OpenXcom  1.0
Open-source clone of the original X-Com
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Public Member Functions | List of all members
OpenXcom::NewPossibleManufactureState Class Reference

Window which inform the player of new possible manufacture projects. More...

#include <NewPossibleManufactureState.h>

Inheritance diagram for OpenXcom::NewPossibleManufactureState:
OpenXcom::State

Public Member Functions

 NewPossibleManufactureState (Game *game, Base *base, const std::vector< RuleManufacture * > &possibilities)
 Creates the NewPossibleManufacture state. More...
 
void btnOkClick (Action *action)
 Handler for clicking the OK button. More...
 
void btnManufactureClick (Action *action)
 Handler for clicking the Allocate Manufacture 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

Window which inform the player of new possible manufacture projects.

Also allow to go to the ManufactureState to dispatch available engineers.

Constructor & Destructor Documentation

OpenXcom::NewPossibleManufactureState::NewPossibleManufactureState ( Game game,
Base base,
const std::vector< RuleManufacture * > &  possibilities 
)

Creates the NewPossibleManufacture state.

Initializes all the elements in the EndManufacture screen.

Parameters
gamePointer to the core game.
basePointer to the base to get info from.
possibilitiesList of newly possible ManufactureProject

Member Function Documentation

void OpenXcom::NewPossibleManufactureState::btnManufactureClick ( Action action)

Handler for clicking the Allocate Manufacture button.

Open the ManufactureState so the player can dispatch available scientist.

Parameters
actionPointer to an action.
void OpenXcom::NewPossibleManufactureState::btnOkClick ( Action action)

Handler for clicking the OK button.

return to the previous screen

Parameters
actionPointer to an action.

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