Handle input via mouse & keyboard, events, schedule commands. More...
#include "play_controller.hpp"
#include "actions/heal.hpp"
#include "actions/undo.hpp"
#include "actions/vision.hpp"
#include "ai/manager.hpp"
#include "ai/testing.hpp"
#include "display_chat_manager.hpp"
#include "floating_label.hpp"
#include "formula/string_utils.hpp"
#include "game_errors.hpp"
#include "game_events/menu_item.hpp"
#include "game_events/pump.hpp"
#include "game_state.hpp"
#include "gettext.hpp"
#include "gui/dialogs/loading_screen.hpp"
#include "gui/dialogs/message.hpp"
#include "gui/dialogs/transient_message.hpp"
#include "hotkey/command_executor.hpp"
#include "hotkey/hotkey_handler.hpp"
#include "log.hpp"
#include "map/label.hpp"
#include "pathfind/teleport.hpp"
#include "preferences/preferences.hpp"
#include "random.hpp"
#include "replay.hpp"
#include "resources.hpp"
#include "save_index.hpp"
#include "saved_game.hpp"
#include "savegame.hpp"
#include "scripting/game_lua_kernel.hpp"
#include "scripting/plugins/context.hpp"
#include "sound.hpp"
#include "soundsource.hpp"
#include "statistics.hpp"
#include "synced_context.hpp"
#include "units/types.hpp"
#include "units/unit.hpp"
#include "utils/general.hpp"
#include "video.hpp"
#include "whiteboard/manager.hpp"
#include <functional>
Go to the source code of this file.
Macros | |
#define | LOG_AIT LOG_STREAM(info, log_aitesting) |
#define | LOG_NG LOG_STREAM(info, log_engine) |
#define | DBG_NG LOG_STREAM(debug, log_engine) |
#define | ERR_NG LOG_STREAM(err, log_engine) |
#define | ERR_DP LOG_STREAM(err, log_display) |
#define | LOG_RG LOG_STREAM(info, log_enginerefac) |
#define | DBG_EE LOG_STREAM(debug, log_engine_enemies) |
Functions | |
static void | copy_persistent (const config &src, config &dst) |
Copies [scenario] attributes/tags that are not otherwise stored in C++ structs/clases. More... | |
static void | clear_resources () |
static void | find_next_scenarios (const config &parent, std::set< std::string > &result) |
Find all [endlevel]next_scenario= attributes, and add them to result. More... | |
Variables | |
static lg::log_domain | log_aitesting ("ai/testing") |
static lg::log_domain | log_engine ("engine") |
static lg::log_domain | log_display ("display") |
static lg::log_domain | log_enginerefac ("enginerefac") |
static lg::log_domain | log_engine_enemies ("engine/enemies") |
Handle input via mouse & keyboard, events, schedule commands.
Definition in file play_controller.cpp.
#define DBG_EE LOG_STREAM(debug, log_engine_enemies) |
Definition at line 82 of file play_controller.cpp.
#define DBG_NG LOG_STREAM(debug, log_engine) |
Definition at line 72 of file play_controller.cpp.
#define ERR_DP LOG_STREAM(err, log_display) |
Definition at line 76 of file play_controller.cpp.
#define ERR_NG LOG_STREAM(err, log_engine) |
Definition at line 73 of file play_controller.cpp.
#define LOG_AIT LOG_STREAM(info, log_aitesting) |
Definition at line 67 of file play_controller.cpp.
#define LOG_NG LOG_STREAM(info, log_engine) |
Definition at line 71 of file play_controller.cpp.
#define LOG_RG LOG_STREAM(info, log_enginerefac) |
Definition at line 79 of file play_controller.cpp.
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Definition at line 113 of file play_controller.cpp.
References resources::classification, resources::controller, resources::filter_con, resources::game_events, resources::gameboard, resources::gamedata, resources::lua_kernel, resources::persist, resources::recorder, resources::soundsources, resources::tod_manager, resources::tunnels, resources::undo_stack, and resources::whiteboard.
Referenced by play_controller::play_controller(), and play_controller::~play_controller().
Copies [scenario] attributes/tags that are not otherwise stored in C++ structs/clases.
Definition at line 87 of file play_controller.cpp.
References dst, src, and markup::tag().
Referenced by play_controller::play_controller().
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Find all [endlevel]next_scenario= attributes, and add them to result.
Definition at line 1155 of file play_controller.cpp.
References config::all_children_view(), and config::child_range().
Referenced by play_controller::check_next_scenario_is_known().
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