OpenXcom  1.0
Open-source clone of the original X-Com
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Macros Pages
Public Member Functions | List of all members
OpenXcom::ManufactureStartState Class Reference

Screen which displays needed elements to start productions (items/required workshop state/cost to build a unit, ...). More...

#include <ManufactureStartState.h>

Inheritance diagram for OpenXcom::ManufactureStartState:
OpenXcom::State

Public Member Functions

 ManufactureStartState (Game *game, Base *base, RuleManufacture *item)
 Creates the State. More...
 
void btnCancelClick (Action *action)
 Handler for the Cancel button. More...
 
void btnStartClick (Action *action)
 Handler for the start button. More...
 
- Public Member Functions inherited from OpenXcom::State
 State (Game *game)
 Creates a new state linked to a game. More...
 
virtual ~State ()
 Cleans up the state. More...
 
void add (Surface *surface)
 Adds a child element to the state. More...
 
bool isScreen () const
 Gets whether the state is a full-screen. More...
 
void toggleScreen ()
 Toggles whether the state is a full-screen. More...
 
virtual void init ()
 Initializes the state. More...
 
virtual void handle (Action *action)
 Handles any events. More...
 
virtual void think ()
 Runs state functionality every cycle. More...
 
virtual void blit ()
 Blits the state to the screen. More...
 
void hideAll ()
 Hides all the state surfaces. More...
 
void showAll ()
 Shws all the state surfaces. More...
 
void resetAll ()
 Resets all the state surfaces. More...
 
const LocalizedTexttr (const std::string &id) const
 Get the localized text. More...
 
LocalizedText tr (const std::string &id, unsigned n) const
 Get the localized text. More...
 
void redrawText ()
 redraw all the text-type surfaces.
 
void centerAllSurfaces ()
 center all surfaces relative to the screen. More...
 
void lowerAllSurfaces ()
 lower all surfaces by half the screen height. More...
 
void applyBattlescapeTheme ()
 switch the colours to use the battlescape palette. More...
 
void setModal (InteractiveSurface *surface)
 Sets a modal surface. More...
 
void setPalette (SDL_Color *colors, int firstcolor=0, int ncolors=256, bool immediately=true)
 Changes a set of colors on the state's 8bpp palette. More...
 
void setPalette (const std::string &palette, int backpals=-1)
 Changes the state's 8bpp palette with certain resources. More...
 
SDL_Color *const getPalette ()
 Gets the state's 8bpp palette. More...
 
virtual void resize (int &dX, int &dY)
 Let the state know the window has been resized. More...
 
virtual void recenter (int dX, int dY)
 Re-orients all the surfaces in the state. More...
 

Detailed Description

Screen which displays needed elements to start productions (items/required workshop state/cost to build a unit, ...).

Constructor & Destructor Documentation

OpenXcom::ManufactureStartState::ManufactureStartState ( Game game,
Base base,
RuleManufacture item 
)

Creates the State.

Initializes all the elements in the productions start screen.

Parameters
gamePointer to the core game.
basePointer to the base to get info from.
itemThe RuleManufacture to produce.

Member Function Documentation

void OpenXcom::ManufactureStartState::btnCancelClick ( Action action)

Handler for the Cancel button.

Returns to previous screen.

Parameters
actionA pointer to an Action.
void OpenXcom::ManufactureStartState::btnStartClick ( Action action)

Handler for the start button.

Go to the Production settings screen.

Parameters
actionA pointer to an Action.

The documentation for this class was generated from the following files: