OpenEnroth 73e68f7
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#include <array>
#include <cstdint>
#include <list>
#include <memory>
#include <vector>
#include <string>
#include "Engine/Data/HouseEnums.h"
#include "Engine/PartyEnums.h"
#include "Engine/Objects/NPCEnums.h"
#include "Engine/Objects/ItemEnums.h"
#include "Engine/Time/Time.h"
#include "GUI/GUIEnums.h"
#include "GUI/GUIDialogues.h"
#include "Io/InputAction.h"
#include "Io/KeyboardInputHandler.h"
#include "Library/Platform/Interface/PlatformEnums.h"
#include "Library/Color/ColorTable.h"
#include "Library/Geometry/Size.h"
#include "Library/Geometry/Point.h"
#include "Library/Geometry/Rect.h"
#include "Utility/IndexedArray.h"
Classes | |
class | GUIWindow |
class | OnButtonClick |
class | OnButtonClick2 |
class | OnButtonClick3 |
class | OnButtonClick4 |
class | OnSaveLoad |
class | OnCancel |
class | OnCancel2 |
class | OnCancel3 |
class | WindowManager |
Namespaces | |
namespace | Io |
std::string BuildDialogueString | ( | std::string_view | str, |
int | uPlayerID, | ||
NPCData * | npc, | ||
ItemGen * | item = nullptr , |
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HouseId | houseId = HOUSE_INVALID , |
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ShopScreen | shop_screen = SHOP_SCREEN_INVALID , |
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Time * | a6 = nullptr |
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) |
void CharacterUI_DrawPaperdoll | ( | Character * | player | ) |
void CharacterUI_DrawPaperdollWithRingOverlay | ( | Character * | player | ) |
void CharacterUI_InventoryTab_Draw | ( | Character * | player, |
bool | a2 | ||
) |
void CharacterUI_ReleaseButtons | ( | ) |
void CreateMsgScrollWindow | ( | ItemId | mscroll_id | ) |
void CreateScrollWindow | ( | ) |
void DialogueEnding | ( | ) |
void draw_leather | ( | ) |
void DrawBuff_remaining_time_string | ( | int | uY, |
GUIWindow * | window, | ||
Duration | remaining_time, | ||
GUIFont * | Font | ||
) |
void GameUI_DrawCharacterSelectionFrame | ( | ) |
void GameUI_DrawFoodAndGold | ( | ) |
void GameUI_DrawHiredNPCs | ( | ) |
void GameUI_DrawLifeManaBars | ( | ) |
void GameUI_DrawMinimap | ( | const Recti & | rect, |
int | zoom | ||
) |
rect | Screen rect to draw the minimap at. |
zoom | The number of screen pixels a location map should take. Default outdoor zoom level is 512, so that means that an outdoor location map would take 512x512 pixels on screen if not cropped. For indoor locations, this is the number of screen pixels an indoor location the size of a regular outdoor location would take. Note that outdoor location size is 2^16x2^16 in in-game coordinates. |
void GameUI_DrawPartySpells | ( | ) |
void GameUI_DrawPortraits | ( | ) |
void GameUI_DrawRightPanel | ( | ) |
void GameUI_DrawRightPanelFrames | ( | ) |
void GameUI_DrawRightPanelItems | ( | ) |
void GameUI_DrawTorchlightAndWizardEye | ( | ) |
std::string GameUI_GetMinimapHintText | ( | ) |
MenuType GetCurrentMenuID | ( | ) |
std::string GetDisplayName | ( | Actor * | actor | ) |
int GetSizeInInventorySlots | ( | int | uNumPixels | ) |
Color GetSkillColor | ( | CharacterClass | uPlayerClass, |
CharacterSkillType | uPlayerSkillType, | ||
CharacterSkillMastery | skill_mastery | ||
) |
GUIButton * GUI_HandleHotkey | ( | PlatformKey | hotkey | ) |
void GUI_ReplaceHotkey | ( | PlatformKey | oldKey, |
PlatformKey | newKey, | ||
char | bFirstCall | ||
) |
void GUI_UpdateWindows | ( | ) |
bool isHoldingMouseRightButton | ( | ) |
void MainMenuUI_LoadFontsAndSomeStuff | ( | ) |
std::string NameAndTitle | ( | NPCData * | npc | ) |
std::string NameAndTitle | ( | std::string_view | name, |
CharacterClass | class_type | ||
) |
std::string NameAndTitle | ( | std::string_view | name, |
NpcProfession | profession | ||
) |
std::string NameAndTitle | ( | std::string_view | name, |
std::string_view | title | ||
) |
void OnPaperdollLeftClick | ( | ) |
void SetCurrentMenuID | ( | MenuType | uMenu | ) |
void SetUserInterface | ( | PartyAlignment | alignment | ) |
void UI_Create | ( | ) |
Color UI_GetHealthManaAndOtherQualitiesStringColor | ( | int | current_pos, |
int | base_pos | ||
) |
void UI_OnMouseRightClick | ( | int | mouse_x, |
int | mouse_y | ||
) |
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