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)>
Abstract base class for all modal dialogs.
void update_leader_display(const ng::side_engine_ptr &side, grid &row_grid)
virtual const std::string & window_id() const override
The ID of the window to build.
tree_view_node & add_side_to_team_node(const ng::side_engine_ptr &side, T &&... params)
wesnothd_connection * network_connection_
void on_color_select(const ng::side_engine_ptr &side, grid &row_grid)
virtual void post_show() override
Actions to be taken after the window has been shown.
void select_leader_callback(const ng::side_engine_ptr &side, grid &row_grid)
mp_staging(ng::connect_engine &connect_engine, wesnothd_connection *connection=nullptr)
void on_ai_select(const ng::side_engine_ptr &side, menu_button &ai_menu, const bool saved_game)
ng::connect_engine & connect_engine_
int get_side_node_position(const ng::side_engine_ptr &side) const
Find an appropriate position to insert a side node.
void update_status_label_and_buttons()
void add_side_node(const ng::side_engine_ptr &side)
void on_team_select(const 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_
std::unique_ptr< player_list_helper > player_list_
std::vector< ai::description * > ai_algorithms_
std::map< std::string, tree_view_node * > team_tree_map_
virtual void pre_show() override
Actions to be taken before showing the window.
void on_side_slider_change(const ng::side_engine_ptr &side, slider &slider)
void on_controller_select(const ng::side_engine_ptr &side, grid &row_grid)
void set_retval(const int retval, const bool close_window=true)
Sets there return value of the window.
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.
@ OK
Dialog was closed with the OK button.
std::shared_ptr< side_engine > side_engine_ptr