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  • ...er, and cannot be documented here. http://www.sgi.com/tech/stl/ is a good reference on standard C++ containers. The purpose of a ''move_map'' is to show all t The utility function ''current_team()'' can be used to get a reference to the team that your AI is in control of, but you
    19 KB (3,084 words) - 00:20, 26 June 2014
  • | Unique id for this gui (theme). | Unique translatable name for this gui.
    29 KB (4,737 words) - 03:17, 8 May 2024
  • {{WML Tags}} The '''[units]''' tag is a [[ReferenceWML#WML_toplevel_tags|top-level WML tag]] which defines the unit types that will be available in the game.
    15 KB (2,333 words) - 13:43, 10 May 2024
  • ...dialog.png|frame|right|An Example of a Dialog, created using Wesnoth's new GUI toolkit, GUI2]] ...+ or Lua). The C++ or Lua code is also reponsible for actually loading the WML and showing the widget on the screen.
    8 KB (1,233 words) - 13:38, 3 May 2024
  • ...erning the interpretation of the plus sign, which has a special meaning in WML. Some locations (for example unit abilities) require you to enclose the for * [[ConditionalActionsWML#.5Bvariable.5D|WML objects]]
    48 KB (7,291 words) - 01:30, 30 March 2024
  • ...tended to help authors maintain campaigns, faction & unit packs, and other WML resources. These ; wmlscope: a cross-reference lister, useful for finding unresolved macro and resource-file references.
    29 KB (4,777 words) - 09:01, 30 December 2023
  • ...t preceeding it to be ignored; any such text is therefore not shown in the GUI. This can be used to provide translators with informative messages because [[Category:WML Reference]]
    3 KB (399 words) - 03:03, 29 December 2017
  • ...arios. Programming skills are not required to compose with it, and a large WML-modding community has generated a vast amount of user-maintained content. W ...ewrite of the Wesnoth GUI library, making all windows configurable through WML. This should make it easier to use Wesnoth on different resolutions, from s
    23 KB (3,846 words) - 19:14, 20 February 2015
  • * '''wesnoth.add_widget_definition''' renamed to '''gui.add_widget_definition''' * '''wesnoth.alert''' renamed to '''gui.alert'''
    24 KB (3,412 words) - 14:00, 23 November 2022
  • ** [http://cppreference.com C++ Reference] * Gui2 - The new Gui-Framework
    4 KB (457 words) - 16:23, 29 April 2024
  • ...widget's label. Technically this is a special string used in the widget's wml definition. It usually does what one would expect, but also sets the image Any function defined in the [[LuaAPI/gui/widget|gui.widget]] module and taking a widget as its first parameter can be called as
    6 KB (899 words) - 12:28, 23 November 2023
  • ...able of event names as individual strings (which can also possibly contain WML variables). Default is usually an empty string, but note that either a name ** A WML table with filter tags and attributes (like an [event] tag with no action c
    16 KB (2,629 words) - 14:14, 20 April 2024
  • ...players cannot scroll the gamemap view as long as it is locked, but Lua or WML actions such as wesnoth.scroll_to_tile still can; the locked/unlocked state ...ges to the music list. (Note: this is done automatically when sequences of WML commands end, so it is useful only for long events.)
    32 KB (4,945 words) - 16:24, 29 April 2024
  • ...to delve deeply into the complexity that exists in the currently-existing GUI. ...nd often just relying on WML tables. There are several problems with using WML tables in these areas:
    35 KB (5,933 words) - 02:38, 24 April 2023
  • ...and the ''spirit'' of the code. Of course the Doxygen documentation is the reference and it's where you will search for class details. All the WML, text or binary data files related to UMCD are stored in data/umcd/:
    25 KB (4,145 words) - 04:51, 8 May 2023
  • * [[LuaAPI/gui|gui]] (User Interface) - {{DevFeature1.15|0}} The <tt>gui</tt> module contains routines for showing dialogs on the screen. It does '' ...ontains routines for operating on dialog widgets. Since they take a widget reference as an argument, they can only be called while a dialog is onscreen.
    12 KB (1,780 words) - 13:24, 29 April 2024
  • === gui.show_menu === * '''gui.show_menu'''(''items'', [''initial''], [''markup'']) &rarr; ''index''
    11 KB (1,793 words) - 14:59, 27 April 2024
  • This guide is designed to help you get a simple Wesnoth GUI, implemented in lua, up and running while describing the basic building blo ...the lua tables that define the GUIs to WML using [[LuaAPI/wml#wml.tostring|wml.tostring]], for example:
    83 KB (8,010 words) - 20:22, 29 April 2024
  • [[Category: WML Reference]] [[Category: GUI WML Reference]]
    23 KB (3,547 words) - 03:09, 7 May 2024
  • [[Category: WML Reference]] [[Category: GUI WML Reference]]
    5 KB (621 words) - 02:07, 29 April 2024
  • | Listbox displaying user choices, defined by WML for each campaign. game's WML cache, buttons to copy its path to clipboard or browse to it,
    43 KB (6,159 words) - 17:55, 27 April 2024
  • The drawing is done by adding WML structures to the canvas. [[Category: WML Reference]]
    12 KB (1,868 words) - 17:41, 29 April 2024
  • == GUI == The gui class contains the definitions of all widgets and windows used in
    21 KB (3,166 words) - 02:08, 29 April 2024
  • In various parts of the GUI there are several variables types in use. This lines of WML and can have sub sections. For example a grid has sub sections
    5 KB (832 words) - 03:05, 7 May 2024