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OpenXcom
1.0
Open-source clone of the original X-Com
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Debriefing screen shown after a Battlescape mission that displays the results. More...
#include <DebriefingState.h>
Public Member Functions | |
DebriefingState () | |
Creates the Debriefing state. More... | |
~DebriefingState () | |
Cleans up the Debriefing state. | |
void | btnOkClick (Action *action) |
Handler for clicking the OK button. More... | |
void | init () |
Initializes the state. More... | |
void | btnStatsClick (Action *action) |
Handler for clicking the STATS button. More... | |
void | txtTooltipIn (Action *action) |
Handler for showing tooltip. More... | |
void | txtTooltipOut (Action *action) |
Handler for hiding tooltip. More... | |
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State () | |
Creates a new state linked to a game. More... | |
virtual | ~State () |
Cleans up the state. More... | |
void | setInterface (const std::string &s, bool alterPal=false, SavedBattleGame *battleGame=0) |
Set interface rules. More... | |
void | add (Surface *surface) |
Adds a child element to the state. More... | |
void | add (Surface *surface, const std::string &id, const std::string &category, Surface *parent=0) |
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 | 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 LocalizedText & | tr (const std::string &id) const |
Get the localized text. More... | |
LocalizedText | tr (const std::string &id, unsigned n) const |
Get the localized text. More... | |
const LocalizedText & | tr (const std::string &id, SoldierGender gender) 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 * | 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... | |
Additional Inherited Members | |
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static void | setGamePtr (Game *game) |
Sets game object pointer. | |
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static Game * | _game = 0 |
Initializes static member. | |
Debriefing screen shown after a Battlescape mission that displays the results.
OpenXcom::DebriefingState::DebriefingState | ( | ) |
Creates the Debriefing state.
Initializes all the elements in the Debriefing screen.
game | Pointer to the core game. |
Post-mortem kill award
Best-of awards
void OpenXcom::DebriefingState::btnOkClick | ( | Action * | action | ) |
Handler for clicking the OK button.
Returns to the previous screen.
action | Pointer to an action. |
void OpenXcom::DebriefingState::btnStatsClick | ( | Action * | action | ) |
Handler for clicking the STATS button.
Displays soldiers' stat increases.
action | Pointer to an action. |
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virtual |
Initializes the state.
Initializes the state and its child elements.
This is used for settings that have to be reset every time the state is returned to focus (eg. palettes), so can't just be put in the constructor (remember there's a stack of states, so they can be created once while being repeatedly switched back into focus).
Reimplemented from OpenXcom::State.
void OpenXcom::DebriefingState::txtTooltipIn | ( | Action * | action | ) |
Handler for showing tooltip.
Shows a tooltip for the appropriate text.
action | Pointer to an action. |
void OpenXcom::DebriefingState::txtTooltipOut | ( | Action * | action | ) |
Handler for hiding tooltip.
Clears the tooltip text.
action | Pointer to an action. |