OpenXcom  1.0
Open-source clone of the original X-Com
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OpenXcom::BattlescapeState Member List

This is the complete list of members for OpenXcom::BattlescapeState, including all inherited members.

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::Statevirtual
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::BattlescapeStateinlinevirtual
handleState()OpenXcom::BattlescapeState
hideAll()OpenXcom::State
init()OpenXcom::BattlescapeStatevirtual
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::Statevirtual
redrawText()OpenXcom::State
resetAll()OpenXcom::State
resize(int &dX, int &dY)OpenXcom::BattlescapeStatevirtual
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::BattlescapeStatevirtual
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::Statevirtual