OpenXcom
1.0
Open-source clone of the original X-Com
|
Public Member Functions | |
DelayedSaveState (BattlescapeGame *parent, Game *game, SaveType type) | |
Constructor for the delayed save state. More... | |
~DelayedSaveState () | |
Deletes the state. More... | |
void | init () |
Initializes the state. More... | |
void | think () |
Runs state functionality every cycle. More... | |
Public Member Functions inherited from OpenXcom::BattleState | |
BattleState (BattlescapeGame *parent, BattleAction action) | |
Creates a new BattleState linked to the game. More... | |
BattleState (BattlescapeGame *parent) | |
Creates a new BattleState linked to the game. More... | |
virtual | ~BattleState () |
Cleans up the BattleState. More... | |
virtual void | cancel () |
Handles a cancel request. More... | |
BattleAction | getAction () const |
Gets a copy of the action. More... | |
OpenXcom::DelayedSaveState::DelayedSaveState | ( | BattlescapeGame * | parent, |
Game * | game, | ||
SaveType | type | ||
) |
Constructor for the delayed save state.
Runs on construction of the state.
Very simple state, runs interference between the autosave and the screen clearing on the "new turn" screen. This all happens before panic is handled, and forces the text to be rendered over the battlescape rather than the "next turn" screen.
OpenXcom::DelayedSaveState::~DelayedSaveState | ( | ) |
Deletes the state.
Runs on deletion of the state.
|
virtual |
Initializes the state.
Runs on initialization of the state.
Reimplemented from OpenXcom::BattleState.
|
virtual |
Runs state functionality every cycle.
Runs on every frame of the state.
Reimplemented from OpenXcom::BattleState.