19 #ifndef OPENXCOM_MULTIPLETARGETSSTATE_H
20 #define OPENXCOM_MULTIPLETARGETSSTATE_H
22 #include "../Engine/State.h"
40 static const int MARGIN = 10;
41 static const int SPACING = 4;
42 static const int BUTTON_HEIGHT = 16;
44 std::vector<Target*> _targets;
49 std::vector<TextButton*> _btnTargets;
Represents a craft stored in a base.
Definition: Craft.h:44
Container for all the information associated with a given user action, like mouse clicks...
Definition: Action.h:34
Geoscape screen which shows an overview of the world and lets the player manage the game...
Definition: GeoscapeState.h:43
A game state that receives user input and reacts accordingly.
Definition: State.h:44
Box with a coloured border and custom background.
Definition: Window.h:42
void init()
Updates the window.
Definition: MultipleTargetsState.cpp:103
Displays a list of possible targets.
Definition: MultipleTargetsState.h:37
void btnTargetClick(Action *action)
Handler for clicking the Targets list.
Definition: MultipleTargetsState.cpp:163
~MultipleTargetsState()
Cleans up the Multiple Targets state.
Definition: MultipleTargetsState.cpp:94
The core of the game engine, manages the game's entire contents and structure.
Definition: Game.h:44
Base class for targets on the globe with a set of radian coordinates.
Definition: Target.h:35
void popupTarget(Target *target)
Popup for a target.
Definition: MultipleTargetsState.cpp:119
void btnCancelClick(Action *action)
Handler for clicking the Cancel button.
Definition: MultipleTargetsState.cpp:154
MultipleTargetsState(Game *game, std::vector< Target * > targets, Craft *craft, GeoscapeState *state)
Creates the Multiple Targets state.
Definition: MultipleTargetsState.cpp:50