add(Surface *surface) | OpenXcom::State | |
allowButtons(bool allowSaving=false) const | OpenXcom::BattlescapeState | |
animate() | OpenXcom::BattlescapeState | |
applyBattlescapeTheme() | OpenXcom::State | |
BattlescapeState(Game *game) | OpenXcom::BattlescapeState | |
blit() | OpenXcom::State | virtual |
btnAbortClick(Action *action) | OpenXcom::BattlescapeState | |
btnCenterClick(Action *action) | OpenXcom::BattlescapeState | |
btnEndTurnClick(Action *action) | OpenXcom::BattlescapeState | |
btnHelpClick(Action *action) | OpenXcom::BattlescapeState | |
btnInventoryClick(Action *action) | OpenXcom::BattlescapeState | |
btnKneelClick(Action *action) | OpenXcom::BattlescapeState | |
btnLaunchClick(Action *action) | OpenXcom::BattlescapeState | |
btnLeftHandItemClick(Action *action) | OpenXcom::BattlescapeState | |
btnMapDownClick(Action *action) | OpenXcom::BattlescapeState | |
btnMapUpClick(Action *action) | OpenXcom::BattlescapeState | |
btnNextSoldierClick(Action *action) | OpenXcom::BattlescapeState | |
btnNextStopClick(Action *action) | OpenXcom::BattlescapeState | |
btnPersonalLightingClick(Action *action) | OpenXcom::BattlescapeState | |
btnPrevSoldierClick(Action *action) | OpenXcom::BattlescapeState | |
btnPsiClick(Action *action) | OpenXcom::BattlescapeState | |
btnReloadClick(Action *action) | OpenXcom::BattlescapeState | |
btnReserveClick(Action *action) | OpenXcom::BattlescapeState | |
btnReserveKneelClick(Action *action) | OpenXcom::BattlescapeState | |
btnRightHandItemClick(Action *action) | OpenXcom::BattlescapeState | |
btnShowLayersClick(Action *action) | OpenXcom::BattlescapeState | |
btnShowMapClick(Action *action) | OpenXcom::BattlescapeState | |
btnStatsClick(Action *action) | OpenXcom::BattlescapeState | |
btnUnitDownClick(Action *action) | OpenXcom::BattlescapeState | |
btnUnitUpClick(Action *action) | OpenXcom::BattlescapeState | |
btnVisibleUnitClick(Action *action) | OpenXcom::BattlescapeState | |
btnZeroTUsClick(Action *action) | OpenXcom::BattlescapeState | |
centerAllSurfaces() | OpenXcom::State | |
clearMouseScrollingState() | OpenXcom::BattlescapeState | |
debug(const std::wstring &message) | OpenXcom::BattlescapeState | |
finishBattle(bool abort, int inExitArea) | OpenXcom::BattlescapeState | |
getBattleGame() | OpenXcom::BattlescapeState | |
getGame() const | OpenXcom::BattlescapeState | |
getMap() const | OpenXcom::BattlescapeState | |
getMouseOverIcons() const | OpenXcom::BattlescapeState | |
getPalette() | OpenXcom::State | |
handle(Action *action) | OpenXcom::BattlescapeState | inlinevirtual |
handleState() | OpenXcom::BattlescapeState | |
hideAll() | OpenXcom::State | |
init() | OpenXcom::BattlescapeState | virtual |
isScreen() const | OpenXcom::State | |
lowerAllSurfaces() | OpenXcom::State | |
mapClick(Action *action) | OpenXcom::BattlescapeState | |
mapIn(Action *action) | OpenXcom::BattlescapeState | |
mapOver(Action *action) | OpenXcom::BattlescapeState | |
mapPress(Action *action) | OpenXcom::BattlescapeState | |
mouseInIcons(Action *action) | OpenXcom::BattlescapeState | |
mouseOutIcons(Action *action) | OpenXcom::BattlescapeState | |
playableUnitSelected() | OpenXcom::BattlescapeState | |
popup(State *state) | OpenXcom::BattlescapeState | |
recenter(int dX, int dY) | OpenXcom::State | virtual |
redrawText() | OpenXcom::State | |
resetAll() | OpenXcom::State | |
resize(int &dX, int &dY) | OpenXcom::BattlescapeState | virtual |
saveAIMap() | OpenXcom::BattlescapeState | |
saveVoxelMap() | OpenXcom::BattlescapeState | |
saveVoxelView() | OpenXcom::BattlescapeState | |
selectNextPlayerUnit(bool checkReselect=false, bool setReselect=false, bool checkInventory=false) | OpenXcom::BattlescapeState | |
selectPreviousPlayerUnit(bool checkReselect=false, bool setReselect=false, bool checkInventory=false) | OpenXcom::BattlescapeState | |
setModal(InteractiveSurface *surface) | OpenXcom::State | |
setPalette(SDL_Color *colors, int firstcolor=0, int ncolors=256, bool immediately=true) | OpenXcom::State | |
setPalette(const std::string &palette, int backpals=-1) | OpenXcom::State | |
setStateInterval(Uint32 interval) | OpenXcom::BattlescapeState | |
showAll() | OpenXcom::State | |
showLaunchButton(bool show) | OpenXcom::BattlescapeState | |
showPsiButton(bool show) | OpenXcom::BattlescapeState | |
State(Game *game) | OpenXcom::State | |
stopScrolling(Action *action) | OpenXcom::BattlescapeState | |
think() | OpenXcom::BattlescapeState | virtual |
toggleScreen() | OpenXcom::State | |
tr(const std::string &id) const | OpenXcom::State | |
tr(const std::string &id, unsigned n) const | OpenXcom::State | |
txtTooltipIn(Action *action) | OpenXcom::BattlescapeState | |
txtTooltipOut(Action *action) | OpenXcom::BattlescapeState | |
updateSoldierInfo() | OpenXcom::BattlescapeState | |
warning(const std::string &message) | OpenXcom::BattlescapeState | |
~BattlescapeState() | OpenXcom::BattlescapeState | |
~State() | OpenXcom::State | virtual |