CvGlobals::GetEngineUserInterface()
- Defined in
- CvGlobals.h, line 7546
- Class
- CvGlobals
- Not a hook point
- written in a header
Code
7546 ICvUserInterface2* GetEngineUserInterface()7547 {7548 return m_pEngineUI;7549 }
Called by
284 functions in 35 files
- CvArea::changeYieldRateModifier(PlayerTypes, YieldTypes, int)
- AttackPathAdd(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- UIPathAdd(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvCityBuildings::SetBuildingGreatWork(BuildingClassTypes, int, int)
- CvCityBuildings::SetBuildingProductionTimes100(BuildingTypes, int)
- CvCityBuildings::SetNumFreeBuilding(BuildingTypes, int)
- CvCityBuildings::SetNumRealBuildingTimed(BuildingTypes, int, bool, PlayerTypes, int)
- CvCity::ChangeBaseYieldRateFromBuildings(YieldTypes, int)
- CvCity::ChangeBaseYieldRateFromMisc(YieldTypes, int)
- CvCity::ChangeBaseYieldRateFromReligion(YieldTypes, int)
- CvCity::ChangeBaseYieldRateFromSpecialists(YieldTypes, int)
- CvCity::ChangeBaseYieldRateFromTerrain(YieldTypes, int)
- CvCity::ChangeRazingTurns(int)
- CvCity::ChangeResistanceTurns(int)
- CvCity::DoAnnex()
- CvCity::DoCreatePuppet()
- CvCity::DoTestResourceDemanded()
- CvCity::PostKill(bool, CvPlot *, PlayerTypes)
- CvCity::PreKill(bool)
- CvCity::conscript()
- CvCity::doCheckProduction()
- CvCity::doFoundMessage()
- CvCity::doMeltdown()
- CvCity::doProduction(bool)
- CvCity::hurry(HurryTypes)
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::isCitySelected()
- CvCity::popOrder(int, bool, bool)
- CvCity::pushOrder(OrderTypes, int, int, bool, bool, bool, bool)
- CvCity::rangeStrike(int, int)
- CvCity::setAutomatons(int, bool)
- CvCity::setName(const char *, bool)
- CvCity::setPopulation(int, bool)
- CvCity::setProductionAutomated(bool, bool)
- CvCity::setProjectProductionTimes100(ProjectTypes, int)
- CvCity::setRallyPlot(CvPlot *)
- CvCity::setSpecialistProductionTimes100(SpecialistTypes, int)
- CvCity::setUnitProductionTimes100(UnitTypes, int)
- CvCity::swapOrder(int)
- CvCity::updateStrengthValue()
- CvCityCitizens::DoAddSpecialistToBuilding(BuildingTypes, bool)
- CvCityCitizens::DoRemoveAllSpecialistsFromBuilding(BuildingTypes, bool)
- CvCityCitizens::DoRemoveSpecialistFromBuilding(BuildingTypes, bool, bool)
- CvCityCitizens::DoSpawnGreatPerson(UnitTypes, bool, bool, bool)
- CvCityCitizens::SetWorkingPlot(CvPlot *, bool, bool)
- CvGameCulture::SwapGreatWorks(PlayerTypes, int, PlayerTypes, int)
- CvDealAI::DoAcceptedDeal(PlayerTypes, const CvDeal &, int, int, int)
- CvDealAI::DoAcceptedDemand(PlayerTypes, const CvDeal &)
- CvDealAI::DoHumanDemand(CvDeal *)
- CvDealAI::DoHumanOfferDealToThisAI(CvDeal *)
- CvDealAI::DoTradeScreenClosed(bool)
- CvDealAI::DoTradeScreenOpened()
- CvGameDeals::AddProposedDeal(CvDeal)
- CvGameDeals::DoCancelDealsBetweenPlayers(PlayerTypes, PlayerTypes)
- CvGameDeals::DoTurn()
- CvGameDeals::FinalizeDealNotify(PlayerTypes, PlayerTypes, CvWeightedVector<TeamTypes, ((63)), true> &)
- CvDiplomacyAI::ChangeNumCiviliansReturnedToMe(PlayerTypes, int)
- CvDiplomacyAI::GetGreetHumanMessage(LeaderheadAnimationTypes &)
- CvDiplomacyRequests::ActivateNext()
- CvDiplomacyRequests::DoAIDiplomacy(PlayerTypes)
- CvDiplomacyRequests::SendDealRequest(PlayerTypes, PlayerTypes, CvDeal *, DiploUIStateTypes, DiploMessageTypes, const char *, LeaderheadAnimationTypes)
- CvDllGameContext::GetNUM_CITY_PLOTS() const
- CvDllNetMessageHandler::ResponseCityBuyPlot(PlayerTypes, int, int, int)
- CvDllNetMessageHandler::ResponseMoveSpy(PlayerTypes, int, int, int, bool)
- CvDllNetMessageHandler::ResponseSetSwappableGreatWork(PlayerTypes, int, int)
- CvCityEmphases::SetEmphasize(EmphasizeTypes, bool)
- CvPlayerEspionage::AttemptCoup(uint)
- CvGame::CheckPlayerTurnDeactivate()
- CvGame::DoUpdateDiploVictory()
- CvGame::canDoControl(ControlTypes)
- CvGame::canHandleAction(int, CvPlot *, bool)
- CvGame::cycleCities(bool, bool)
- CvGame::cyclePlotUnits(CvPlot *, bool, bool, int)
- CvGame::cycleUnits(bool, bool, bool)
- CvGame::doControl(ControlTypes)
- CvGame::doTurn()
- CvGame::handleAction(int)
- CvGame::hasTurnTimerExpired(PlayerTypes)
- CvGame::mouseoverUnit(CvUnit *, bool)
- CvGame::regenerateMap()
- CvGame::selectAll(CvPlot *)
- CvGame::selectGroup(CvUnit *, bool, bool, bool)
- CvGame::selectUnit(CvUnit *, bool, bool, bool)
- CvGame::selectedCitiesGameNetMessage(int, int, int, int, bool, bool, bool, bool)
- CvGame::selectionListGameNetMessage(int, int, int, int, int, bool, bool)
- CvGame::selectionListIgnoreBuildingDefense()
- CvGame::selectionListMove(CvPlot *, bool)
- CvGame::setActivePlayer(PlayerTypes, bool, bool)
- CvGame::setBestLandUnit(UnitTypes)
- CvGame::setGameState(GameStateTypes)
- CvGame::setGameTurn(int)
- CvGame::setPlayerScore(PlayerTypes, int)
- CvGame::setWinner(TeamTypes, VictoryTypes)
- CvGame::showEndGameSequence()
- CvGame::toggleDebugMode()
- CvGame::update()
- CvGame::updateSelectionList()
- CvGame::updateTestEndTurn()
- CvMap::updateLayout(bool)
- CvMinorCivAI::DoAcquire(PlayerTypes, int &, int &, int &, bool)
- CvMinorCivAI::DoChangeProtectionFromMajor(PlayerTypes, bool, bool)
- CvMinorCivAI::DoElection()
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvMinorCivAI::DoGoldGiftFromMajor(PlayerTypes, int)
- CvMinorCivAI::DoMajorBullyGold(PlayerTypes, int)
- CvMinorCivAI::DoMajorBullyUnit(PlayerTypes, UnitTypes)
- CvMinorCivAI::DoNowAtWarWithTeam(TeamTypes)
- CvMinorCivAI::DoNowPeaceWithTeam(TeamTypes)
- CvMinorCivAI::DoSetBonus(PlayerTypes, bool, bool, bool, bool, bool, PlayerTypes)
- CvMinorCivAI::DoTeamDeclaredWarOnMe(TeamTypes)
- CvMinorCivAI::SetFriendshipWithMajorTimes100(PlayerTypes, int, bool)
- CvMinorCivQuest::DoFinishQuest()
- CvNotifications::Activate(Notification &)
- CvNotifications::Add(NotificationTypes, const char *, const char *, int, int, int, int)
- CvNotifications::Dismiss(int, bool)
- CvNotifications::GetEndTurnBlockedType(EndTurnBlockingTypes &, int &)
- CvNotifications::Update()
- CvPlayer::ChangeJONSCultureCityModifier(int)
- CvPlayer::ChangeJONSCulturePerTurnForFree(int)
- CvPlayer::DoCivilianReturnLogic(bool, PlayerTypes, int)
- CvPlayer::DoProcessGoldenAge()
- CvPlayer::DoUpdateHappiness()
- CvPlayer::SetAnarchyNumTurns(int)
- CvPlayer::SetEndTurnBlocking(EndTurnBlockingTypes, int)
- CvPlayer::SetFaith(int)
- CvPlayer::SetGoldenAgeProgressMeter(int)
- CvPlayer::SetNumFreeTechs(int)
- CvPlayer::UpdateUnitProductionMaintenanceMod()
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::changeBaseFreeUnits(int)
- CvPlayer::changeBuildingClassMaking(BuildingClassTypes, int)
- CvPlayer::changeExtraUnitCost(int)
- CvPlayer::changeGoldPerMilitaryUnit(int)
- CvPlayer::changeGoldPerUnitTimes100(int)
- CvPlayer::changeGoldenAgeTurns(int)
- CvPlayer::changeMilitaryFoodProductionCount(int)
- CvPlayer::changeNumMilitaryUnits(int)
- CvPlayer::changeNumOutsideUnits(int)
- CvPlayer::changeNumResourceTotal(ResourceTypes, int, bool)
- CvPlayer::changeNumResourceUsed(ResourceTypes, int)
- CvPlayer::changeUnitClassMaking(UnitClassTypes, int)
- CvPlayer::changeYieldRateModifier(YieldTypes, int)
- CvPlayer::clearResearchQueue()
- CvPlayer::disband(CvCity *)
- CvPlayer::disbandUnit(bool)
- CvPlayer::doAdoptPolicy(PolicyTypes)
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::doBarbarianRansom(int, int)
- CvPlayer::doGoody(CvPlot *, CvUnit *)
- CvPlayer::doTurn()
- CvPlayer::doTurnPostDiplomacy()
- CvPlayer::doTurnUnits()
- CvPlayer::doWarnings()
- CvPlayer::gameStartInit()
- CvPlayer::popResearch(TechTypes)
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::pushResearch(TechTypes, bool)
- CvPlayer::raze(CvCity *)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayer::setAdvancedStartPoints(int)
- CvPlayer::setConversionTimer(int)
- CvPlayer::setFoundedFirstCity(bool)
- CvPlayer::setJONSCulture(int)
- CvPlayer::setResearchingTech(TechTypes, bool)
- CvPlayer::setStrike(bool)
- CvPlayer::setTurnActive(bool, bool)
- CvPlayer::unraze(CvCity *)
- CvPlot::changeBuildProgress(BuildTypes, int, PlayerTypes)
- CvPlot::doImprovement()
- CvPlot::setLayoutDirty(bool)
- CvPlot::setOwner(PlayerTypes, int, bool, bool)
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvPlot::showPopupText(PlayerTypes, const char *)
- CvPlot::updateWorkingCity()
- CvPlayerPolicies::DoSwitchIdeologies(PolicyBranchTypes)
- CvPlayerPolicies::DoSwitchToPolicyBranch(PolicyBranchTypes)
- CvPlayerPolicies::DoUnlockPolicyBranch(PolicyBranchTypes)
- CvPlayerPolicies::SetPolicy(PolicyTypes, bool, bool)
- CvCityReligions::RecomputeFollowers(CvReligiousFollowChangeReason, ReligionTypes, PlayerTypes)
- CvGameReligions::AddReformationBelief(PlayerTypes, ReligionTypes, BeliefTypes)
- CvGameReligions::EnhanceReligion(PlayerTypes, ReligionTypes, BeliefTypes, BeliefTypes, bool)
- CvGameReligions::FoundPantheon(PlayerTypes, BeliefTypes)
- CvGameReligions::FoundReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, BeliefTypes, BeliefTypes, CvCity *)
- CvTeam::DoDeclareWar(PlayerTypes, bool, TeamTypes, bool, bool)
- CvTeam::DoMakePeace(PlayerTypes, bool, TeamTypes, bool, bool)
- CvTeam::SetAllowsOpenBordersToTeam(TeamTypes, bool)
- CvTeam::SetCurrentEra(EraTypes)
- CvTeam::SetHasDefensivePact(TeamTypes, bool)
- CvTeam::SetHasEmbassyAtTeam(TeamTypes, bool)
- CvTeam::SetHasResearchAgreement(TeamTypes, bool)
- CvTeam::SetHasTradeAgreement(TeamTypes, bool)
- CvTeam::addTeam(TeamTypes)
- CvTeam::announceTechToPlayers(TechTypes, bool)
- CvTeam::changeProjectCount(ProjectTypes, int)
- CvTeam::makeHasMet(TeamTypes, bool)
- CvTeam::resetVictoryProgress()
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvTeam::setMapCentering(bool)
- CvTeam::testCircumnavigated()
- CvTeamTechs::SetResearchProgressTimes100(TechTypes, int, PlayerTypes, int, int)
- CvGameTrade::DisplayTemporaryPopupTradeRoute(int, int, TradeConnectionType, DomainTypes)
- CvPlayerTrade::PlunderTradeRoute(int, CvUnit *)
- CvTreasury::SetBaseImprovementGoldMaintenance(int)
- CvTreasury::SetGoldTimes100(int)
- CvUnit::CanDoInterfaceMode(InterfaceModeTypes, bool)
- CvUnit::DoUpgradeTo(UnitTypes, bool)
- CvUnit::IsSelected() const
- CvUnit::PerformCultureBomb(int)
- CvUnit::SetActivityType(ActivityTypes, bool)
- CvUnit::SetMissionTimer(int)
- CvUnit::UnitAttack(int, int, int, int)
- CvUnit::buyCityState()
- CvUnit::clearCombat()
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnit::createGreatWork()
- CvUnit::doCommand(CommandTypes, int, int)
- CvUnit::found()
- CvUnit::gift(bool)
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::pillage()
- CvUnit::promote(PromotionTypes, int)
- CvUnit::setCombatCity(CvCity *)
- CvUnit::setCombatUnit(CvUnit *, bool)
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setExperienceTimes100(int, int)
- CvUnit::setFacingDirection(DirectionTypes)
- CvUnit::setHasPromotion(PromotionTypes, bool)
- CvUnit::setInfoBarDirty(bool)
- CvUnit::setLevel(int)
- CvUnit::setMoves(int)
- CvUnit::setName(CvString)
- CvUnit::setPromotionReady(bool)
- CvUnit::setUnitName(const CvString)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::trade()
- CvUnitCombat::Attack(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackAir(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackAirSweep(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackCity(CvUnit &, CvPlot &, CvUnitCombat::ATTACK_OPTION)
- CvUnitCombat::AttackNuclear(CvUnit &, int, int, ATTACK_OPTION)
- CvUnitCombat::AttackRanged(CvUnit &, int, int, CvUnitCombat::ATTACK_OPTION)
- CvUnitCombat::GenerateAirCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateAirSweepCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateMeleeCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateNuclearCombatInfo(CvUnit &, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateRangedCombatInfo(CvCity &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateRangedCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::ParadropIntercept(CvUnit &, CvPlot &)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCityMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedCityVsUnitCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCycler::Rebuild(CvUnit *)
- CvUnitMission::ClearMissionQueue(UnitHandle, int)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMission::DeactivateHeadMission(UnitHandle, int)
- CvUnitMission::DeleteMissionQueueNode(UnitHandle, MissionData *)
- CvUnitMission::InsertAtEndMissionQueue(UnitHandle, MissionData, bool)
- CvUnitMission::PushMission(UnitHandle, MissionTypes, int, int, int, bool, bool, MissionAITypes, CvPlot *, CvUnit *)
- CvUnitMission::StartMission(UnitHandle)
- CvUnitMission::UpdateMission(UnitHandle &)
- CvUnitMission::WaitFor(UnitHandle, UnitHandle)
- CvGameLeagues::FoundLeague(PlayerTypes)
- CvLeague::AddMember(PlayerTypes)
- CvLeague::CheckProjectsProgress()
- CvLeague::CheckStartSpecialSession(LeagueSpecialSessionTypes)
- CvLeague::DoClearProposals()
- CvLeague::DoProposeEnact(ResolutionTypes, PlayerTypes, int)
- CvLeague::DoProposeRepeal(int, PlayerTypes)
- CvLeague::DoPutProposalsOnHold()
- CvLeague::DoVoteAbstain(PlayerTypes, int)
- CvLeague::DoVoteEnact(int, PlayerTypes, int, int)
- CvLeague::DoVoteRepeal(int, PlayerTypes, int, int)
- CvLeague::RemoveMember(PlayerTypes)
- CvLuaCity::lAddMessage(lua_State *)
- CvLuaPlayer::lAddMessage(lua_State *)
- CvLuaPlayer::lGetRecommendedFoundCityPlots(lua_State *)
- CvLuaPlayer::lGetRecommendedWorkerPlots(lua_State *)
- CvLuaPlot::lAddMessage(lua_State *)
- CvLuaUnit::lAddMessage(lua_State *)