55 return std::tie(a.
level_type, a.
id) < std::tie(
b.level_type,
b.id);
95 return (*this).position <
data.position;
A config object defines a single node in a WML file, with access to child nodes.
std::map< std::string, config > options_data_
ng::create_engine & create_engine_
void update_status_label()
void update_mod_options()
void reset_options_data(const option_source &source, bool &handled, bool &halt)
mp_options_helper(window &window, ng::create_engine &create_engine)
void update_options_data_map(toggle_button *widget, const option_source &source)
styled_widget & no_options_notice_
void update_options_data_map_menu_button(menu_button *widget, const option_source &source, const config &cfg)
void display_custom_options(const std::string &type, int node_position, const config &data)
void update_era_options()
std::map< std::string, type_node_data > node_data_map_
std::vector< tree_view_node * > node_vector
config get_options_config()
std::pair< T *, config::attribute_value > add_node_and_get_widget(tree_view_node &option_node, const std::string &id, data_map &data, const config &cfg)
void update_game_options()
std::vector< option_source > visible_options_
int remove_nodes_for_type(const std::string &type)
tree_view & options_tree_
void update_all_options()
void update_options_data_map(T *widget, const option_source &source)
base class of top level items, the only item which needs to store the final canvases to draw on.
Various uncategorised dialogs.
std::map< std::string, widget_item > widget_data
friend bool operator<(const option_source &a, const option_source &b)
bool operator<(const type_node_data &data)