virtual void new_side_turn(int, int)
virtual ~replay_stop_condition()
virtual bool should_stop()
replay_controller(play_controller &controller, bool control_view, const std::shared_ptr< config > &reset_state, const std::function< void()> &on_end_replay=nop)
void replay_show_everything()
bool recorder_at_end() const
void update_viewing_player()
play_controller & controller_
void handle_generic_event(const std::string &name) override
bool is_controlling_view() const
const std::shared_ptr< config > & get_reset_state() const
utils::optional< REPLAY_VISION > vision_
void return_to_play_side(bool r=true)
events::command_disabler disabler_
std::shared_ptr< config > reset_state_
When the "Reset" button is pressed reset the gamestate to this serialized gamestaten,...
std::function< void()> on_end_replay_
Called when there are no more moves in the [replay] to process.
std::unique_ptr< replay_stop_condition > stop_condition_
bool can_execute_command(const hotkey::ui_command &cmd) const
bool allow_reset_replay() const
bool return_to_play_side_
Used by unit tests.
void update_enabled_buttons()
Refresh the states of the replay-control buttons, this will cause the hotkey framework to query can_e...
Used as the main paramneter for can_execute_command/do_execute_command These functions are used to ex...