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NoContainmentState.cpp
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NoContainmentState.cpp
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/*
* 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 "NoContainmentState.h"
#include "../Engine/Game.h"
#include "../Mod/Mod.h"
#include "../Engine/LocalizedText.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Engine/Options.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the No Containment screen.
* @param game Pointer to the core game.
*/
NoContainmentState::NoContainmentState()
{
// Create objects
_window = new Window(this, 320, 200, 0, 0);
_btnOk = new TextButton(120, 18, 100, 174);
_txtTitle = new Text(220, 64, 50, 8);
// Set palette
setInterface("noContainment");
add(_window, "window", "noContainment");
add(_btnOk, "button", "noContainment");
add(_txtTitle, "text", "noContainment");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK01.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&NoContainmentState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&NoContainmentState::btnOkClick, Options::keyOk);
_btnOk->onKeyboardPress((ActionHandler)&NoContainmentState::btnOkClick, Options::keyCancel);
_txtTitle->setText(tr("STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY"));
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setBig();
_txtTitle->setWordWrap(true);
}
/**
*
*/
NoContainmentState::~NoContainmentState()
{
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void NoContainmentState::btnOkClick(Action *)
{
_game->popState();
}
}