel->setText(tr("STR_CANCEL_UC"));
	_btnCancel->onMouseClick((ActionHandler)&CraftWeaponsState::btnCancelClick);
	_btnCancel->onKeyboardPress((ActionHandler)&CraftWeaponsState::btnCancelClick, Options::keyCancel);

	_txtTitle->setBig();
	_txtTitle->setAlign(ALIGN_CENTER);
	_txtTitle->setText(tr("STR_SELECT_ARMAMENT"));

	_txtArmament->setText(tr("STR_ARMAMENT"));

	_txtQuantity->setText(tr("STR_QUANTITY_UC"));

	_txtAmmunition->setText(tr("STR_AMMUNITION_AVAILABLE"));
	_txtAmmunition->setWordWrap(true);
	_txtAmmunition->setVerticalAlign(ALIGN_BOTTOM);

	_lstWeapons->setColumns(3, 94, 50, 36);
	_lstWeapons->setSelectable(true);
	_lstWeapons->setBackground(_window);
	_lstWeapons->setMargin(8);

	_lstWeapons->addRow(1, tr("STR_NONE_UC").c_str());
	_weapons.push_back(0);

	const std::vector<std::string> &weapons = _game->getMod()->getCraftWeaponsList();
	for (std::vector<std::string>::const_iterator i = weapons.begin(); i != weapons.end(); ++i)
	{
		RuleCraftWeapon *w = _game->getMod()->getCraftWeapon(*i);
		if (_base->getStorageItems()->getItem(w->getLauncherItem()) > 0)
		{
			_weapons.push_back(w);
			std::ostringstream ss, ss2;
			ss << _base->getStorageItems()->getItem(w->getLauncherItem());
			if (!w->getClipItem().empty())
			{
				ss2 << _base->getStorageItems()->getItem(w->getClipItem());
			}
			else
			{
				ss2 << tr("STR_NOT_AVAILABLE");
			}
			_lstWeapons->addRow(3, tr(w->getType()).c_str(), ss.str().c_str(), ss2.str().c_str());
		}
	}
	_lstWeapons->onMouseClick((ActionHandler)&CraftWeaponsState::lstWeaponsClick);
}
Exemplo n.º 2
0
/**
 * Initializes all the elements in the Craft Weapons window.
 * @param game Pointer to the core game.
 * @param base Pointer to the base to get info from.
 * @param craft ID of the selected craft.
 * @param weapon ID of the selected weapon.
 */
CraftWeaponsState::CraftWeaponsState(Game *game, Base *base, size_t craft, size_t weapon) : State(game), _base(base), _craft(craft), _weapon(weapon), _weapons()
{
	_screen = false;

	// Create objects
	_window = new Window(this, 220, 160, 50, 20, POPUP_BOTH);
	_btnCancel = new TextButton(140, 16, 90, 156);
	_txtTitle = new Text(208, 17, 56, 28);
	_txtArmament = new Text(76, 9, 66, 52);
	_txtQuantity = new Text(50, 9, 140, 52);
	_txtAmmunition = new Text(68, 17, 200, 44);
	_lstWeapons = new TextList(188, 80, 58, 68);

	// Set palette
	_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(4)), Palette::backPos, 16);

	add(_window);
	add(_btnCancel);
	add(_txtTitle);
	add(_txtArmament);
	add(_txtQuantity);
	add(_txtAmmunition);
	add(_lstWeapons);

	centerAllSurfaces();

	// Set up objects
	_window->setColor(Palette::blockOffset(15)+6);
	_window->setBackground(_game->getResourcePack()->getSurface("BACK14.SCR"));

	_btnCancel->setColor(Palette::blockOffset(15)+6);
	_btnCancel->setText(tr("STR_CANCEL_UC"));
	_btnCancel->onMouseClick((ActionHandler)&CraftWeaponsState::btnCancelClick);
	_btnCancel->onKeyboardPress((ActionHandler)&CraftWeaponsState::btnCancelClick, (SDLKey)Options::getInt("keyCancel"));

	_txtTitle->setColor(Palette::blockOffset(15)+6);
	_txtTitle->setBig();
	_txtTitle->setAlign(ALIGN_CENTER);
	_txtTitle->setText(tr("STR_SELECT_ARMAMENT"));

	_txtArmament->setColor(Palette::blockOffset(15)+6);
	_txtArmament->setText(tr("STR_ARMAMENT"));

	_txtQuantity->setColor(Palette::blockOffset(15)+6);
	_txtQuantity->setText(tr("STR_QUANTITY_UC"));

	_txtAmmunition->setColor(Palette::blockOffset(15)+6);
	_txtAmmunition->setText(tr("STR_AMMUNITION_AVAILABLE"));
	_txtAmmunition->setWordWrap(true);

	_lstWeapons->setColor(Palette::blockOffset(13)+10);
	_lstWeapons->setArrowColor(Palette::blockOffset(15)+6);
	_lstWeapons->setColumns(3, 94, 50, 36);
	_lstWeapons->setSelectable(true);
	_lstWeapons->setBackground(_window);
	_lstWeapons->setMargin(8);

	_lstWeapons->addRow(1, tr("STR_NONE_UC").c_str());
	_weapons.push_back(0);

	const std::vector<std::string> &weapons = _game->getRuleset()->getCraftWeaponsList();
	for (std::vector<std::string>::const_iterator i = weapons.begin(); i != weapons.end(); ++i)
	{
		RuleCraftWeapon *w = _game->getRuleset()->getCraftWeapon(*i);
		if (_base->getItems()->getItem(w->getLauncherItem()) > 0)
		{
			_weapons.push_back(w);
			std::wstringstream ss, ss2;
			ss << _base->getItems()->getItem(w->getLauncherItem());
			if (w->getClipItem() != "")
			{
				ss2 << _base->getItems()->getItem(w->getClipItem());
			}
			else
			{
				ss2 << tr("STR_NOT_AVAILABLE");
			}
			_lstWeapons->addRow(3, tr(w->getType()).c_str(), ss.str().c_str(), ss2.str().c_str());
		}
	}
	_lstWeapons->onMouseClick((ActionHandler)&CraftWeaponsState::lstWeaponsClick);
}