41 xy_pair base_sort_template_offset =
43 sort_template_offset = base_sort_template_offset;
45 auto ptr = make_element_by_type<primary_worker_sort>(
state,
47 ptr->set_button_text(
state,
49 sort_template_offset.
x = base_sort_template_offset.
x * 0;
50 ptr->base_data.position = sort_template_offset;
53 auto ptr2 = make_element_by_type<secondary_worker_sort>(
state,
55 ptr2->set_button_text(
state,
57 sort_template_offset.
x = base_sort_template_offset.
x * 1;
58 ptr2->base_data.position = sort_template_offset;
62 make_element_by_type<owner_sort>(
state,
64 ptr3->set_button_text(
state,
66 sort_template_offset.
x = base_sort_template_offset.
x * 2;
67 ptr3->base_data.position = sort_template_offset;
void add_child_to_back(std::unique_ptr< element_base > child) noexcept final
message_result impl_get(sys::state &state, Cyto::Any &payload) noexcept
void set_visible(sys::state &state, bool vis)
void on_create(sys::state &state) noexcept override
std::string produce_simple_string(sys::state const &state, dcon::text_key id)
Holds important data about the game world, state, and other data regarding windowing,...
ankerl::unordered_dense::map< dcon::text_key, element_target, hash_text_key > defs_by_name