#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 <vector>
#include <string>
#include <SDL.h>
#include "../Savegame/Soldier.h"
#include "LocalizedText.h"
namespace OpenXcom
{
class Game;
class Surface;
class InteractiveSurface;
class Action;
class SavedBattleGame;
class RuleInterface;
/**
* A game state that receives user input and reacts accordingly.
* Game states typically represent a whole window or screen that
* the user interacts with, making the game... well, interactive.
* They automatically handle child elements used to transmit
* information from/to the user, and are linked to the core game
* engine which manages them.
*/
class State
{
friend class Timer;
protected:
static Game *_game;
std::vector<Surface*> _surfaces;
bool _screen;
InteractiveSurface *_modal;
RuleInterface *_ruleInterface;
RuleInterface *_ruleInterfaceParent;
SDL_Color _palette[256];
Uint8 _cursorColor;
public:
/// Creates a new state linked to a game.
State();
/// Cleans up the state.
virtual ~State();
/// Set interface rules.
void setInterface(const std::string &s, bool alterPal = false, SavedBattleGame *battleGame = 0);
/// Adds a child element to the state.
void add(Surface *surface);
/// Adds a child element to the state.
void add(Surface *surface, const std::string &id, const std::string &category, Surface *parent = 0);
/// Gets whether the state is a full-screen.
bool isScreen() const;
/// Toggles whether the state is a full-screen.
void toggleScreen();
/// Initializes the state.
virtual void init();
/// Handles any events.
virtual void handle(Action *action);
/// Runs state functionality every cycle.
virtual void think();
/// Blits the state to the screen.
virtual void blit();
/// Hides all the state surfaces.
void hideAll();
/// Shows all the state surfaces.
void showAll();
/// Resets all the state surfaces.
void resetAll();
/// Get the localized text.
LocalizedText tr(const std::string &id) const;
/// Get the localized text.
LocalizedText tr(const std::string &id, unsigned n) const;
/// Get the localized text.
LocalizedText tr(const std::string &id, SoldierGender gender) const;
/// redraw all the text-type surfaces.
void redrawText();
/// center all surfaces relative to the screen.
void centerAllSurfaces();
/// lower all surfaces by half the screen height.
void lowerAllSurfaces();
/// switch the colours to use the battlescape palette.
void applyBattlescapeTheme();
/// Sets game object pointer
static void setGamePtr(Game* game);
/// Sets a modal surface.
void setModal(InteractiveSurface *surface);
/// Changes a set of colors on the state's 8bpp palette.
void setPalette(SDL_Color *colors, int firstcolor = 0, int ncolors = 256, bool immediately = true);
/// Changes the state's 8bpp palette with certain resources.
void setPalette(const std::string &palette, int backpals = -1);
/// Gets the state's 8bpp palette.
SDL_Color *getPalette();
/// Let the state know the window has been resized.
virtual void resize(int &dX, int &dY);
/// Re-orients all the surfaces in the state.
virtual void recenter(int dX, int dY);
};
}
↑ V690 The 'Surface' class implements a copy constructor, but lacks the copy assignment operator. It is dangerous to use such a class.