BaseGamePanel(GameFrame *parent, wxWindowID id)
 
virtual void update_layout()
 
Responsible for drawing the board and painting the UI overlays.
 
void set_panel(BaseGamePanel *panel)
 
GameFrame(wxWindow *parent, wxWindowID id)
 
wxMenuItem * menu_close_game
 
wxWindow * progress_container
 
wxMenuItem * menu_new_game
 
BaseGamePanel * current_panel
 
GameLogListBoxEntry(size_t index)
 
std::unique_ptr< wxBusyCursor > busy_cursor_changer
 
wxSizer * game_controls_box
 
wxString describe_game_log_entry(size_t index) const
 
GamePanel(GameFrame *parent, wxWindowID id, NewGameDialog *dialog)
 
wxButton * show_current_turn_btn
 
void on_show_current_turn_clicked(wxCommandEvent &event)
 
size_t displayed_log_entries
 
wxVector< PlayerInfoBox * > player_info_boxes
 
wxVector< PlayerType > player_types
 
std::shared_ptr< BotParameters > bot_params
 
GameController * controller
 
wxScrolledWindow * scrolled_panel
 
void set_controller(GameController *next_controller)
 
std::unique_ptr< Game, decltype(&game_free)> game
 
void start_bot_progress()
 
void on_exit_game_clicked(wxCommandEvent &event)
 
wxVector< wxString > player_names
 
GameController * get_controller_for_current_turn()
 
void update_player_info_boxes()
 
void on_game_log_select(wxCommandEvent &event)
 
virtual void update_layout() override
 
GameStartPanel(GameFrame *parent, wxWindowID id)
 
void game_free(Game *self)
Destroys a Game, freeing the memory allocated for the struct itself and all associated internal lists...
 
The core of the unified game logic library, contains the Game struct.
 
The central struct of the application, holds the game data and settings.