19 #ifndef OPENXCOM_NEXTTURNSTATE_H
20 #define OPENXCOM_NEXTTURNSTATE_H
22 #include "../Engine/State.h"
29 class SavedBattleGame;
30 class BattlescapeState;
39 static const int NEXT_TURN_DELAY = 500;
41 Text *_txtTitle, *_txtTurn, *_txtSide, *_txtMessage;
void close()
Closes the window.
Definition: NextTurnState.cpp:152
Container for all the information associated with a given user action, like mouse clicks...
Definition: Action.h:34
A game state that receives user input and reacts accordingly.
Definition: State.h:44
void think()
Handles the timer.
Definition: NextTurnState.cpp:141
Box with a coloured border and custom background.
Definition: Window.h:42
Timer used to run code in fixed intervals.
Definition: Timer.h:37
Text string displayed on screen.
Definition: Text.h:41
Screen which announces the next turn.
Definition: NextTurnState.h:36
NextTurnState(Game *game, SavedBattleGame *battleGame, BattlescapeState *state)
Creates the Next Turn state.
Definition: NextTurnState.cpp:48
The battlescape data that gets written to disk when the game is saved.
Definition: SavedBattleGame.h:50
void handle(Action *action)
Handler for clicking anything.
Definition: NextTurnState.cpp:128
The core of the game engine, manages the game's entire contents and structure.
Definition: Game.h:44
Battlescape screen which shows the tactical battle.
Definition: BattlescapeState.h:48
~NextTurnState()
Cleans up the Next Turn state.
Definition: NextTurnState.cpp:119