ui-menus¶
ui-menus.ui_build_item_req¶
<struct-type type-name="ui_build_item_req">
When creating a building, one record per required item type. E.g.
Soap Maker's workshop requires a bucket and a building material.
<compound name="filter" type-name="job_item_filter"/>
<stl-vector name="candidates" pointer-type="item"/>
<stl-vector name="candidate_selected" type-name="bool"/>
<stl-vector name="unk_a0" type-name="int16_t"/>
<stl-vector name="candidate_enabled" type-name="bool"/>
<int16_t name="count_required"/>
<int16_t name="count_max">
if 0, fixed at required
</int16_t>
<int16_t name="count_provided"/>
</struct-type>
ui-menus.build_req_choice_type¶
<enum-type type-name="build_req_choice_type">
<enum-item name="General"/>
<enum-item name="Specific"/>
</enum-type>
ui-menus.build_req_choicest¶
<class-type type-name="build_req_choicest">
One choice in the build item selector.
<int32_t name="distance"/>
<virtual-methods>
<vmethod ret-type="build_req_choice_type" name="getType"/>
<vmethod name="getName">
<pointer type-name="stl-string" name="str"/>
</vmethod>
<vmethod ret-type="int32_t"/>
<vmethod ret-type="bool" name="isCandidate">
<int32_t name="item_id"/>
</vmethod>
<vmethod ret-type="bool"/>
<vmethod ret-type="int32_t" name="getUsedCount"/>
<vmethod ret-type="int32_t" name="getNumCandidates"/>
<vmethod/>
</virtual-methods>
</class-type>
ui-menus.build_req_choice_genst¶
<class-type type-name="build_req_choice_genst"
inherits-from="build_req_choicest">
<enum base-type="int16_t" name="item_type" type-name="item_type"/>
<int16_t name="item_subtype" refers-to="(item-subtype-target
$$._parent.item_type $)"/>
<int16_t name="mat_type" ref-target="material"
aux-value="$$.mat_index"/>
<int32_t name="mat_index"/>
<stl-vector name="candidates">
<int32_t/>
</stl-vector>
<int32_t name="used_count"/>
</class-type>
ui-menus.build_req_choice_specst¶
<class-type type-name="build_req_choice_specst"
inherits-from="build_req_choicest">
<pointer name="candidate" type-name="item"/>
<int32_t name="candidate_id"/>
</class-type>
ui-menus.ui_build_selector¶
<class-type type-name="ui_build_selector" original-name="buildreqst">
<stl-vector name="requirements" pointer-type="ui_build_item_req"/>
<stl-vector name="choices" pointer-type="build_req_choicest"/>
<enum base-type="int32_t" name="building_type"
type-name="building_type">
if -1, in Build menu; otherwise select item
</enum>
<int16_t name="building_subtype"/>
<int32_t name="custom_type" ref-target="building_def"/>
<int32_t name="stage">
0 no materials, 1 place, 2 select item
</int32_t>
<int16_t name="req_index"/>
<int16_t name="sel_index"/>
<int32_t name="is_grouped"/>
<stl-vector name="errors" pointer-type="stl-string"/>
<stl-vector name="unk4" pointer-type="stl-string"/>
<static-array name="tiles" count="31">
<static-array type-name="int32_t" count="31"/>
</static-array>
<int16_t name="unk5_0a"/>
<int16_t name="unk5_0b"/>
<compound name="plate_info" type-name="pressure_plate_info"/>
<stl-vector name="unk6" type-name="int16_t"/>
<stl-vector name="unk7" type-name="int16_t"/>
<int32_t name="friction" init-value="50000">
v0.34.08
</int32_t>
<int32_t name="use_dump">
v0.34.08
</int32_t>
<int32_t name="dump_x_shift">
v0.34.08
</int32_t>
<int32_t name="dump_y_shift">
v0.34.08
</int32_t>
<int32_t name="speed" init-value="50000">
v0.34.08
</int32_t>
<virtual-methods>
<vmethod/>
</virtual-methods>
</class-type>
ui-menus.interface_button¶
<class-type type-name="interface_button"
original-name="interface_buttonst">
<enum name="hotkey_id" type-name="interface_key"
base-type="int32_t"/>
<bool name="is_hidden"/>
<int32_t>
v0.40.23
</int32_t>
<virtual-methods>
<vmethod name="printSlabStatus">
<int32_t name="x"/>
<int32_t name="y"/>
<int32_t name="unused"/>
ghost, buried, memorialized
</vmethod>
<vmethod name="getLabel">
<pointer type-name="stl-string" name="str"/>
</vmethod>
<vmethod name="click"/>
<vmethod name="setColor">
<bool name="selected"/>
</vmethod>
<vmethod name="makeHidden"/>
<vmethod name="getTrackGlyph" ret-type="uint8_t"/>
<vmethod name="setTrackGlyphColor"/>
<vmethod name="getReactionLabel">
also for reaction categories
<pointer type-name="stl-string"/>
</vmethod>
<vmethod name="isBuiltinJob" ret-type="bool"/>
<vmethod name="isValidCustomReaction" ret-type="bool"/>
<vmethod is-destructor="true"/>
</virtual-methods>
</class-type>
ui-menus.interface_button_buildingst¶
<class-type type-name="interface_button_buildingst"
inherits-from="interface_button">
<pointer name="building" type-name="building"/>
</class-type>
ui-menus.interface_button_building_category_selectorst¶
<class-type type-name="interface_button_building_category_selectorst"
inherits-from="interface_button_buildingst">
<int32_t name="category_id"/>
<int8_t name="unk_14"/>
</class-type>
ui-menus.interface_button_building_material_selectorst¶
<class-type type-name="interface_button_building_material_selectorst"
inherits-from="interface_button_buildingst">
<int16_t name="mat_type" ref-target="material"
aux-value="$$.mat_index"/>
<int32_t name="mat_index"/>
<compound name="material_category"
type-name="job_material_category"/>
<int8_t name="unk_1c"/>
</class-type>
ui-menus.interface_button_building_new_jobst¶
<class-type type-name="interface_button_building_new_jobst"
inherits-from="interface_button_buildingst">
<enum name="job_type" base-type="int32_t" type-name="job_type"/>
<stl-string name="reaction_name"/>
<enum base-type="int16_t" name="item_type" type-name="item_type"/>
<int16_t name="item_subtype"/>
<int16_t name="mat_type" ref-target="material"
aux-value="$$.mat_index"/>
<int32_t name="mat_index"/>
<compound name="item_category" type-name="stockpile_group_set"/>
<int32_t name="hist_figure_id" ref-target="historical_figure"/>
<compound name="material_category"
type-name="job_material_category"/>
<bool name="unk_48"/>
<bool name="is_custom"/>
</class-type>
ui-menus.interface_button_constructionst¶
<class-type type-name="interface_button_constructionst"
inherits-from="interface_button">
<pointer name="unused_c"/>
</class-type>
ui-menus.interface_button_construction_donest¶
<class-type type-name="interface_button_construction_donest"
inherits-from="interface_button_constructionst"/>
ui-menus.interface_button_construction_category_selectorst¶
<class-type
type-name="interface_button_construction_category_selectorst"
inherits-from="interface_button_constructionst">
<enum name="category_id" base-type="int32_t">
<enum-item name="SiegeEngines" value="1"/>
<enum-item name="Traps"/>
<enum-item name="Workshops"/>
<enum-item name="Furnaces"/>
<enum-item name="Constructions"/>
<enum-item name="MachineComponents"/>
<enum-item name="Track"/>
</enum>
</class-type>
ui-menus.interface_button_construction_building_selectorst¶
<class-type
type-name="interface_button_construction_building_selectorst"
inherits-from="interface_button_constructionst">
<int16_t name="building_type"/>
<int16_t name="building_subtype"/>
<int32_t name="custom_type" ref-target="building_def"/>
<int32_t name="existing_count"/>
</class-type>
ui-menus.ui_sidebar_menus¶
<struct-type type-name="ui_sidebar_menus">
dtor 0x8535ee0
<compound name="designation">
<bool name="marker_only"/>
<bool name="priority_set">
set to one if using +/-
</bool>
<int32_t name="priority" init-value="4000">
*1000
</int32_t>
<enum name="mine_mode">
<enum-item name="All"/>
<enum-item name="AutoMine"/>
<enum-item name="Economic"/>
<enum-item name="Gems"/>
</enum>
v0.40.20
</compound>
<compound name="workshop_job">
<stl-vector name="choices_all"
pointer-type="interface_button_buildingst"/>
<stl-vector name="choices_visible"
pointer-type="interface_button_buildingst"/>
<int32_t name="cursor"/>
<int32_t name="category_id">
weapons, armor, etc
</int32_t>
<int16_t name="mat_type" ref-target="material"
aux-value="$$.mat_index"/>
<int32_t name="mat_index"/>
<compound name="material_category"
type-name="job_material_category"/>
<stl-string>
v0.42.01
</stl-string>
<stl-vector name="use_tooltip_lines" pointer-type="stl-string">
v0.42.01
</stl-vector>
</compound>
<compound name="building">
<stl-vector name="choices_all"
pointer-type="interface_button_constructionst"/>
<stl-vector name="choices_visible"
pointer-type="interface_button_constructionst"/>
<int32_t name="category_id"/>
<int32_t name="cursor"/>
</compound>
<compound name="zone">
<bool name="remove"/>
<padding size="1"/>
<enum name="mode" base-type="int16_t">
<enum-item name="Rectangle"/>
<enum-item name="Flow"/>
<enum-item name="FloorFlow"/>
</enum>
<pointer name="selected" type-name="building_civzonest"/>
</compound>
<compound name="unit">
<stl-vector name="inv_items" pointer-type="unit_inventory_item"/>
<stl-vector name="inv_spatters" pointer-type="spatter"/>
<stl-vector>
v0.42.01
</stl-vector>
<bool name="in_new_squad">
v0.34.08
</bool>
<int32_t name="cursor_uniform">
v0.34.08
</int32_t>
<int32_t name="unk_88n_cursor">
v0.34.08
</int32_t>
<stl-vector name="squads" pointer-type="squad">
v0.34.08
</stl-vector>
<stl-vector name="squad_pos" pointer-type="entity_position">
v0.34.08
</stl-vector>
<stl-vector name="squad_assn"
pointer-type="entity_position_assignment">
v0.34.08
</stl-vector>
<stl-bit-vector name="squad_unk1">
v0.34.08
</stl-bit-vector>
<stl-vector name="squad_unk2">
v0.34.08
</stl-vector>
<pointer type-name="entity_position"/>
<pointer type-name="entity_position_assignment"/>
<pointer type-name="entity_position"/>
<int8_t name="in_squad"/>
<int8_t/>
<int8_t/>
<int8_t/>
<int32_t/>
<int32_t name="unk_80"/>
<int32_t name="unk_84"/>
<int32_t name="unk_88"/>
<int32_t name="unk_8c"/>
<int32_t name="unk_90"/>
</compound>
<compound name="location">
<stl-vector name="list" pointer-type="abstract_building">
v0.42.01
</stl-vector>
<int32_t name="cursor">
v0.42.01
</int32_t>
<stl-vector name="deities" pointer-type="historical_figure">
v0.42.01
</stl-vector>
<int32_t name="cursor_deity"/>
<bool name="in_create"/>
<bool name="in_choose_deity"/>
</compound>
<compound name="job_details">
<pointer name="job" type-name="job"/>
<padding size="4"/>
<stl-vector name="detail_type" type-name="int32_t">
0-material, 1-image, 2-size, 3-type
</stl-vector>
<stl-vector name="detail_material_type" type-name="int32_t"/>
<int32_t name="detail_cursor"/>
<int32_t name="setting_detail_type"/>
<int32_t name="unk6"/>
<compound name="pos" type-name="coord"/>
<pointer name="workshop" type-name="building_workshopst"/>
<stl-vector name="mat_type_visible" type-name="int16_t"/>
<stl-vector name="mat_index_visible" type-name="int32_t"/>
<stl-vector name="mat_amount_visible" type-name="int32_t"/>
<stl-vector name="mat_type_all" type-name="int16_t"/>
<stl-vector name="mat_index_all" type-name="int32_t"/>
<stl-vector name="mat_amount_all" type-name="int32_t"/>
<int32_t name="mat_cursor"/>
<stl-string name="mat_filter"/>
<bool name="editing_mat_filter"/>
<stl-vector name="sizes_visible" type-name="int32_t">
race id
</stl-vector>
<stl-vector name="sizes_all" type-name="int32_t">
race id
</stl-vector>
<int32_t name="size_cursor"/>
<stl-string name="size_filter"/>
<bool name="editing_size_filter"/>
<stl-vector name="decoration_types" type-name="int32_t">
0-image, 1-covered, 2-rings, 3-bands, 4-spikes
</stl-vector>
<int32_t name="decoration_cursor"/>
v0.42.06
</compound>
<compound name="unit_cursor">
<stl-vector name="list" type-name="int32_t"
refers-to="$global.world.units.active[$]"/>
<int8_t name="unk_a0"/>
<int8_t name="unk_a1"/>
</compound>
<compound name="unit_skills">
<stl-vector name="skill_id" type-name="int32_t" refers-to="$global
.ui_selected_unit.index.refers-to.status.current_soul.skills[$
]"/>
<stl-vector name="skill_type" type-name="int32_t"/>
<stl-vector name="skill_subtype" type-name="int32_t"/>
<bool name="show_combat"/>
<bool name="show_labor"/>
<bool name="show_misc"/>
</compound>
<compound name="barracks">
<int32_t name="squad_cursor"/>
<stl-vector name="squads" pointer-type="squad"/>
<stl-vector name="uses">
<compound type-name="squad_use_flags"/>
</stl-vector>
<bool name="in_rename"/>
<bool name="in_positions"/>
<pointer name="position_squad" type-name="squad"/>
<int32_t name="position_cursor"/>
<bool name="in_position_squads"/>
<stl-vector name="position_squads" pointer-type="squad"/>
<int32_t name="position_squad_cursor"/>
</compound>
<stl-vector>
v0.42.01
</stl-vector>
<padding size="4">
v0.42.01
</padding>
<compound name="minimap">
-- Abstract representation of contents; updated by need_scan
<static-array name="data" count="23">
<static-array count="23" type-name="int32_t"/>
</static-array>
<bool name="need_render"/>
<bool name="need_scan"/>
<int16_t name="z_level"/>
<static-array name="tile" count="23">
<static-array count="23" type-name="uint8_t"/>
</static-array>
<static-array name="tile_fg" count="23">
<static-array count="23" type-name="int16_t"/>
</static-array>
<static-array name="tile_bg" count="23">
<static-array count="23" type-name="int16_t"/>
</static-array>
<static-array name="tile_bold" count="23">
<static-array count="23" type-name="int16_t"/>
</static-array>
</compound>
<compound name="command_line">
<stl-string name="raw"/>
<stl-vector name="argv" pointer-type="stl-string"/>
<int32_t name="world_id"/>
<int32_t name="world_seed"/>
<bool name="in_worldgen"/>
<stl-string name="worldgen_param_set"/>
<int8_t name="unk_17d0"/>
<int32_t name="num_speech_tokens"/>
<int8_t name="unk_17d8"/>
</compound>
</struct-type>
ui-menus.ui_look_list¶
<struct-type type-name="ui_look_list">
<stl-vector name="items">
<pointer>
<enum base-type="int16_t" name="type">
<enum-item name="Item"/>
<enum-item name="Floor"/>
<enum-item name="Unit"/>
<enum-item name="Building"/>
<enum-item name="Vermin"/>
<enum-item name="Flow"/>
<enum-item name="Campfire"/>
<enum-item name="Spatter"/>
<enum-item name="BuildingItem"/>
<enum-item name="Fire"/>
<enum-item name="Water"/>
<enum-item name="Magma"/>
<enum-item name="Spoor"/>
</enum>
<enum base-type="int16_t" name="spatter_item_type"
type-name="item_type"/>
<int16_t name="spatter_item_subtype"
refers-to="(item-subtype-target $$._parent.spatter_item_type
$)"/>
<int16_t name="spatter_mat_type" ref-target="material"
aux-value="$$.mat_index"/>
<int32_t name="spatter_mat_index"/>
<enum type-name="matter_state" base-type="int16_t"
name="spatter_mat_state"/>
<compound is-union="true">
<pointer name="item" type-name="item"/>
<pointer name="unit" type-name="unit"/>
<pointer name="building" type-name="building"/>
<pointer name="vermin" type-name="vermin"/>
<pointer name="flow" type-name="flow_info"/>
<int8_t name="spatter_size">
also water/magma depth+flags
</int8_t>
</compound>
<int16_t/>
<int16_t/>
<int16_t/>
</pointer>
</stl-vector>
</struct-type>
ui-menus.ui_unit_view_mode¶
<struct-type type-name="ui_unit_view_mode">
<enum name="value">
<enum-item name="General"/>
<enum-item name="Inventory"/>
<enum-item name="Preferences"/>
<enum-item name="Wounds"/>
<enum-item name="PrefLabor"/>
<enum-item name="PrefDogs"/>
</enum>
</struct-type>