#pragma once
/*
* Copyright 2010-2016 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenXcom is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenXcom. If not, see <http:///www.gnu.org/licenses/>.
*/
#include "../Engine/State.h"
#include "Position.h"
#include <vector>
#include <string>
namespace OpenXcom
{
class Surface;
class Map;
class ImageButton;
class BattlescapeButton;
class InteractiveSurface;
class Text;
class Bar;
class NumberText;
class BattleUnit;
class SavedBattleGame;
class BattleItem;
class Timer;
class WarningMessage;
class BattlescapeGame;
/**
* Battlescape screen which shows the tactical battle.
*/
class BattlescapeState : public State
{
private:
Surface *_rank;
InteractiveSurface *_icons;
Map *_map;
BattlescapeButton *_btnUnitUp, *_btnUnitDown, *_btnMapUp, *_btnMapDown, *_btnShowMap, *_btnKneel;
BattlescapeButton *_btnInventory, *_btnCenter, *_btnNextSoldier, *_btnNextStop, *_btnShowLayers, *_btnHelp;
BattlescapeButton *_btnEndTurn, *_btnAbort, *_btnLaunch, *_btnPsi, *_reserve;
InteractiveSurface *_btnStats;
BattlescapeButton *_btnReserveNone, *_btnReserveSnap, *_btnReserveAimed, *_btnReserveAuto, *_btnReserveKneel, *_btnZeroTUs;
InteractiveSurface *_btnLeftHandItem, *_btnRightHandItem;
static const int VISIBLE_MAX = 10;
InteractiveSurface *_btnVisibleUnit[VISIBLE_MAX];
NumberText *_numVisibleUnit[VISIBLE_MAX];
BattleUnit *_visibleUnit[VISIBLE_MAX];
WarningMessage *_warning;
Text *_txtName;
NumberText *_numTimeUnits, *_numEnergy, *_numHealth, *_numMorale, *_numLayers, *_numAmmoLeft, *_numAmmoRight;
Bar *_barTimeUnits, *_barEnergy, *_barHealth, *_barMorale;
Timer *_animTimer, *_gameTimer;
SavedBattleGame *_save;
Text *_txtDebug, *_txtTooltip;
std::vector<State*> _popups;
BattlescapeGame *_battleGame;
bool _firstInit;
bool _isMouseScrolling, _isMouseScrolled;
int _xBeforeMouseScrolling, _yBeforeMouseScrolling;
Position _mapOffsetBeforeMouseScrolling;
Uint32 _mouseScrollingStartTime;
int _totalMouseMoveX, _totalMouseMoveY;
bool _mouseMovedOverThreshold;
bool _mouseOverIcons;
std::string _currentTooltip;
Position _cursorPosition;
Uint8 _barHealthColor;
bool _autosave;
/// Popups a context sensitive list of actions the user can choose from.
void handleItemClick(BattleItem *item);
/// Shifts the red colors of the visible unit buttons backgrounds.
void blinkVisibleUnitButtons();
/// Shifts the colors of the health bar when unit has fatal wounds.
void blinkHealthBar();
/// Shows the unit kneel state.
void toggleKneelButton(BattleUnit* unit);
/// Gets the item currently accessible through the left hand slot in the battlescape UI.
BattleItem *getLeftHandItem(BattleUnit *unit);
/// Gets the item currently accessible through the right hand slot in the battlescape UI.
BattleItem *getRightHandItem(BattleUnit *unit);
/// Gets the built-in melee weapon of a unit, if any.
BattleItem *getSpecialMeleeWeapon(BattleUnit *unit);
public:
/// Selects the next soldier.
void selectNextPlayerUnit(bool checkReselect = false, bool setReselect = false, bool checkInventory = false, bool checkFOV = true);
/// Selects the previous soldier.
void selectPreviousPlayerUnit(bool checkReselect = false, bool setReselect = false, bool checkInventory = false);
static const int DEFAULT_ANIM_SPEED = 100;
/// Creates the Battlescape state.
BattlescapeState();
/// Cleans up the Battlescape state.
~BattlescapeState();
/// Initializes the battlescapestate.
void init();
/// Runs the timers and handles popups.
void think();
/// Handler for moving mouse over the map.
void mapOver(Action *action);
/// Handler for pressing the map.
void mapPress(Action *action);
/// Handler for clicking the map.
void mapClick(Action *action);
/// Handler for entering with mouse to the map surface.
void mapIn(Action *action);
/// Handler for clicking the Unit Up button.
void btnUnitUpClick(Action *action);
/// Handler for clicking the Unit Down button.
void btnUnitDownClick(Action *action);
/// Handler for clicking the Map Up button.
void btnMapUpClick(Action *action);
/// Handler for clicking the Map Down button.
void btnMapDownClick(Action *action);
/// Handler for clicking the Show Map button.
void btnShowMapClick(Action *action);
/// Handler for clicking the Kneel button.
void btnKneelClick(Action *action);
/// Handler for clicking the Soldier button.
void btnInventoryClick(Action *action);
/// Handler for clicking the Center button.
void btnCenterClick(Action *action);
/// Handler for clicking the Next Soldier button.
void btnNextSoldierClick(Action *action);
/// Handler for clicking the Next Stop button.
void btnNextStopClick(Action *action);
/// Handler for clicking the Previous Soldier button.
void btnPrevSoldierClick(Action *action);
/// Handler for clicking the Show Layers button.
void btnShowLayersClick(Action *action);
/// Handler for clicking the Help button.
void btnHelpClick(Action *action);
/// Handler for clicking the End Turn button.
void btnEndTurnClick(Action *action);
/// Handler for clicking the Abort button.
void btnAbortClick(Action *action);
/// Handler for clicking the stats.
void btnStatsClick(Action *action);
/// Handler for clicking the left hand item button.
void btnLeftHandItemClick(Action *action);
/// Handler for clicking the right hand item button.
void btnRightHandItemClick(Action *action);
/// Handler for clicking a visible unit button.
void btnVisibleUnitClick(Action *action);
/// Handler for clicking the launch rocket button.
void btnLaunchClick(Action *action);
/// Handler for clicking the use psi button.
void btnPsiClick(Action *action);
/// Handler for clicking a reserved button.
void btnReserveClick(Action *action);
/// Handler for clicking the reload button.
void btnReloadClick(Action *action);
/// Handler for clicking the lighting button.
void btnPersonalLightingClick(Action *action);
/// Determines whether a playable unit is selected.
bool playableUnitSelected();
/// Updates soldier name/rank/tu/energy/health/morale.
void updateSoldierInfo(bool checkFOV = true);
/// Animates map objects on the map, also smoke,fire, ...
void animate();
/// Handles the battle game state.
void handleState();
/// Sets the state timer interval.
void setStateInterval(Uint32 interval);
/// Gets game.
Game *getGame() const;
/// Gets map.
Map *getMap() const;
/// Show debug message.
void debug(const std::string &message);
/// Show warning message.
void warning(const std::string &message);
/// Handles keypresses.
void handle(Action *action);
/// Displays a popup window.
void popup(State *state);
/// Finishes a battle.
void finishBattle(bool abort, int inExitArea);
/// Show the launch button.
void showLaunchButton(bool show);
/// Shows the PSI button.
void showPsiButton(bool show);
/// Clears mouse-scrolling state.
void clearMouseScrollingState();
/// Returns a pointer to the battlegame, in case we need its functions.
BattlescapeGame *getBattleGame();
/// Saves a map as used by the AI.
void saveAIMap();
/// Saves each layer of voxels on the bettlescape as a png.
void saveVoxelMap();
/// Saves a first-person voxel view of the battlescape.
void saveVoxelView();
/// Handler for the mouse moving over the icons, disables the tile selection cube.
void mouseInIcons(Action *action);
/// Handler for the mouse going out of the icons, enabling the tile selection cube.
void mouseOutIcons(Action *action);
/// Checks if the mouse is over the icons.
bool getMouseOverIcons() const;
/// Is the player allowed to press buttons?
bool allowButtons(bool allowSaving = false) const;
/// Handler for clicking the reserve TUs to kneel button.
void btnReserveKneelClick(Action *action);
/// Handler for clicking the expend all TUs button.
void btnZeroTUsClick(Action *action);
/// Handler for showing tooltip.
void txtTooltipIn(Action *action);
/// Handler for hiding tooltip.
void txtTooltipOut(Action *action);
/// Update the resolution settings, we just resized the window.
void resize(int &dX, int &dY);
/// Move the mouse back to where it started after we finish drag scrolling.
void stopScrolling(Action *action);
/// Autosave next turn.
void autosave();
};
}
↑ V690 The 'Surface' class implements a copy constructor, but lacks the copy assignment operator. It is dangerous to use such a class.