OpenXcom  1.0
Open-source clone of the original X-Com
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PrimeGrenadeState.h
1 /*
2  * Copyright 2010-2014 OpenXcom Developers.
3  *
4  * This file is part of OpenXcom.
5  *
6  * OpenXcom is free software: you can redistribute it and/or modify
7  * it under the terms of the GNU General Public License as published by
8  * the Free Software Foundation, either version 3 of the License, or
9  * (at your option) any later version.
10  *
11  * OpenXcom is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with OpenXcom. If not, see <http:///www.gnu.org/licenses/>.
18  */
19 #ifndef OPENXCOM_PRIMEGRENADESTATE_H
20 #define OPENXCOM_PRIMEGRENADESTATE_H
21 
22 #include "../Engine/State.h"
23 
24 namespace OpenXcom
25 {
26 
27 class Game;
28 class Text;
29 class InteractiveSurface;
30 class Frame;
31 class Surface;
32 class BattleItem;
33 struct BattleAction;
34 
39 class PrimeGrenadeState : public State
40 {
41 private:
42  BattleAction *_action;
43  bool _inInventoryView;
44  BattleItem *_grenadeInInventory;
45  Text *_number[24];
46  Text *_title;
47  Frame *_frame;
48  InteractiveSurface *_button[24];
49  Surface *_bg;
50 public:
52  PrimeGrenadeState(Game *game, BattleAction *action, bool inInventoryView, BattleItem *grenadeInInventory);
56  void handle(Action *action);
58  void btnClick(Action *action);
59 };
60 
61 }
62 
63 #endif
Container for all the information associated with a given user action, like mouse clicks...
Definition: Action.h:34
Window that allows the player to set the timer of an explosive.
Definition: PrimeGrenadeState.h:39
PrimeGrenadeState(Game *game, BattleAction *action, bool inInventoryView, BattleItem *grenadeInInventory)
Creates the Prime Grenade state.
Definition: PrimeGrenadeState.cpp:44
Definition: BattlescapeGame.h:45
A game state that receives user input and reacts accordingly.
Definition: State.h:44
Surface that the user can interact with.
Definition: InteractiveSurface.h:39
Text string displayed on screen.
Definition: Text.h:41
Represents a single item in the battlescape.
Definition: BattleItem.h:39
~PrimeGrenadeState()
Cleans up the Prime Grenade state.
Definition: PrimeGrenadeState.cpp:115
void btnClick(Action *action)
Handler for clicking a button.
Definition: PrimeGrenadeState.cpp:139
Element that is blit (rendered) onto the screen.
Definition: Surface.h:39
void handle(Action *action)
Handler for right-clicking anything.
Definition: PrimeGrenadeState.cpp:124
The core of the game engine, manages the game's entire contents and structure.
Definition: Game.h:44
Fancy frame border thing used for windows and other elements.
Definition: Frame.h:30