/** * Initializes all the elements in the Load Game screen. * @param game Pointer to the core game. * @param origin Game section that originated this state. * @param type Type of auto-load being used. * @param palette Parent state palette. */ LoadGameState::LoadGameState(OptionsOrigin origin, SaveType type, SDL_Color *palette) : _firstRun(0), _origin(origin) { switch (type) { case SAVE_QUICK: _filename = SavedGame::QUICKSAVE; break; case SAVE_AUTO_GEOSCAPE: _filename = SavedGame::AUTOSAVE_GEOSCAPE; break; case SAVE_AUTO_BATTLESCAPE: _filename = SavedGame::AUTOSAVE_BATTLESCAPE; break; default: // can't auto-load ironman games break; } buildUi(palette); }
/** * Initializes all the elements in the Load Game screen. * @param game Pointer to the core game. * @param origin Game section that originated this state. * @param type Type of auto-load being used. */ LoadGameState::LoadGameState(Game *game, OptionsOrigin origin, SaveType type) : State(game), _origin(origin) { switch (type) { case SAVE_QUICK: _filename = SavedGame::QUICKSAVE; break; case SAVE_AUTO_GEOSCAPE: _filename = SavedGame::AUTOSAVE_GEOSCAPE; break; case SAVE_AUTO_BATTLESCAPE: _filename = SavedGame::AUTOSAVE_BATTLESCAPE; break; default: // can't auto-load ironman games break; } buildUi(); }
/** * Initializes all the elements in the Save Game screen. * @param game Pointer to the core game. * @param origin Game section that originated this state. * @param type Type of auto-save being used. * @param palette Parent state palette. */ SaveGameState::SaveGameState(OptionsOrigin origin, SaveType type, SDL_Color *palette) : _firstRun(0), _origin(origin), _type(type) { switch (type) { case SAVE_QUICK: _filename = SavedGame::QUICKSAVE; break; case SAVE_AUTO_GEOSCAPE: _filename = SavedGame::AUTOSAVE_GEOSCAPE; break; case SAVE_AUTO_BATTLESCAPE: _filename = SavedGame::AUTOSAVE_BATTLESCAPE; break; case SAVE_IRONMAN: case SAVE_IRONMAN_END: _filename = CrossPlatform::sanitizeFilename(Language::wstrToFs(_game->getSavedGame()->getName())) + ".sav"; break; default: break; } buildUi(palette); }
/** * Initializes all the elements in the ResearchProject screen. * @param game Pointer to the core game. * @param base Pointer to the base to get info from. * @param project A ResearchProject to modify */ ResearchInfoState::ResearchInfoState(Game *game, Base *base, ResearchProject * project) : State(game), _base(base), _project(project), _rule(0) { buildUi(); }
/** * Initializes all the elements in the ResearchProject screen. * @param game Pointer to the core game. * @param base Pointer to the base to get info from. * @param rule A RuleResearch which will be used to create a new ResearchProject */ ResearchInfoState::ResearchInfoState(Game *game, Base *base, RuleResearch * rule) : State(game), _base(base), _project(new ResearchProject(rule, int(rule->getCost() * OpenXcom::RNG::generate(50, 150)/100))), _rule(rule) { buildUi(); }
/** * Initializes all the elements in the Load Game screen. * @param game Pointer to the core game. * @param origin Game section that originated this state. * @param filename Name of the save file without extension. * @param palette Parent state palette. */ LoadGameState::LoadGameState(OptionsOrigin origin, const std::string &filename, SDL_Color *palette) : _firstRun(0), _origin(origin), _filename(filename) { buildUi(palette); }
/** * Initializes all the elements in the Save Game screen. * @param game Pointer to the core game. * @param origin Game section that originated this state. * @param filename Name of the save file without extension. * @param palette Parent state palette. */ SaveGameState::SaveGameState(OptionsOrigin origin, const std::string &filename, SDL_Color *palette) : _firstRun(0), _origin(origin), _filename(filename), _type(SAVE_DEFAULT) { buildUi(palette); }
/** * Initializes all elements in the Production settings screen (modifying Production). * @param game Pointer to the core game. * @param base Pointer to the base to get info from. * @param production The Production to modify. */ ManufactureInfoState::ManufactureInfoState (Base *base, Production *production) : _base(base), _item(0), _production(production) { buildUi(); }
/** * Initializes all elements in the Production settings screen (new Production). * @param game Pointer to the core game. * @param base Pointer to the base to get info from. * @param item The RuleManufacture to produce. */ ManufactureInfoState::ManufactureInfoState (Base *base, RuleManufacture *item) : _base(base), _item(item), _production(0) { buildUi(); }
/** * Initializes all the elements in the ResearchProject screen. * @param game Pointer to the core game. * @param base Pointer to the base to get info from. * @param project A ResearchProject to modify */ ResearchInfoState::ResearchInfoState(Base *base, ResearchProject *project) : _base(base), _project(project), _rule(0) { buildUi(); }
AutoTransformControls::AutoTransformControls(QWidget *parent) : QWidget(parent) { mViewOptions = 0; buildUi(); }
/** * Initialize all elements in the Production settings screen(modifying Production) * @param game Pointer to the core game. * @param base Pointer to the base to get info from. * @param production the Production to modify */ ManufactureInfoState::ManufactureInfoState (Game * game, Base * base, Production * production) : State (game), _base(base), _item(0), _production(production) { buildUi(); }
/** * Initialize all elements in the Production settings screen(new Production) * @param game Pointer to the core game. * @param base Pointer to the base to get info from. * @param item the RuleManufacture to produce */ ManufactureInfoState::ManufactureInfoState (Game * game, Base * base, RuleManufacture * item) : State (game), _base(base), _item(item), _production(0) { buildUi(); }
/** * Initialize all elements in the Production settings screen(modifying Production) * @param game Pointer to the core game. * @param base Pointer to the base to get info from. * @param production the Production to modify */ ProductionState::ProductionState (Game * game, Base * base, Production * production) : State (game), _base(base), _item(0), _production(production) { buildUi(); }
/** * Initializes all the elements in the Save Game screen. * @param game Pointer to the core game. * @param origin Game section that originated this state. * @param filename Name of the save file without extension. */ SaveGameState::SaveGameState(OptionsOrigin origin, const std::string &filename) : _origin(origin), _filename(filename), _type(SAVE_DEFAULT) { buildUi(); }
/** * Initializes all the elements in the Load Game screen. * @param game Pointer to the core game. * @param origin Game section that originated this state. * @param filename Name of the save file without extension. */ LoadGameState::LoadGameState(Game *game, OptionsOrigin origin, const std::string &filename) : State(game), _origin(origin), _filename(filename) { buildUi(); }