ObjectsFactory::ObjectsFactory() : _d( new Impl ) { addCreator( CAESARIA_STR_EXT(Object), new BaseCreator<Object>() ); addCreator( CAESARIA_STR_EXT(RomeChastenerArmy), new BaseCreator<RomeChastenerArmy>() ); addCreator( CAESARIA_STR_EXT(Barbarian), new BaseCreator<Barbarian>() ); addCreator( CAESARIA_STR_EXT(PlayerArmy), new BaseCreator<PlayerArmy>() ); }
inline Type fromString( const std::string& value ) { if( value == CAESARIA_STR_A(desert) ) return desert; if( value == CAESARIA_STR_EXT(central) ) return central; if( value == CAESARIA_STR_EXT(northen) ) return northen; return central; }
Ui::Ui(Engine& painter ) : Widget( 0, -1, Rect() ), _d( new Impl ) { setDebugName( "Ui" ); _d->preRenderFunctionCalled = false; _d->focusedElement = 0; _d->engine = &painter; _environment = this; _d->tooltip.element; _d->tooltip.lastTime = 0; _d->tooltip.enterTime = 0; _d->tooltip.launchTime = 1000; _d->tooltip.relaunchTime = 500; setGeometry( Rect( Point(), painter.virtualSize() ) ); _d->consoleId = Hash( CAESARIA_STR_EXT(Console) ); _d->console = 0;//new Console( this, _d->consoleId, Rect() ); }
std::string FactoryProgressUpdater::type() const { return CAESARIA_STR_EXT(FactoryProgressUpdater); }
std::string Fishery::defaultName() { return CAESARIA_STR_EXT(Fishery); }
std::string Object::type() const { return CAESARIA_STR_EXT(Object); }
std::string Fire::defaultName() { return CAESARIA_STR_EXT(Fire); }
Water::Water( PlayerCityPtr city ) : city::Srvc( city, CAESARIA_STR_EXT(Water) ) { }