#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 "../Interface/TextButton.h"
#include "../Savegame/EquipmentLayoutItem.h"
namespace OpenXcom
{
class Surface;
class Text;
class InteractiveSurface;
class Inventory;
class SavedBattleGame;
class BattlescapeState;
class BattleUnit;
class BattlescapeButton;
/**
* Screen which displays soldier's inventory.
*/
class InventoryState : public State
{
private:
Surface *_bg, *_soldier;
Text *_txtName, *_txtItem, *_txtAmmo, *_txtWeight, *_txtTus, *_txtFAcc, *_txtReact, *_txtPSkill, *_txtPStr;
BattlescapeButton *_btnOk, *_btnPrev, *_btnNext, *_btnUnload, *_btnGround, *_btnRank;
BattlescapeButton *_btnCreateTemplate, *_btnApplyTemplate;
Surface *_selAmmo;
Inventory *_inv;
std::vector<EquipmentLayoutItem*> _curInventoryTemplate;
SavedBattleGame *_battleGame;
const bool _tu;
BattlescapeState *_parent;
std::string _currentTooltip;
public:
/// Creates the Inventory state.
InventoryState(bool tu, BattlescapeState *parent);
/// Cleans up the Inventory state.
~InventoryState();
/// Updates all soldier info.
void init();
/// Updates the soldier info (Weight, TU).
void updateStats();
/// Saves the soldiers' equipment-layout.
void saveEquipmentLayout();
/// Handler for clicking the OK button.
void btnOkClick(Action *action);
/// Handler for clicking the Previous button.
void btnPrevClick(Action *action);
/// Handler for clicking the Next button.
void btnNextClick(Action *action);
/// Handler for clicking the Unload button.
void btnUnloadClick(Action *action);
/// Handler for clicking on the Ground -> button.
void btnGroundClick(Action *action);
/// Handler for clicking the Rank button.
void btnRankClick(Action *action);
/// Handler for clicking on the Create Template button.
void btnCreateTemplateClick(Action *action);
/// Handler for clicking the Apply Template button.
void btnApplyTemplateClick(Action *action);
/// Handler for hitting the Clear Inventory hotkey.
void onClearInventory(Action *action);
/// Handler for hitting the Autoequip hotkey.
void onAutoequip(Action *action);
/// Handler for clicking on the inventory.
void invClick(Action *action);
/// Handler for showing item info.
void invMouseOver(Action *action);
/// Handler for hiding item info.
void invMouseOut(Action *action);
/// Handles keypresses.
void handle(Action *action);
/// Handler for showing tooltip.
void txtTooltipIn(Action *action);
/// Handler for hiding tooltip.
void txtTooltipOut(Action *action);
private:
/// Update the visibility and icons for the template buttons
void _updateTemplateButtons(bool isVisible);
/// Refresh the hover status of the mouse
void _refreshMouse();
};
}
↑ V690 The 'Surface' class implements a copy constructor, but lacks the copy assignment operator. It is dangerous to use such a class.