15 #ifndef COMMAND_EXECUTOR_HPP_INCLUDED
16 #define COMMAND_EXECUTOR_HPP_INCLUDED
135 virtual void show_menu(
const std::vector<std::string>& items_arg,
int xloc,
int yloc,
bool context_menu,
display&
gui);
136 void execute_action(
const std::vector<std::string>& items_arg,
int xloc,
int yloc,
bool context_menu,
display&
gui);
virtual void toggle_shroud_updates()
virtual void left_mouse_click()
virtual ~command_executor()
virtual ACTION_STATE get_action_state(hotkey::HOTKEY_COMMAND, int) const
virtual void stop_network()
virtual void repeat_recruit()
virtual void lua_console()
virtual void right_mouse_click()
void handle_event(const SDL_Event &event)
virtual void save_replay()
virtual void create_unit()
virtual void goto_leader()
virtual void toggle_ellipses()
virtual void clear_labels()
virtual void play_replay()
virtual void ai_formula()
Stores all information related to functions that can be bound to hotkeys.
virtual void terrain_description()
virtual void show_chat_log()
virtual void select_hex()
void mbutton_event(const SDL_Event &event, command_executor *executor)
virtual void clear_messages()
virtual void move_action()
virtual void recalculate_minimap()
Contains the exception interfaces used to signal completion of a scenario, campaign or turn...
virtual void select_and_action()
virtual void whiteboard_execute_action()
virtual void scroll_up(bool)
virtual void preferences()
virtual void toggle_grid()
virtual void replay_show_each()
virtual CVideo & get_video()=0
Keyboard shortcuts for game actions.
virtual void stop_replay()
virtual void whiteboard_delete_action()
virtual bool can_execute_command(const hotkey_command &command, int index=-1) const =0
virtual void reset_replay()
virtual void whiteboard_bump_up_action()
virtual void label_terrain(bool)
virtual void deselect_hex()
std::vector< std::string > get_menu_images(display &, const std::vector< std::string > &items_arg)
virtual void replay_next_move()
virtual void show_statistics()
static const int zoom_amount
virtual void label_settings()
void handle_window_event(const SDL_Event &)
virtual display & get_display()=0
void execute_command(const hotkey_command &command, command_executor *executor, int index, bool press)
virtual void replay_show_team1()
void jbutton_event(const SDL_Event &event, command_executor *executor)
virtual void continue_move()
virtual void unit_hold_position()
virtual void scroll_right(bool)
virtual void end_unit_turn()
virtual void user_command()
virtual void show_enemy_moves(bool)
void jhat_event(const SDL_Event &event, command_executor *executor)
virtual void start_network()
virtual void status_table()
virtual void scroll_left(bool)
virtual void update_shroud_now()
void execute_action(const std::vector< std::string > &items_arg, int xloc, int yloc, bool context_menu, display &gui)
virtual void replay_show_everything()
std::string get_menu_image(display &disp, const std::string &command, int index=-1) const
virtual void scroll_down(bool)
virtual void whiteboard_suppose_dead()
virtual void replay_next_turn()
void key_event(const SDL_Event &event, command_executor *executor)
virtual void whiteboard_bump_down_action()
virtual bool execute_command(const hotkey_command &command, int index=-1, bool press=true)
virtual void change_side()
virtual void replay_next_side()
virtual void whiteboard_execute_all_actions()
virtual void objectives()
virtual void show_menu(const std::vector< std::string > &items_arg, int xloc, int yloc, bool context_menu, display &gui)
virtual void rename_unit()
virtual void set_button_state()
virtual std::string get_action_image(hotkey::HOTKEY_COMMAND, int) const
virtual void cycle_units()
virtual void cycle_back_units()
virtual void map_screenshot()
void recalculate_minimap()
virtual void replay_exit()
GLsizei const GLcharARB ** string
virtual void zoom_default()
virtual void replay_skip_animation()
virtual void change_language()
virtual void whiteboard_toggle()
basic_handler(command_executor *exec)
virtual void toggle_accelerated_speed()
virtual void unit_description()
virtual void custom_command()