3 uint32_t province_size = state.world.province_size();
4 uint32_t texture_size = province_size + 256 - province_size % 256;
6 std::vector<uint32_t> prov_color(texture_size * 2);
7 state.world.for_each_province([&](dcon::province_id prov_id) {
9 auto nation = fat_id.get_nation_from_province_ownership();
14 prov_color[i] = color;
15 prov_color[i + texture_size] = color;
std::vector< uint32_t > crisis_map_from(sys::state &state)
pop_satisfaction_wrapper_fat fatten(data_container const &c, pop_satisfaction_wrapper_id id) noexcept
uint32_t color_gradient_magma(float percent)
constexpr uint16_t to_map_id(dcon::province_id id)
Holds important data about the game world, state, and other data regarding windowing,...