35 virtual const std::string&
window_id()
const override;
48 const std::string& type,
49 const long long& damage,
50 const long long& expected,
51 const long long& turn_damage,
52 const long long& turn_expected,
53 const bool show_this_turn);
64 const std::string& type,
65 const bool more_is_better,
68 const bool show_this_turn);
const team & current_team_
void add_hits_row(const std::string &type, const bool more_is_better, const statistics::stats::hitrate_map &by_cth, const statistics::stats::hitrate_map &turn_by_cth, const bool show_this_turn)
Add a row to the Hits table.
const statistics::stats campaign_
const statistics::levels scenarios_
std::map< int, hitrate_t > hitrate_map
A type that maps chance-to-hit percentage to number of hits and strikes at that CTH.
std::size_t selection_index_
statistics_dialog(const team ¤t_team)
std::vector< std::pair< const std::string *, const stats * > > levels
Stats (and name) for each scenario.
void on_primary_list_select()
virtual const std::string & window_id() const override
The id of the window to build.
This class stores all the data for a single 'side' (in game nomenclature).
void on_scenario_select()
virtual void pre_show(window &window) override
Actions to be taken before showing the window.
void add_stat_row(const std::string &type, const statistics::stats::str_int_map &value, const bool has_cost=true)
void add_damage_row(const std::string &type, const long long &damage, const long long &expected, const long long &turn_damage, const long long &turn_expected, const bool show_this_turn)
Add a row to the Damage table.
const statistics::stats & current_stats()
Picks out the stats structure that was selected for displaying.
Various uncategorised dialogs.
std::vector< const statistics::stats::str_int_map * > main_stat_table_
std::map< std::string, int > str_int_map
Abstract base class for all modal dialogs.
#define DEFINE_SIMPLE_DISPLAY_WRAPPER(dialog)
Adds a bare-bones static display function to a dialog class that immediately invokes the dialogs's mo...
base class of top level items, the only item which needs to store the final canvases to draw on...