19 #ifndef OPENXCOM_PRODUCTIONCOMPLETESTATE_H
20 #define OPENXCOM_PRODUCTIONCOMPLETESTATE_H
23 #include "../Engine/State.h"
24 #include "../Savegame/Production.h"
48 productionProgress_e _endType;
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 btnOkClick(Action *action)
Handler for clicking the OK button.
Definition: ProductionCompleteState.cpp:123
Text string displayed on screen.
Definition: Text.h:41
void btnGotoBaseClick(Action *action)
Handler for clicking the Go To Base button.
Definition: ProductionCompleteState.cpp:132
Window used to notify the player when a production is completed.
Definition: ProductionCompleteState.h:39
ProductionCompleteState(Game *game, Base *base, const std::wstring &item, GeoscapeState *state, productionProgress_e endType=PROGRESS_COMPLETE)
Creates the Production Complete state.
Definition: ProductionCompleteState.cpp:45
~ProductionCompleteState()
Cleans up the Production Complete state.
Definition: ProductionCompleteState.cpp:114
Represents a player base on the globe.
Definition: Base.h:47
Coloured button with a text label.
Definition: TextButton.h:40
The core of the game engine, manages the game's entire contents and structure.
Definition: Game.h:44