The Battle for Wesnoth  1.15.2+dev
game_load.cpp
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1 /*
2  Copyright (C) 2008 - 2018 by Jörg Hinrichs <joerg.hinrichs@alice-dsl.de>
3  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
4 
5  This program is free software; you can redistribute it and/or modify
6  it under the terms of the GNU General Public License as published by
7  the Free Software Foundation; either version 2 of the License, or
8  (at your option) any later version.
9  This program is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY.
11 
12  See the COPYING file for more details.
13 */
14 
15 #define GETTEXT_DOMAIN "wesnoth-lib"
16 
18 
19 #include "desktop/open.hpp"
20 #include "filesystem.hpp"
21 #include "font/pango/escape.hpp"
22 #include "formatter.hpp"
23 #include "formula/string_utils.hpp"
24 #include "game_classification.hpp"
25 #include "game_config.hpp"
26 #include "gettext.hpp"
27 #include "gui/auxiliary/field.hpp"
28 #include "gui/core/log.hpp"
30 #include "gui/widgets/button.hpp"
31 #include "gui/widgets/image.hpp"
32 #include "gui/widgets/label.hpp"
33 #include "gui/widgets/listbox.hpp"
34 #include "gui/widgets/minimap.hpp"
36 #include "gui/widgets/settings.hpp"
37 #include "gui/widgets/text_box.hpp"
39 #include "gui/widgets/window.hpp"
40 #include "language.hpp"
41 #include "picture.hpp"
42 #include "preferences/game.hpp"
44 #include "utils/general.hpp"
45 #include "utils/functional.hpp"
46 
47 #include <cctype>
48 
49 static lg::log_domain log_gameloaddlg{"gui/dialogs/game_load_dialog"};
50 #define ERR_GAMELOADDLG LOG_STREAM(err, log_gameloaddlg)
51 #define WRN_GAMELOADDLG LOG_STREAM(warn, log_gameloaddlg)
52 #define LOG_GAMELOADDLG LOG_STREAM(info, log_gameloaddlg)
53 #define DBG_GAMELOADDLG LOG_STREAM(debug, log_gameloaddlg)
54 
55 namespace gui2
56 {
57 namespace dialogs
58 {
59 
60 /*WIKI
61  * @page = GUIWindowDefinitionWML
62  * @order = 2_game_load
63  *
64  * == Load a game ==
65  *
66  * This shows the dialog to select and load a savegame file.
67  *
68  * @begin{table}{dialog_widgets}
69  *
70  * txtFilter & & text & m &
71  * The filter for the listbox items. $
72  *
73  * dirList & & menu_button & m &
74  * Allows changing directory to the directories for old versions of Wesnoth. $
75  *
76  * savegame_list & & listbox & m &
77  * List of savegames. $
78  *
79  * -filename & & styled_widget & m &
80  * Name of the savegame. $
81  *
82  * -date & & styled_widget & o &
83  * Date the savegame was created. $
84  *
85  * -minimap & & minimap & m &
86  * Minimap of the selected savegame. $
87  *
88  * -imgLeader & & image & m &
89  * The image of the leader in the selected savegame. $
90  *
91  * -lblScenario & & label & m &
92  * The name of the scenario of the selected savegame. $
93  *
94  * -lblSummary & & label & m &
95  * Summary of the selected savegame. $
96  *
97  * delete & & button & m &
98  * Delete the selected savegame. $
99  *
100  * @end{table}
101  */
102 
103 REGISTER_DIALOG(game_load)
104 
105 game_load::game_load(const config& cache_config, savegame::load_game_metadata& data)
106  : filename_(data.filename)
107  , save_index_manager_(data.manager)
108  , change_difficulty_(register_bool("change_difficulty", true, data.select_difficulty))
109  , show_replay_(register_bool("show_replay", true, data.show_replay))
110  , cancel_orders_(register_bool("cancel_orders", true, data.cancel_orders))
111  , summary_(data.summary)
112  , games_()
113  , cache_config_(cache_config)
114  , last_words_()
115 {
116 }
117 
119 {
120  // Allow deleting saves with the Delete key.
121  connect_signal_pre_key_press(window, std::bind(&game_load::key_press_callback, this, std::ref(window), _5));
122 
123  find_widget<minimap>(&window, "minimap", false).set_config(&cache_config_);
124 
125  text_box* filter = find_widget<text_box>(&window, "txtFilter", false, true);
126 
127  filter->set_text_changed_callback(std::bind(&game_load::filter_text_changed, this, _1, _2));
128 
129  listbox& list = find_widget<listbox>(&window, "savegame_list", false);
130 
131  connect_signal_notify_modified(list, std::bind(&game_load::display_savegame, this, std::ref(window)));
132 
133  window.keyboard_capture(filter);
134  window.add_to_keyboard_chain(&list);
135 
136  list.register_sorting_option(0, [this](const int i) { return games_[i].name(); });
137  list.register_sorting_option(1, [this](const int i) { return games_[i].modified(); });
138 
139  populate_game_list(window);
140 
141  connect_signal_mouse_left_click(find_widget<button>(&window, "delete", false),
142  std::bind(&game_load::delete_button_callback, this, std::ref(window)));
143 
144  connect_signal_mouse_left_click(find_widget<button>(&window, "browse_saves_folder", false),
145  std::bind(&game_load::browse_button_callback, this));
146 
147  menu_button& dir_list = find_widget<menu_button>(&window, "dirList", false);
148 
149  dir_list.set_use_markup(true);
150  set_save_dir_list(dir_list);
151 
152  connect_signal_notify_modified(dir_list, std::bind(&game_load::handle_dir_select, this, std::ref(window)));
153 
154  display_savegame(window);
155 }
156 
158 {
159  const auto other_dirs = filesystem::find_other_version_saves_dirs();
160  if(other_dirs.empty()) {
162  return;
163  }
164 
165  std::vector<config> options;
166 
167  // The first option in the list is the current version's save dir
168  options.emplace_back("label", _("game_version^Current Version"), "path", "");
169 
170  for(const auto& known_dir : other_dirs) {
171  if(!known_dir.path.empty()) {
172  options.emplace_back(
173  "label", VGETTEXT("game_version^Wesnoth $version", utils::string_map{{"version", known_dir.version}}),
174  "path", known_dir.path
175  );
176  }
177  }
178 
179  dir_list.set_values(options);
180 }
181 
183 {
184  listbox& list = find_widget<listbox>(&window, "savegame_list", false);
185 
186  list.clear();
187 
188  games_ = save_index_manager_->get_saves_list();
189 
190  for(const auto& game : games_) {
191  std::map<std::string, string_map> data;
193 
194  std::string name = game.name();
195  utils::ellipsis_truncate(name, 40);
196  item["label"] = name;
197  data.emplace("filename", item);
198 
199  item["label"] = game.format_time_summary();
200  data.emplace("date", item);
201 
202  list.add_row(data);
203  }
204 
205  find_widget<button>(&window, "delete", false).set_active(!save_index_manager_->read_only());
206 }
207 
209 {
210  const int selected_row =
211  find_widget<listbox>(&window, "savegame_list", false).get_selected_row();
212 
213  if(selected_row == -1) {
214  return;
215  }
216 
217  savegame::save_info& game = games_[selected_row];
218  filename_ = game.name();
219  summary_ = game.summary();
220 
221  find_widget<minimap>(&window, "minimap", false)
222  .set_map_data(summary_["map_data"]);
223 
224  find_widget<label>(&window, "lblScenario", false)
225  .set_label(summary_["label"]);
226 
227  listbox& leader_list = find_widget<listbox>(&window, "leader_list", false);
228 
229  leader_list.clear();
230 
231  const std::string sprite_scale_mod = (formatter() << "~SCALE_INTO(" << game_config::tile_size << ',' << game_config::tile_size << ')').str();
232 
233  for(const auto& leader : summary_.child_range("leader")) {
234  std::map<std::string, string_map> data;
236 
237  // First, we evaluate whether the leader image as provided exists.
238  // If not, we try getting a binary path-independent path. If that still doesn't
239  // work, we fallback on unknown-unit.png.
240  std::string leader_image = leader["leader_image"].str();
241  if(!::image::exists(leader_image)) {
242  leader_image = filesystem::get_independent_image_path(leader_image);
243 
244  // The leader TC modifier isn't appending if the independent image path can't
245  // be resolved during save_index entry creation, so we need to add it here.
246  if(!leader_image.empty()) {
247  leader_image += leader["leader_image_tc_modifier"].str();
248  }
249  }
250 
251  if(leader_image.empty()) {
252  leader_image = "units/unknown-unit.png" + leader["leader_image_tc_modifier"].str();
253  } else {
254  // Scale down any sprites larger than 72x72
255  leader_image += sprite_scale_mod;
256  }
257 
258  item["label"] = leader_image;
259  data.emplace("imgLeader", item);
260 
261  item["label"] = leader["leader_name"];
262  data.emplace("leader_name", item);
263 
264  item["label"] = leader["gold"];
265  data.emplace("leader_gold", item);
266 
267  item["label"] = leader["units"];
268  data.emplace("leader_troops", item);
269 
270  item["label"] = leader["recall_units"];
271  data.emplace("leader_reserves", item);
272 
273  leader_list.add_row(data);
274  }
275 
276  std::stringstream str;
277  str << game.format_time_local() << "\n";
279 
280  // The new label value may have more or less lines than the previous value, so invalidate the layout.
281  find_widget<scroll_label>(&window, "slblSummary", false).set_label(str.str());
282  window.invalidate_layout();
283 
284  toggle_button& replay_toggle = dynamic_cast<toggle_button&>(*show_replay_->get_widget());
285  toggle_button& cancel_orders_toggle = dynamic_cast<toggle_button&>(*cancel_orders_->get_widget());
286  toggle_button& change_difficulty_toggle = dynamic_cast<toggle_button&>(*change_difficulty_->get_widget());
287 
288  const bool is_replay = savegame::loadgame::is_replay_save(summary_);
289  const bool is_scenario_start = summary_["turn"].empty();
290 
291  // Always toggle show_replay on if the save is a replay
292  replay_toggle.set_value(is_replay);
293  replay_toggle.set_active(!is_replay && !is_scenario_start);
294 
295  // Cancel orders doesn't make sense on replay saves or start-of-scenario saves
296  cancel_orders_toggle.set_active(!is_replay && !is_scenario_start);
297 
298  // Changing difficulty doesn't make sense on non-start-of-scenario saves
299  change_difficulty_toggle.set_active(!is_replay && is_scenario_start);
300 }
301 
302 // This is a wrapper that prevents a corrupted save file (if it happens to be
303 // the first in the list) from making the dialog fail to open.
305 {
306  try {
308  } catch(const config::error& e) {
309  // Clear the UI widgets, show an error message.
310  const std::string preamble = _("The selected file is corrupt: ");
311  const std::string message = e.message.empty() ? "(no details)" : e.message;
312  ERR_GAMELOADDLG << preamble << message << "\n";
313  find_widget<minimap>(&window, "minimap", false).set_map_data("");
314  find_widget<label>(&window, "lblScenario", false)
315  .set_label(preamble);
316  find_widget<scroll_label>(&window, "slblSummary", false)
317  .set_label(message);
318 
319  listbox& leader_list = find_widget<listbox>(&window, "leader_list", false);
320  leader_list.clear();
321 
322  toggle_button& replay_toggle = dynamic_cast<toggle_button&>(*show_replay_->get_widget());
323  toggle_button& cancel_orders_toggle = dynamic_cast<toggle_button&>(*cancel_orders_->get_widget());
324  toggle_button& change_difficulty_toggle = dynamic_cast<toggle_button&>(*change_difficulty_->get_widget());
325 
326  replay_toggle.set_active(false);
327  cancel_orders_toggle.set_active(false);
328  change_difficulty_toggle.set_active(false);
329  }
330 }
331 
332 void game_load::filter_text_changed(text_box_base* textbox, const std::string& text)
333 {
334  window& window = *textbox->get_window();
335 
336  listbox& list = find_widget<listbox>(&window, "savegame_list", false);
337 
338  const std::vector<std::string> words = utils::split(text, ' ');
339 
340  if(words == last_words_)
341  return;
342  last_words_ = words;
343 
344  boost::dynamic_bitset<> show_items;
345  show_items.resize(list.get_item_count(), true);
346 
347  if(!text.empty()) {
348  for(unsigned int i = 0; i < list.get_item_count(); i++) {
349  grid* row = list.get_row_grid(i);
350 
351  grid::iterator it = row->begin();
352  label& filename_label = find_widget<label>(*it, "filename", false);
353 
354  bool found = false;
355  for(const auto & word : words)
356  {
357  found = std::search(filename_label.get_label().str().begin(),
358  filename_label.get_label().str().end(),
359  word.begin(),
360  word.end(),
362  != filename_label.get_label().str().end();
363 
364  if(!found) {
365  // one word doesn't match, we don't reach words.end()
366  break;
367  }
368  }
369 
370  show_items[i] = found;
371  }
372  }
373 
374  list.set_row_shown(show_items);
375 
376  const bool any_shown = list.any_rows_shown();
377 
378  // Disable Load button if no games are available
379  find_widget<button>(&window, "ok", false).set_active(any_shown);
380 
381  // Disable 'Enter' loading if no games are available
382  window.set_enter_disabled(!any_shown);
383 }
384 
385 void game_load::evaluate_summary_string(std::stringstream& str, const config& cfg_summary)
386 {
387  std::string difficulty_human_str = string_table[cfg_summary["difficulty"]];
388  if(cfg_summary["corrupt"].to_bool()) {
389  str << "\n<span color='#f00'>" << _("(Invalid)") << "</span>";
390 
391  return;
392  }
393 
394  const std::string& campaign_type = cfg_summary["campaign_type"];
395 
396  try {
397  switch(game_classification::CAMPAIGN_TYPE::string_to_enum(campaign_type).v) {
399  const std::string campaign_id = cfg_summary["campaign"];
400 
401  const config* campaign = nullptr;
402  if(!campaign_id.empty()) {
403  if(const config& c = cache_config_.find_child("campaign", "id", campaign_id)) {
404  campaign = &c;
405  }
406  }
407 
408  if (campaign != nullptr) {
409  try {
410  const config &difficulty = campaign->find_child("difficulty", "define", cfg_summary["difficulty"]);
411  std::ostringstream ss;
412  ss << difficulty["label"] << " (" << difficulty["description"] << ")";
413  difficulty_human_str = ss.str();
414  } catch(const config::error&) {
415  }
416  }
417 
418  utils::string_map symbols;
419  if(campaign != nullptr) {
420  symbols["campaign_name"] = (*campaign)["name"];
421  } else {
422  // Fallback to nontranslatable campaign id.
423  symbols["campaign_name"] = "(" + campaign_id + ")";
424  }
425 
426  str << VGETTEXT("Campaign: $campaign_name", symbols);
427 
428  // Display internal id for debug purposes if we didn't above
429  if(game_config::debug && (campaign != nullptr)) {
430  str << '\n' << "(" << campaign_id << ")";
431  }
432  break;
433  }
434  case game_classification::CAMPAIGN_TYPE::MULTIPLAYER:
435  str << _("Multiplayer");
436  break;
437  case game_classification::CAMPAIGN_TYPE::TUTORIAL:
438  str << _("Tutorial");
439  break;
440  case game_classification::CAMPAIGN_TYPE::TEST:
441  str << _("Test scenario");
442  break;
443  }
444  } catch(const bad_enum_cast&) {
445  str << campaign_type;
446  }
447 
448  str << "\n";
449 
450  if(savegame::loadgame::is_replay_save(cfg_summary)) {
451  str << _("Replay");
452  } else if(!cfg_summary["turn"].empty()) {
453  str << _("Turn") << " " << cfg_summary["turn"];
454  } else {
455  str << _("Scenario start");
456  }
457 
458  str << "\n" << _("Difficulty: ")
459  << difficulty_human_str;
460 
461  if(!cfg_summary["version"].empty()) {
462  str << "\n" << _("Version: ") << cfg_summary["version"];
463  }
464 
465  const std::vector<std::string>& active_mods = utils::split(cfg_summary["active_mods"]);
466  if(!active_mods.empty()) {
467  str << "\n" << _("Modifications: ");
468  for(const auto& mod_id : active_mods) {
469  std::string mod_name;
470  try {
471  mod_name = cache_config_.find_child("modification", "id", mod_id)["name"].str();
472  } catch(const config::error&) {
473  // Fallback to nontranslatable mod id.
474  mod_name = "(" + mod_id + ")";
475  }
476 
477  str << "\n" << font::unicode_bullet << " " << mod_name;
478  }
479  }
480 }
482 {
484 }
485 
487 {
488  listbox& list = find_widget<listbox>(&window, "savegame_list", false);
489 
490  const std::size_t index = std::size_t(list.get_selected_row());
491  if(index < games_.size()) {
492 
493  // See if we should ask the user for deletion confirmation
495  if(!gui2::dialogs::game_delete::execute()) {
496  return;
497  }
498  }
499 
500  // Delete the file
501  save_index_manager_->delete_game(games_[index].name());
502 
503  // Remove it from the list of saves
504  games_.erase(games_.begin() + index);
505 
506  list.remove_row(index);
507 
508  // Close the dialog if there are no more saves
509  if(list.get_item_count() == 0) {
510  window.set_retval(retval::CANCEL);
511  }
512 
513  display_savegame(window);
514  }
515 }
516 
517 void game_load::key_press_callback(window& window, const SDL_Keycode key)
518 {
519  //
520  // Don't delete games when we're typing in the textbox!
521  //
522  // I'm not sure if this check was necessary when I first added this feature
523  // (I didn't check at the time), but regardless, it's needed now. If it turns
524  // out I screwed something up in my refactoring, I'll remove this.
525  //
526  // - vultraz, 2017-08-28
527  //
528  if(find_widget<text_box>(&window, "txtFilter", false).get_state() == text_box_base::FOCUSED) {
529  return;
530  }
531 
532  if(key == SDLK_DELETE) {
533  delete_button_callback(window);
534  }
535 }
536 
538 {
539  menu_button& dir_list = find_widget<menu_button>(&window, "dirList", false);
540 
541  const auto& path = dir_list.get_value_config()["path"].str();
542  if(path.empty()) {
544  } else {
545  save_index_manager_ = std::make_shared<savegame::save_index_class>(path);
546  }
547 
548  populate_game_list(window);
549  display_savegame(window);
550 }
551 
552 } // namespace dialogs
553 } // namespace gui2
Define the common log macros for the gui toolkit.
Dialog was closed with the CANCEL button.
Definition: retval.hpp:37
void set_text_changed_callback(std::function< void(text_box_base *textbox, const std::string text)> cb)
Set the text_changed callback.
const ::config & get_value_config() const
Returns the entire config object for the selected row.
Definition: menu_button.hpp:79
virtual void set_value(unsigned selected, bool fire_event=false) override
Inherited from selectable_item.
Abstract base class for text items.
std::map< std::string, t_string > string_map
Simple push button.
Definition: menu_button.hpp:41
iterator begin()
Definition: grid.hpp:479
field_bool * change_difficulty_
Definition: game_load.hpp:68
config & find_child(config_key_type key, const std::string &name, const std::string &value)
Returns the first child of tag key with a name attribute containing value.
Definition: config.cpp:836
Main class to show messages to the user.
Definition: message.hpp:34
void display_savegame(window &window)
Definition: game_load.cpp:304
#define ERR_GAMELOADDLG
Definition: game_load.cpp:50
static std::shared_ptr< save_index_class > default_saves_dir()
Returns an instance for managing saves in filesystem::get_saves_dir()
Definition: save_index.cpp:188
std::shared_ptr< savegame::save_index_class > & save_index_manager_
Definition: game_load.hpp:66
This file contains the window object, this object is a top level container which has the event manage...
child_itors child_range(config_key_type key)
Definition: config.cpp:362
void ellipsis_truncate(std::string &str, const std::size_t size)
Truncates a string to a given utf-8 character count and then appends an ellipsis. ...
void set_save_dir_list(menu_button &dir_list)
Definition: game_load.cpp:157
bool chars_equal_insensitive(char a, char b)
Definition: general.hpp:21
Label showing a text.
Definition: label.hpp:32
int get_selected_row() const
Returns the first selected row.
Definition: listbox.cpp:272
void delete_button_callback(window &window)
Definition: game_load.cpp:486
Implements some helper classes to ease adding fields to a dialog and hide the synchronization needed...
std::vector< std::string > last_words_
Definition: game_load.hpp:77
std::vector< std::string > split(const std::string &val, const char c, const int flags)
Splits a (comma-)separated string into a vector of pieces.
const config & summary() const
Definition: save_index.cpp:231
Class for a single line text area.
Definition: text_box.hpp:121
std::string filename_
Definition: action_wml.cpp:555
Generic file dialog.
Definition: field-fwd.hpp:22
bool exists(const image::locator &i_locator)
returns true if the given image actually exists, without loading it.
Definition: picture.cpp:1028
The listbox class.
Definition: listbox.hpp:40
Base container class.
Definition: grid.hpp:30
std::string format_time_local() const
Definition: save_index.cpp:236
const config & options()
Definition: game.cpp:593
Desktop environment interaction functions.
static UNUSEDNOWARN std::string _(const char *str)
Definition: gettext.hpp:91
void connect_signal_notify_modified(dispatcher &dispatcher, const signal_notification_function &signal)
Connects a signal handler for getting a notification upon modification.
Definition: dispatcher.cpp:248
This file contains the settings handling of the widget library.
std::ostringstream wrapper.
Definition: formatter.hpp:38
void clear()
Removes all the rows in the listbox, clearing it.
Definition: listbox.cpp:125
void set_visible(const visibility visible)
Definition: widget.cpp:473
void connect_signal_mouse_left_click(dispatcher &dispatcher, const signal_function &signal)
Connects a signal handler for a left mouse button click.
Definition: dispatcher.cpp:233
Iterator for the child items.
Definition: grid.hpp:440
static bool is_replay_save(const config &cfg)
Definition: savegame.hpp:135
void populate_game_list(window &window)
Update (both internally and visually) the list of games.
Definition: game_load.cpp:182
void set_values(const std::vector<::config > &values, unsigned selected=0)
std::string path
Definition: game_config.cpp:39
unsigned get_item_count() const
Returns the number of items in the listbox.
Definition: listbox.cpp:131
std::string get_independent_image_path(const std::string &filename)
Returns an image path to filename for binary path-independent use in saved games. ...
virtual void set_use_markup(bool use_markup)
bool any_rows_shown() const
Definition: listbox.cpp:226
std::vector< savegame::save_info > games_
Definition: game_load.hpp:74
const std::string & name() const
Definition: save_index.hpp:39
Various uncategorised dialogs.
void key_press_callback(window &window, const SDL_Keycode key)
Definition: game_load.cpp:517
styled_widget * get_widget()
Definition: field.hpp:206
bool open_object(const std::string &path_or_url)
Opens the specified object with the default application configured for its type.
Definition: open.cpp:55
virtual void pre_show(window &window) override
Inherited from modal_dialog.
Definition: game_load.cpp:118
std::size_t i
Definition: function.cpp:933
const config & cache_config_
Definition: game_load.hpp:75
The user set the widget invisible, that means:
window * get_window()
Get the parent window.
Definition: widget.cpp:114
void handle_dir_select(window &window)
Definition: game_load.cpp:537
std::map< std::string, t_string > string_map
Definition: widget.hpp:24
grid & add_row(const string_map &item, const int index=-1)
When an item in the list is selected by the user we need to update the state.
Definition: listbox.cpp:66
field_bool * show_replay_
Definition: game_load.hpp:69
Declarations for File-IO.
const bool & debug
std::size_t index(const std::string &str, const std::size_t index)
Codepoint index corresponding to the nth character in a UTF-8 string.
Definition: unicode.cpp:71
const std::string unicode_bullet
Definition: constants.cpp:43
#define VGETTEXT(msgid,...)
Handy wrappers around interpolate_variables_into_string and gettext.
bool ask_delete_saves()
Definition: game.cpp:818
const grid * get_row_grid(const unsigned row) const
Returns the grid of the wanted row.
Definition: listbox.cpp:237
field_bool * cancel_orders_
Definition: game_load.hpp:70
void filter_text_changed(text_box_base *textbox, const std::string &text)
Definition: game_load.cpp:332
std::string & filename_
Definition: game_load.hpp:65
const t_string & get_label() const
void display_savegame_internal(window &window)
Definition: game_load.cpp:208
Filename and modification date for a file list.
Definition: save_index.hpp:26
void connect_signal_pre_key_press(dispatcher &dispatcher, const signal_keyboard_function &signal)
Connects the signal for &#39;snooping&#39; on the keypress.
Definition: dispatcher.cpp:228
unsigned int tile_size
Definition: game_config.cpp:68
symbol_table string_table
Definition: language.cpp:63
void remove_row(const unsigned row, unsigned count=1)
Removes a row in the listbox.
Definition: listbox.cpp:86
std::string message
Definition: exceptions.hpp:31
static lg::log_domain log_gameloaddlg
Definition: game_load.cpp:49
#define e
std::vector< other_version_dir > find_other_version_saves_dirs()
Searches for directories containing saves created by other versions of Wesnoth.
Definition: filesystem.cpp:828
void register_sorting_option(const int col, const Func &f)
Definition: listbox.hpp:269
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:68
mock_char c
const std::string & str() const
Definition: tstring.hpp:186
base class of top level items, the only item which needs to store the final canvases to draw on ...
Definition: window.hpp:62
void set_row_shown(const unsigned row, const bool shown)
Makes a row visible or invisible.
Definition: listbox.cpp:143
void evaluate_summary_string(std::stringstream &str, const config &cfg_summary)
Definition: game_load.cpp:385
bool empty() const
Definition: config.cpp:884
Class for a toggle button.
std::pair< std::string, unsigned > item
Definition: help_impl.hpp:371
virtual void set_active(const bool active) override
See styled_widget::set_active.