29 dcon::province_id target,
36 dcon::province_id target,
50 dcon::province_id target,
128 dcon::province_id target,
133 dcon::province_id target,
176 std::function <void(
sys::state&
state, std::vector<uint32_t>& data, dcon::province_id selected_province)>
187.starting_scene =
true,
188.enforced_pause =
true,
189.overwrite_map_tooltip =
true,
191.game_in_progress =
false,
195.allow_drag_selection =
false,
213.accept_events =
true,
217.allow_drag_selection =
true,
243 .allow_drag_selection =
false,
268.allow_drag_selection =
true,
297.allow_drag_selection =
false,
314.enforced_pause =
true,
315.based_on_map =
false,
316.game_in_progress =
false,
320.allow_drag_selection =
false,
void update_military_game_scene(sys::state &state)
void render_map_generic(sys::state &state)
void in_game_hotkeys(sys::state &state, sys::virtual_key keycode, sys::key_modifiers mod)
scene_properties nation_picker()
void select_wargoal_state_from_selected_province(sys::state &state)
void on_lbutton_up(sys::state &state, int32_t x, int32_t y, sys::key_modifiers mod)
void highlight_given_province(sys::state &state, std::vector< uint32_t > &data, dcon::province_id selected_province)
ui::mouse_probe recalculate_mouse_probe_military(sys::state &state, ui::mouse_probe mouse_probe, ui::mouse_probe tooltip_probe)
void switch_scene(sys::state &state, scene_id ui_scene)
void military_screen_on_lbutton_up(sys::state &state)
void on_rbutton_down(sys::state &state, int32_t x, int32_t y, sys::key_modifiers mod)
void update_ui_state_basic(sys::state &state)
void select_player_nation_from_selected_province(sys::state &state)
@ in_game_military_selector
void render_ui_ingame(sys::state &state)
void render_ui_military(sys::state &state)
void update_ui_unit_details(sys::state &state)
void highlight_defensive_positions(sys::state &state, std::vector< uint32_t > &data, dcon::province_id selected_province)
void do_nothing_screen(sys::state &state, int32_t x, int32_t y, sys::key_modifiers mod)
scene_properties basic_game()
ui::element_base * root_end_screen(sys::state &state)
void highlight_player_nation(sys::state &state, std::vector< uint32_t > &data, dcon::province_id selected_province)
void console_log_other(sys::state &state, std::string_view message)
ui::element_base * root_game_basic(sys::state &state)
scene_properties state_wargoal_selector()
void open_chat_before_game(sys::state &state)
ui::element_base * root_game_wargoal_state_selection(sys::state &state)
void do_nothing_province_target(sys::state &state, dcon::nation_id nation, dcon::province_id target, sys::key_modifiers mod)
void open_diplomacy(sys::state &state, dcon::nation_id nation, dcon::province_id target, sys::key_modifiers mod)
void generic_map_scene_update(sys::state &state)
void update_add_units_game_scene(sys::state &state)
void clean_up_basic_game_scene(sys::state &state)
void clean_up_selected_armies_and_navies(sys::state &state)
scene_properties battleplan_editor_add_army()
ui::mouse_probe recalculate_mouse_probe_identity(sys::state &state, ui::mouse_probe mouse_probe, ui::mouse_probe tooltip_probe)
void state_selector_hotkeys(sys::state &state, sys::virtual_key keycode, sys::key_modifiers mod)
void on_key_down(sys::state &state, sys::virtual_key keycode, sys::key_modifiers mod)
sys::virtual_key replace_keycodes_map_movement(sys::state &state, sys::virtual_key keycode, sys::key_modifiers mod)
void military_screen_hotkeys(sys::state &state, sys::virtual_key keycode, sys::key_modifiers mod)
void console_log_pick_nation(sys::state &state, std::string_view message)
void nation_picker_hotkeys(sys::state &state, sys::virtual_key keycode, sys::key_modifiers mod)
void render_ui_selection_screen(sys::state &state)
void do_nothing(sys::state &state)
void do_nothing_hotkeys(sys::state &state, sys::virtual_key keycode, sys::key_modifiers mod)
void start_dragging(sys::state &state, int32_t x, int32_t y, sys::key_modifiers mod)
scene_properties battleplan_editor()
ui::element_base * root_game_battleplanner(sys::state &state)
ui::mouse_probe recalculate_mouse_probe_basic(sys::state &state, ui::mouse_probe mouse_probe, ui::mouse_probe tooltip_probe)
void select_units(sys::state &state, int32_t x, int32_t y, sys::key_modifiers mod)
ui::element_base * root_game_battleplanner_add_army(sys::state &state)
ui::element_base * root_pick_nation(sys::state &state)
void open_chat_during_game(sys::state &state)
scene_properties end_screen()
ui::mouse_probe recalculate_mouse_probe_units_and_details(sys::state &state, ui::mouse_probe mouse_probe, ui::mouse_probe tooltip_probe)
void update_basic_game_scene(sys::state &state)
ui::mouse_probe recalculate_tooltip_probe_basic(sys::state &state, ui::mouse_probe mouse_probe, ui::mouse_probe tooltip_probe)
void selected_units_control(sys::state &state, dcon::nation_id nation, dcon::province_id target, sys::key_modifiers mod)
ui::mouse_probe recalculate_tooltip_probe_units_and_details(sys::state &state, ui::mouse_probe mouse_probe, ui::mouse_probe tooltip_probe)
sys::virtual_key replace_keycodes_identity(sys::state &state, sys::virtual_key keycode, sys::key_modifiers mod)
ui::element_base * root_game_battleplanner_unit_selection(sys::state &state)
void on_lbutton_down(sys::state &state, int32_t x, int32_t y, sys::key_modifiers mod)
std::function< void(sys::state &state)> open_chat
std::function< void(sys::state &state, std::vector< uint32_t > &data, dcon::province_id selected_province)> update_highlight_texture
std::function< void(sys::state &state)> on_game_state_update
std::function< ui::mouse_probe(sys::state &state, ui::mouse_probe mouse_probe, ui::mouse_probe tooltip_probe)> recalculate_tooltip_probe
std::function< void(sys::state &state)> clean_up
std::function< sys::virtual_key(sys::state &state, sys::virtual_key keycode, sys::key_modifiers mod)> keycode_mapping
borders_granularity borders
std::function< void(sys::state &state, int32_t x, int32_t y, sys::key_modifiers mod)> drag_selection
std::function< void(sys::state &state)> on_game_state_update_update_ui
std::function< void(sys::state &state, std::string_view message)> console_log
bool overwrite_map_tooltip
std::function< void(sys::state &state, int32_t x, int32_t y, sys::key_modifiers mod)> on_drag_start
std::function< void(sys::state &state, dcon::nation_id nation, dcon::province_id target, sys::key_modifiers mod)> rbutton_province
bool allow_drag_selection
std::function< void(sys::state &state)> render_map
std::function< void(sys::state &state, dcon::nation_id nation, dcon::province_id target, sys::key_modifiers mod)> rbutton_selected_units
std::function< ui::mouse_probe(sys::state &state, ui::mouse_probe mouse_probe, ui::mouse_probe tooltip_probe)> recalculate_mouse_probe
std::function< ui::element_base *(sys::state &state)> get_root
std::function< void(sys::state &state)> lbutton_up
std::function< void(sys::state &state, sys::virtual_key keycode, sys::key_modifiers mod)> handle_hotkeys
std::function< void(sys::state &state)> render_ui