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

Window used to notify the player when a production is completed. More...

#include <ProductionCompleteState.h>

Inheritance diagram for OpenXcom::ProductionCompleteState:
OpenXcom::State

Public Member Functions

 ProductionCompleteState (Game *game, Base *base, const std::wstring &item, GeoscapeState *state, productionProgress_e endType=PROGRESS_COMPLETE)
 Creates the Production Complete state. More...
 
 ~ProductionCompleteState ()
 Cleans up the Production Complete state.
 
void btnOkClick (Action *action)
 Handler for clicking the OK button. More...
 
void btnGotoBaseClick (Action *action)
 Handler for clicking the Go To Base 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 used to notify the player when a production is completed.

Constructor & Destructor Documentation

OpenXcom::ProductionCompleteState::ProductionCompleteState ( Game game,
Base base,
const std::wstring &  item,
GeoscapeState state,
productionProgress_e  endType = PROGRESS_COMPLETE 
)

Creates the Production Complete state.

Initializes all the elements in a Production Complete window.

Parameters
gamePointer to the core game.
basePointer to base the production belongs to.
itemItem that finished producing.
statePointer to the Geoscape state.
endTypeWhat ended the production.

Member Function Documentation

void OpenXcom::ProductionCompleteState::btnGotoBaseClick ( Action action)

Handler for clicking the Go To Base button.

Goes to the base for the respective production.

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

Handler for clicking the OK button.

Closes the window.

Parameters
actionPointer to an action.

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