33 class player_list_helper;
48 virtual const std::string&
window_id()
const override;
54 template<
typename... T>
72 template<
void(ng::s
ide_engine::*fptr)(
int)>
90 const SDL_Keycode key,
Abstract base class for all modal dialogs.
virtual const std::string & window_id() const override
The ID of the window to build.
void update_leader_display(ng::side_engine_ptr side, grid &row_grid)
void signal_handler_sdl_key_down(const event::ui_event, bool &handled, const SDL_Keycode key, SDL_Keymod modifier)
for Ctrl+G handling
void on_color_select(ng::side_engine_ptr side, grid &row_grid)
virtual void pre_show(window &window) override
Actions to be taken before showing the window.
wesnothd_connection * network_connection_
int get_side_node_position(ng::side_engine_ptr side) const
Find an appropriate position to insert a side node.
mp_staging(ng::connect_engine &connect_engine, wesnothd_connection *connection=nullptr)
ng::connect_engine & connect_engine_
void on_controller_select(ng::side_engine_ptr side, grid &row_grid)
void select_leader_callback(ng::side_engine_ptr side, grid &row_grid)
void on_ai_select(ng::side_engine_ptr side, menu_button &ai_menu, const bool saved_game)
void update_status_label_and_buttons()
void on_team_select(ng::side_engine_ptr side, menu_button &team_menu)
std::map< ng::side_engine_ptr, tree_view_node * > side_tree_map_
std::size_t update_timer_
void on_side_slider_change(ng::side_engine_ptr side, slider &slider)
std::unique_ptr< player_list_helper > player_list_
virtual void post_show(window &window) override
Actions to be taken after the window has been shown.
std::vector< ai::description * > ai_algorithms_
std::map< std::string, tree_view_node * > team_tree_map_
tree_view_node & add_side_to_team_node(ng::side_engine_ptr side, T &&... params)
void add_side_node(ng::side_engine_ptr side)
base class of top level items, the only item which needs to store the final canvases to draw on.
A class that represents a TCP/IP connection to the wesnothd server.
#define DEFINE_SIMPLE_EXECUTE_WRAPPER(dialog)
Adds a bare-bonesstatic execute function to a dialog class that immediately invokes and return the re...
A small explanation about what's going on here: Each action has access to two game_info objects First...
Various uncategorised dialogs.
ui_event
The event sent to the dispatcher.
std::shared_ptr< side_engine > side_engine_ptr