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glm::vec2 | duplicates::get_port_location (sys::state &state, dcon::province_id p) |
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bool | duplicates::is_sea_province (sys::state &state, dcon::province_id prov_id) |
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glm::vec2 | duplicates::get_navy_location (sys::state &state, dcon::province_id prov_id) |
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glm::vec2 | duplicates::get_army_location (sys::state &state, dcon::province_id prov_id) |
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void | map::add_nation_visible_provinces (sys::state &state, std::vector< dcon::province_id > &list, dcon::nation_id n) |
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void | map::create_textured_line_vbo (GLuint vbo, std::vector< textured_line_vertex > &data) |
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void | map::create_textured_line_vbo (GLuint vbo, std::vector< textured_line_with_width_vertex > &data) |
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void | map::create_textured_line_b_vbo (GLuint vbo, std::vector< textured_line_vertex_b > &data) |
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void | map::create_unit_arrow_vbo (GLuint vbo, std::vector< curved_line_vertex > &data) |
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void | map::create_text_line_vbo (GLuint vbo) |
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void | map::create_drag_box_vbo (GLuint vbo) |
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std::optional< simple_fs::file > | map::try_load_shader (simple_fs::directory &root, native_string_view name) |
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GLuint | map::create_program (simple_fs::file &vshader_file, simple_fs::file &fshader_file) |
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GLuint | map::load_province_map (std::vector< uint16_t > &province_index, uint32_t size_x, uint32_t size_y) |
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void | map::add_drag_box_line (std::vector< screen_vertex > &drag_box_vertices, glm::vec2 pos1, glm::vec2 pos2, glm::vec2 size, bool vertical) |
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void | map::add_arrow_to_buffer (std::vector< map::curved_line_vertex > &buffer, glm::vec2 start, glm::vec2 end, glm::vec2 prev_normal_dir, glm::vec2 next_normal_dir, float fill_progress, bool end_arrow, float size_x, float size_y) |
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void | map::add_bezier_to_buffer (std::vector< map::curved_line_vertex > &buffer, glm::vec2 start, glm::vec2 end, glm::vec2 start_per, glm::vec2 end_per, float progress, bool last_curve, float size_x, float size_y, uint32_t num_b_segments) |
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void | map::add_tl_segment_buffer (std::vector< map::textured_line_vertex > &buffer, glm::vec2 start, glm::vec2 end, glm::vec2 next_normal_dir, float size_x, float size_y, float &distance) |
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void | map::add_tl_segment_buffer (std::vector< map::textured_line_with_width_vertex > &buffer, glm::vec2 start, glm::vec2 end, glm::vec2 next_normal_dir, float size_x, float size_y, float &distance, float width) |
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void | map::add_tl_bezier_to_buffer (std::vector< map::textured_line_vertex > &buffer, glm::vec2 start, glm::vec2 end, glm::vec2 start_per, glm::vec2 end_per, float progress, bool last_curve, float size_x, float size_y, uint32_t num_b_segments, float &distance) |
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void | map::add_tl_bezier_to_buffer (std::vector< map::textured_line_with_width_vertex > &buffer, glm::vec2 start, glm::vec2 end, glm::vec2 start_tangent, glm::vec2 end_tangent, float progress, bool last_curve, float size_x, float size_y, uint32_t num_b_segments, float &distance, float width_start, float width_end) |
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glm::vec2 | map::put_in_local (glm::vec2 new_point, glm::vec2 base_point, float size_x) |
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void | map::make_navy_path (sys::state &state, std::vector< map::curved_line_vertex > &buffer, dcon::navy_id selected_navy, float size_x, float size_y) |
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void | map::make_army_path (sys::state &state, std::vector< map::curved_line_vertex > &buffer, dcon::army_id selected_army, float size_x, float size_y) |
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void | map::create_railroad_connection (sys::state &state, std::vector< glm::vec2 > &railroad, dcon::province_id p1, dcon::province_id p2) |
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bool | map::get_provinces_part_of_rr_path (sys::state &state, std::vector< bool > &visited_adj, std::vector< bool > &visited_prov, std::vector< dcon::province_id > &provinces, dcon::province_id p) |
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GLuint | map::load_dds_texture (simple_fs::directory const &dir, native_string_view file_name, int soil_flags=ogl::SOIL_FLAG_TEXTURE_REPEATS) |
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emfx::xac_pp_actor_material_layer | map::get_diffuse_layer (emfx::xac_pp_actor_material const &mat) |
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void | map::load_static_meshes (sys::state &state) |
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