示例#1
0
/**
 * Initializes all the elements in the productions start screen.
 * @param game Pointer to the core game.
 * @param base Pointer to the base to get info from.
 * @param item The RuleManufacture to produce.
 */
ManufactureStartState::ManufactureStartState(Base * base, RuleManufacture * item) :  _base(base), _item(item)
{
	_screen = false;

	_window = new Window(this, 320, 160, 0, 20);
	_btnCancel = new TextButton(136, 16, 16, 155);
	_txtTitle = new Text(320, 17, 0, 30);
	_txtManHour = new Text(290, 9, 16, 50);
	_txtCost = new Text(290, 9, 16, 60);
	_txtWorkSpace = new Text(290, 9, 16, 70);

	_txtRequiredItemsTitle = new Text(290, 9, 16, 84);
	_txtItemNameColumn = new Text(60, 16, 30, 92);
	_txtUnitRequiredColumn = new Text(60, 16, 155, 92);
	_txtUnitAvailableColumn = new Text(60, 16, 230, 92);
	_lstRequiredItems = new TextList(270, 40, 30, 108);

	_btnStart = new TextButton(136, 16, 168, 155);

	// Set palette
	setInterface("allocateManufacture");

	add(_window, "window", "allocateManufacture");
	add(_txtTitle, "text", "allocateManufacture");
	add(_txtManHour, "text", "allocateManufacture");
	add(_txtCost, "text", "allocateManufacture");
	add(_txtWorkSpace, "text", "allocateManufacture");
	add(_btnCancel, "button", "allocateManufacture");

	add(_txtRequiredItemsTitle, "text", "allocateManufacture");
	add(_txtItemNameColumn, "text", "allocateManufacture");
	add(_txtUnitRequiredColumn, "text", "allocateManufacture");
	add(_txtUnitAvailableColumn, "text", "allocateManufacture");
	add(_lstRequiredItems, "list", "allocateManufacture");

	add(_btnStart, "button", "allocateManufacture");

	centerAllSurfaces();

	_window->setBackground(_game->getResourcePack()->getSurface("BACK17.SCR"));

	_txtTitle->setText(tr(_item->getName()));
	_txtTitle->setBig();
	_txtTitle->setAlign(ALIGN_CENTER);

	_txtManHour->setText(tr("STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT").arg(_item->getManufactureTime()));

	_txtCost->setText(tr("STR_COST_PER_UNIT_").arg(Text::formatFunding(_item->getManufactureCost())));

	_txtWorkSpace->setText(tr("STR_WORK_SPACE_REQUIRED").arg(_item->getRequiredSpace()));

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

	const std::map<std::string, int> & requiredItems (_item->getRequiredItems());
	int availableWorkSpace = _base->getFreeWorkshops();
	bool productionPossible = _game->getSavedGame()->getFunds() > _item->getManufactureCost();
	productionPossible &= (availableWorkSpace > 0);

	_txtRequiredItemsTitle->setText(tr("STR_SPECIAL_MATERIALS_REQUIRED"));
	_txtRequiredItemsTitle->setAlign(ALIGN_CENTER);

	_txtItemNameColumn->setText(tr("STR_ITEM_REQUIRED"));
	_txtItemNameColumn->setWordWrap(true);

	_txtUnitRequiredColumn->setText(tr("STR_UNITS_REQUIRED"));
	_txtUnitRequiredColumn->setWordWrap(true);

	_txtUnitAvailableColumn->setText(tr("STR_UNITS_AVAILABLE"));
	_txtUnitAvailableColumn->setWordWrap(true);

	_lstRequiredItems->setColumns(3, 140, 75, 55);
	_lstRequiredItems->setBackground(_window);

	ItemContainer * itemContainer (base->getItems());
	int row = 0;
	for (std::map<std::string, int>::const_iterator iter = requiredItems.begin();
		iter != requiredItems.end();
		++iter)
	{
		std::wostringstream s1, s2;
		s1 << L'\x01' << iter->second;
		s2 << L'\x01' << itemContainer->getItem(iter->first);
		productionPossible &= (itemContainer->getItem(iter->first) >= iter->second);
		_lstRequiredItems->addRow(3, tr(iter->first).c_str(), s1.str().c_str(), s2.str().c_str());
		row++;
	}
	_txtRequiredItemsTitle->setVisible(!requiredItems.empty());
	_txtItemNameColumn->setVisible(!requiredItems.empty());
	_txtUnitRequiredColumn->setVisible(!requiredItems.empty());
	_txtUnitAvailableColumn->setVisible(!requiredItems.empty());
	_lstRequiredItems->setVisible(!requiredItems.empty());

	_btnStart->setText(tr("STR_START_PRODUCTION"));
	_btnStart->onMouseClick((ActionHandler)&ManufactureStartState::btnStartClick);
	_btnStart->onKeyboardPress((ActionHandler)&ManufactureStartState::btnStartClick, Options::keyOk);
	_btnStart->setVisible(productionPossible);
}
/**
 * Initializes all the elements in the productions start screen.
 * @param game Pointer to the core game.
 * @param base Pointer to the base to get info from.
 * @param item The RuleManufacture to produce.
 */
ManufactureStartState::ManufactureStartState(Game * game, Base * base, RuleManufacture * item) : State(game), _base(base), _item(item)
{
	_screen = false;
	int width = 320;
	int height = 170;
	int max_width = 320;
	int max_height = 200;
	int start_x = (max_width - width) / 2;
	int start_y = (max_height - height) / 2;
	int button_x_border = 10;
	int button_y_border = 10;
	int button_height = 16;

	int button_width = (width - 5 * button_x_border) / 2;
	_window = new Window(this, width, height, start_x, start_y);
	_btnCancel = new TextButton (button_width, button_height, start_x + button_x_border, start_y + height - button_height - button_y_border);
	_txtTitle = new Text (width - 4 * button_x_border, button_height * 2, start_x + button_x_border, start_y + button_y_border);
	_txtManHour = new Text (width - 4 * button_x_border, button_height, start_x + button_x_border * 2, start_y + button_y_border * 3);
	_txtCost = new Text (width - 4 * button_x_border, button_height, start_x + button_x_border * 2, start_y + button_y_border * 4);
	_txtWorkSpace = new Text (width - 4 * button_x_border, button_height, start_x + button_x_border * 2, start_y + button_y_border * 5);

	_txtRequiredItemsTitle = new Text (width - 4 * button_x_border, button_height, start_x + button_x_border * 2, start_y + button_y_border * 6);
	_txtItemNameColumn = new Text (6 * button_x_border, button_height, start_x + button_x_border * 3, start_y + button_y_border * 7);
	_txtUnitRequiredColumn = new Text (6 * button_x_border, button_height, start_x + button_x_border * 14, start_y + button_y_border * 7);
	_txtUnitAvailableColumn = new Text (6 * button_x_border, button_height, start_x + button_x_border * 22, start_y + button_y_border * 7);
	_lstRequiredItems = new TextList(width - 8 * button_x_border, height - (start_y + button_y_border * 11), start_x + button_x_border * 3, start_y + button_y_border * 9);

	_btnStart = new TextButton (button_width, button_height, width - button_width - button_x_border, start_y + height - button_height - button_y_border);

	_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(6)), Palette::backPos, 16);

	add(_window);
	add(_txtTitle);
	add(_txtManHour);
	add(_txtCost);
	add(_txtWorkSpace);
	add(_btnCancel);

	add(_txtRequiredItemsTitle);
	add(_txtItemNameColumn);
	add(_txtUnitRequiredColumn);
	add(_txtUnitAvailableColumn);
	add(_lstRequiredItems);

	add(_btnStart);

	centerAllSurfaces();

	_window->setColor(Palette::blockOffset(13)+10);
	_window->setBackground(_game->getResourcePack()->getSurface("BACK17.SCR"));

	_txtTitle->setColor(Palette::blockOffset(13)+10);
	_txtTitle->setText(tr(_item->getName()));
	_txtTitle->setBig();
	_txtTitle->setAlign(ALIGN_CENTER);

	_txtManHour->setColor(Palette::blockOffset(13)+10);
	_txtManHour->setText(tr("STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT").arg(_item->getManufactureTime()));

	_txtCost->setColor(Palette::blockOffset(13)+10);
	_txtCost->setSecondaryColor(Palette::blockOffset(13));
	_txtCost->setText(tr("STR_COST_PER_UNIT_").arg(Text::formatFunding(_item->getManufactureCost())));

	_txtWorkSpace->setColor(Palette::blockOffset(13)+10);
	_txtWorkSpace->setSecondaryColor(Palette::blockOffset(13));
	_txtWorkSpace->setText(tr("STR_WORK_SPACE_REQUIRED").arg(_item->getRequiredSpace()));

	_btnCancel->setColor(Palette::blockOffset(13)+10);
	_btnCancel->setText(tr("STR_CANCEL_UC"));
	_btnCancel->onMouseClick((ActionHandler)&ManufactureStartState::btnCancelClick);
	_btnCancel->onKeyboardPress((ActionHandler)&ManufactureStartState::btnCancelClick, Options::keyCancel);

	const std::map<std::string, int> & requiredItems (_item->getRequiredItems());
	int availableWorkSpace = _base->getFreeWorkshops();
	bool productionPossible (game->getSavedGame()->getFunds() > _item->getManufactureCost ());
	productionPossible &= (availableWorkSpace > 0);

	_txtRequiredItemsTitle->setColor(Palette::blockOffset(13)+10);
	_txtRequiredItemsTitle->setText(tr("STR_SPECIAL_MATERIALS_REQUIRED"));
	_txtRequiredItemsTitle->setAlign(ALIGN_CENTER);
	_txtItemNameColumn->setColor(Palette::blockOffset(13)+10);
	_txtItemNameColumn->setText(tr("STR_ITEM_REQUIRED"));
	_txtItemNameColumn->setWordWrap(true);
	_txtUnitRequiredColumn->setColor(Palette::blockOffset(13)+10);
	_txtUnitRequiredColumn->setText(tr("STR_UNITS_REQUIRED"));
	_txtUnitRequiredColumn->setWordWrap(true);
	_txtUnitAvailableColumn->setColor(Palette::blockOffset(13)+10);
	_txtUnitAvailableColumn->setText(tr("STR_UNITS_AVAILABLE"));
	_txtUnitAvailableColumn->setWordWrap(true);

	_lstRequiredItems->setColumns(3, 12 * button_x_border, 8 * button_x_border, 8 * button_x_border);
	_lstRequiredItems->setBackground(_window);
	_lstRequiredItems->setColor(Palette::blockOffset(13));

	ItemContainer * itemContainer (base->getItems());
	int row = 0;
	for(std::map<std::string, int>::const_iterator iter = requiredItems.begin ();
		iter != requiredItems.end ();
		++iter)
	{
		std::wostringstream s1, s2;
		s1 << iter->second;
		s2 << itemContainer->getItem(iter->first);
		productionPossible &= (itemContainer->getItem(iter->first) >= iter->second);
		_lstRequiredItems->addRow(3, tr(iter->first).c_str(), s1.str().c_str(), s2.str().c_str());
		_lstRequiredItems->setCellColor(row, 0, Palette::blockOffset(13)+10);
		_lstRequiredItems->addRow(1, L"");
		row += 2;
	}
	_txtRequiredItemsTitle->setVisible(!requiredItems.empty());
	_txtItemNameColumn->setVisible(!requiredItems.empty());
	_txtUnitRequiredColumn->setVisible(!requiredItems.empty());
	_txtUnitAvailableColumn->setVisible(!requiredItems.empty());
	_lstRequiredItems->setVisible(!requiredItems.empty());

	_btnStart->setColor(Palette::blockOffset(13)+10);
	_btnStart->setText(tr("STR_START_PRODUCTION"));
	_btnStart->onMouseClick((ActionHandler)&ManufactureStartState::btnStartClick);
	_btnStart->onKeyboardPress((ActionHandler)&ManufactureStartState::btnStartClick, Options::keyOk);
	_btnStart->setVisible(productionPossible);
}