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75 lines (67 loc) · 1.94 KB
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/*
* Copyright 2010 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/>.
*/
#ifndef OPENXCOM_STATE_H
#define OPENXCOM_STATE_H
#include <vector>
#include "SDL.h"
namespace OpenXcom
{
class Game;
class Surface;
class Action;
/**
* 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
{
protected:
Game *_game;
std::vector<Surface*> _surfaces;
bool _screen;
public:
/// Creates a new state linked to a game.
State(Game* game);
/// Cleans up the state.
virtual ~State();
/// Adds a child element to the state.
void add(Surface *surface);
/// Gets whether the state is a full-screen.
bool isScreen() const;
/// 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();
/// Shws all the state surfaces.
void showAll();
/// Resets all the state surfaces.
void resetAll();
};
}
#endif