The Battle for Wesnoth  1.19.0-dev
game_load.cpp
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1 /*
2  Copyright (C) 2008 - 2024
3  by Jörg Hinrichs <joerg.hinrichs@alice-dsl.de>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 #define GETTEXT_DOMAIN "wesnoth-lib"
17 
19 
20 #include "desktop/open.hpp"
21 #include "filesystem.hpp"
22 #include "formatter.hpp"
23 #include "formula/string_utils.hpp"
24 #include "game_config.hpp"
25 #include "gettext.hpp"
26 #include "gui/auxiliary/field.hpp"
28 #include "gui/widgets/button.hpp"
29 #include "gui/widgets/label.hpp"
30 #include "gui/widgets/listbox.hpp"
31 #include "gui/widgets/minimap.hpp"
33 #include "gui/widgets/text_box.hpp"
35 #include "gui/widgets/window.hpp"
36 #include "language.hpp"
37 #include "picture.hpp"
38 #include "preferences/game.hpp"
40 #include "utils/general.hpp"
41 #include <functional>
42 #include "game_config_view.hpp"
43 
44 
45 static lg::log_domain log_gameloaddlg{"gui/dialogs/game_load_dialog"};
46 #define ERR_GAMELOADDLG LOG_STREAM(err, log_gameloaddlg)
47 #define WRN_GAMELOADDLG LOG_STREAM(warn, log_gameloaddlg)
48 #define LOG_GAMELOADDLG LOG_STREAM(info, log_gameloaddlg)
49 #define DBG_GAMELOADDLG LOG_STREAM(debug, log_gameloaddlg)
50 
51 namespace gui2::dialogs
52 {
53 
54 REGISTER_DIALOG(game_load)
55 
56 bool game_load::execute(const game_config_view& cache_config, savegame::load_game_metadata& data)
57 {
58  if(savegame::save_index_class::default_saves_dir()->get_saves_list().empty()) {
59  bool found_files = false;
60  for(const auto& dir : filesystem::find_other_version_saves_dirs()) {
61  if(!found_files) {
62  // this needs to be a shared_ptr because get_saves_list() uses shared_from_this
63  auto index = std::make_shared<savegame::save_index_class>(dir.path);
64  found_files = !index->get_saves_list().empty();
65  }
66  }
67 
68  if(!found_files) {
69  gui2::show_transient_message(_("No Saved Games"), _("There are no saved games to load."));
70  return false;
71  }
72  }
73 
74  return game_load(cache_config, data).show();
75 }
76 
78  : modal_dialog(window_id())
79  , filename_(data.filename)
80  , save_index_manager_(data.manager)
81  , change_difficulty_(register_bool("change_difficulty", true, data.select_difficulty))
82  , show_replay_(register_bool("show_replay", true, data.show_replay))
83  , cancel_orders_(register_bool("cancel_orders", true, data.cancel_orders))
84  , summary_(data.summary)
85  , games_()
86  , cache_config_(cache_config)
87  , last_words_()
88 {
89 }
90 
92 {
93  // Allow deleting saves with the Delete key.
94  connect_signal_pre_key_press(window, std::bind(&game_load::key_press_callback, this, std::placeholders::_5));
95 
96  text_box* filter = find_widget<text_box>(&window, "txtFilter", false, true);
97 
98  filter->set_text_changed_callback(std::bind(&game_load::filter_text_changed, this, std::placeholders::_2));
99 
100  listbox& list = find_widget<listbox>(&window, "savegame_list", false);
101 
103 
104  window.keyboard_capture(filter);
106 
107  list.register_sorting_option(0, [this](const int i) { return games_[i].name(); });
108  list.register_sorting_option(1, [this](const int i) { return games_[i].modified(); });
109 
111 
112  connect_signal_mouse_left_click(find_widget<button>(&window, "delete", false),
113  std::bind(&game_load::delete_button_callback, this));
114 
115  connect_signal_mouse_left_click(find_widget<button>(&window, "browse_saves_folder", false),
116  std::bind(&game_load::browse_button_callback, this));
117 
118  menu_button& dir_list = find_widget<menu_button>(&window, "dirList", false);
119 
120  dir_list.set_use_markup(true);
121  set_save_dir_list(dir_list);
122 
124 
126 }
127 
129 {
130  const auto other_dirs = filesystem::find_other_version_saves_dirs();
131  if(other_dirs.empty()) {
133  return;
134  }
135 
136  std::vector<config> options;
137 
138  // The first option in the list is the current version's save dir
139  options.emplace_back("label", _("game_version^Current Version"), "path", "");
140 
141  for(const auto& known_dir : other_dirs) {
142  options.emplace_back(
143  "label", VGETTEXT("game_version^Wesnoth $version", utils::string_map{{"version", known_dir.version}}),
144  "path", known_dir.path
145  );
146  }
147 
148  dir_list.set_values(options);
149 }
150 
152 {
153  listbox& list = find_widget<listbox>(get_window(), "savegame_list", false);
154 
155  list.clear();
156 
157  games_ = save_index_manager_->get_saves_list();
158 
159  for(const auto& game : games_) {
162 
163  std::string name = game.name();
164  utils::ellipsis_truncate(name, 40);
165  item["label"] = name;
166  data.emplace("filename", item);
167 
168  item["label"] = game.format_time_summary();
169  data.emplace("date", item);
170 
171  list.add_row(data);
172  }
173 
174  find_widget<button>(get_window(), "delete", false).set_active(!save_index_manager_->read_only());
175 }
176 
178 {
179  filename_ = game.name();
180  summary_ = game.summary();
181 
182  find_widget<minimap>(get_window(), "minimap", false)
183  .set_map_data(summary_["map_data"]);
184 
185  find_widget<label>(get_window(), "lblScenario", false)
186  .set_label(summary_["label"]);
187 
188  listbox& leader_list = find_widget<listbox>(get_window(), "leader_list", false);
189 
190  leader_list.clear();
191 
192  const std::string sprite_scale_mod = (formatter() << "~SCALE_INTO(" << game_config::tile_size << ',' << game_config::tile_size << ')').str();
193 
194  for(const auto& leader : summary_.child_range("leader")) {
197 
198  // First, we evaluate whether the leader image as provided exists.
199  // If not, we try getting a binary path-independent path. If that still doesn't
200  // work, we fallback on unknown-unit.png.
201  std::string leader_image = leader["leader_image"].str();
202  if(!::image::exists(leader_image)) {
203  leader_image = filesystem::get_independent_binary_file_path("images", leader_image);
204 
205  // The leader TC modifier isn't appending if the independent image path can't
206  // be resolved during save_index entry creation, so we need to add it here.
207  if(!leader_image.empty()) {
208  leader_image += leader["leader_image_tc_modifier"].str();
209  }
210  }
211 
212  if(leader_image.empty()) {
213  leader_image = "units/unknown-unit.png" + leader["leader_image_tc_modifier"].str();
214  } else {
215  // Scale down any sprites larger than 72x72
216  leader_image += sprite_scale_mod;
217  }
218 
219  item["label"] = leader_image;
220  data.emplace("imgLeader", item);
221 
222  item["label"] = leader["leader_name"];
223  data.emplace("leader_name", item);
224 
225  item["label"] = leader["gold"];
226  data.emplace("leader_gold", item);
227 
228  // TRANSLATORS: "reserve" refers to units on the recall list
229  item["label"] = VGETTEXT("$active active, $reserve reserve", {{"active", leader["units"]}, {"reserve", leader["recall_units"]}});
230  data.emplace("leader_troops", item);
231 
232  leader_list.add_row(data);
233  }
234 
235  std::stringstream str;
236  str << game.format_time_local() << "\n";
238 
239  // The new label value may have more or less lines than the previous value, so invalidate the layout.
240  find_widget<scroll_label>(get_window(), "slblSummary", false).set_label(str.str());
242 
243  toggle_button& replay_toggle = dynamic_cast<toggle_button&>(*show_replay_->get_widget());
244  toggle_button& cancel_orders_toggle = dynamic_cast<toggle_button&>(*cancel_orders_->get_widget());
245  toggle_button& change_difficulty_toggle = dynamic_cast<toggle_button&>(*change_difficulty_->get_widget());
246 
247  const bool is_replay = savegame::loadgame::is_replay_save(summary_);
248  const bool is_scenario_start = summary_["turn"].empty();
249 
250  // Always toggle show_replay on if the save is a replay
251  replay_toggle.set_value(is_replay);
252  replay_toggle.set_active(!is_replay && !is_scenario_start);
253 
254  // Cancel orders doesn't make sense on replay saves or start-of-scenario saves
255  cancel_orders_toggle.set_active(!is_replay && !is_scenario_start);
256 
257  // Changing difficulty doesn't make sense on non-start-of-scenario saves
258  change_difficulty_toggle.set_active(!is_replay && is_scenario_start);
259 }
260 
261 // This is a wrapper that prevents a corrupted save file (if it happens to be
262 // the first in the list) from making the dialog fail to open.
264 {
265  bool successfully_displayed_a_game = false;
266 
267  try {
268  const int selected_row = find_widget<listbox>(get_window(), "savegame_list", false).get_selected_row();
269  if(selected_row < 0) {
270  find_widget<button>(get_window(), "delete", false).set_active(false);
271  } else {
272  find_widget<button>(get_window(), "delete", false).set_active(!save_index_manager_->read_only());
274  successfully_displayed_a_game = true;
275  }
276  } catch(const config::error& e) {
277  // Clear the UI widgets, show an error message.
278  const std::string preamble = _("The selected file is corrupt: ");
279  const std::string message = e.message.empty() ? "(no details)" : e.message;
280  ERR_GAMELOADDLG << preamble << message;
281  }
282 
283  if(!successfully_displayed_a_game) {
284  find_widget<minimap>(get_window(), "minimap", false).set_map_data("");
285  find_widget<label>(get_window(), "lblScenario", false)
286  .set_label("");
287  find_widget<scroll_label>(get_window(), "slblSummary", false)
288  .set_label("");
289 
290  listbox& leader_list = find_widget<listbox>(get_window(), "leader_list", false);
291  leader_list.clear();
292 
293  toggle_button& replay_toggle = dynamic_cast<toggle_button&>(*show_replay_->get_widget());
294  toggle_button& cancel_orders_toggle = dynamic_cast<toggle_button&>(*cancel_orders_->get_widget());
295  toggle_button& change_difficulty_toggle = dynamic_cast<toggle_button&>(*change_difficulty_->get_widget());
296 
297  replay_toggle.set_active(false);
298  cancel_orders_toggle.set_active(false);
299  change_difficulty_toggle.set_active(false);
300  }
301 
302  // Disable Load button if nothing is selected or if the currently selected file can't be loaded
303  find_widget<button>(get_window(), "ok", false).set_active(successfully_displayed_a_game);
304 
305  // Disable 'Enter' loading in the same circumstance
306  get_window()->set_enter_disabled(!successfully_displayed_a_game);
307 }
308 
309 void game_load::filter_text_changed(const std::string& text)
310 {
311  listbox& list = find_widget<listbox>(get_window(), "savegame_list", false);
312 
313  const std::vector<std::string> words = utils::split(text, ' ');
314 
315  if(words == last_words_)
316  return;
317  last_words_ = words;
318 
319  boost::dynamic_bitset<> show_items;
320  show_items.resize(list.get_item_count(), true);
321 
322  if(!text.empty()) {
323  for(unsigned int i = 0; i < list.get_item_count() && i < games_.size(); i++) {
324  bool found = false;
325  for(const auto & word : words)
326  {
327  found = std::search(games_[i].name().begin(),
328  games_[i].name().end(),
329  word.begin(),
330  word.end(),
332  != games_[i].name().end();
333 
334  if(!found) {
335  // one word doesn't match, we don't reach words.end()
336  break;
337  }
338  }
339 
340  show_items[i] = found;
341  }
342  }
343 
344  list.set_row_shown(show_items);
345 }
346 
347 void game_load::evaluate_summary_string(std::stringstream& str, const config& cfg_summary)
348 {
349  if(cfg_summary["corrupt"].to_bool()) {
350  str << "\n<span color='#f00'>" << _("(Invalid)") << "</span>";
351  // \todo: this skips the catch() statement in display_savegame. Low priority, as the
352  // dialog's state is reasonable; the "load" button is inactive, the "delete" button is
353  // active, and (cosmetic bug) it leaves the "change difficulty" toggle active. Can be
354  // triggered by creating an empty file in the save directory.
355  return;
356  }
357 
358  const std::string& campaign_type = cfg_summary["campaign_type"];
359  const std::string campaign_id = cfg_summary["campaign"];
360  auto campaign_type_enum = campaign_type::get_enum(campaign_type);
361 
362  if(campaign_type_enum) {
363  switch(*campaign_type_enum) {
364  case campaign_type::type::scenario: {
365  const config* campaign = nullptr;
366  if(!campaign_id.empty()) {
367  if(auto c = cache_config_.find_child("campaign", "id", campaign_id)) {
368  campaign = c.ptr();
369  }
370  }
371 
372  utils::string_map symbols;
373  if(campaign != nullptr) {
374  symbols["campaign_name"] = (*campaign)["name"];
375  } else {
376  // Fallback to nontranslatable campaign id.
377  symbols["campaign_name"] = "(" + campaign_id + ")";
378  }
379 
380  str << VGETTEXT("Campaign: $campaign_name", symbols);
381 
382  // Display internal id for debug purposes if we didn't above
383  if(game_config::debug && (campaign != nullptr)) {
384  str << '\n' << "(" << campaign_id << ")";
385  }
386  break;
387  }
388  case campaign_type::type::multiplayer:
389  str << _("Multiplayer");
390  break;
391  case campaign_type::type::tutorial:
392  str << _("Tutorial");
393  break;
394  case campaign_type::type::test:
395  str << _("Test scenario");
396  break;
397  }
398  } else {
399  str << campaign_type;
400  }
401 
402  str << "\n";
403 
404  if(savegame::loadgame::is_replay_save(cfg_summary)) {
405  str << _("Replay");
406  } else if(!cfg_summary["turn"].empty()) {
407  str << _("Turn") << " " << cfg_summary["turn"];
408  } else {
409  str << _("Scenario start");
410  }
411 
412  if(campaign_type_enum) {
413  switch (*campaign_type_enum) {
414  case campaign_type::type::scenario:
415  case campaign_type::type::multiplayer: {
416  const config* campaign = nullptr;
417  if (!campaign_id.empty()) {
418  if (auto c = cache_config_.find_child("campaign", "id", campaign_id)) {
419  campaign = c.ptr();
420  }
421  }
422 
423  // 'SCENARIO' or SP should only ever be campaigns
424  // 'MULTIPLAYER' may be a campaign with difficulty or single scenario without difficulty
425  // For the latter do not show the difficulty - even though it will be listed as
426  // NORMAL -> Medium in the save file it should not be considered valid (GitHub Issue #5321)
427  if (campaign != nullptr) {
428  str << "\n" << _("Difficulty: ");
429  try {
430  const config& difficulty = campaign->find_mandatory_child("difficulty", "define", cfg_summary["difficulty"]);
431  std::ostringstream ss;
432  ss << difficulty["label"] << " (" << difficulty["description"] << ")";
433  str << ss.str();
434  }
435  catch (const config::error&) {
436  // fall back to standard difficulty string in case of exception
437  str << string_table[cfg_summary["difficulty"]];
438  }
439  }
440 
441  break;
442  }
443  case campaign_type::type::tutorial:
444  case campaign_type::type::test:
445  break;
446  }
447  } else {
448  }
449 
450  if(!cfg_summary["version"].empty()) {
451  str << "\n" << _("Version: ") << cfg_summary["version"];
452  }
453 
454  const std::vector<std::string>& active_mods = utils::split(cfg_summary["active_mods"]);
455  if(!active_mods.empty()) {
456  str << "\n" << _("Modifications: ");
457  for(const auto& mod_id : active_mods) {
458  std::string mod_name;
459  try {
460  mod_name = cache_config_.find_mandatory_child("modification", "id", mod_id)["name"].str();
461  } catch(const config::error&) {
462  // Fallback to nontranslatable mod id.
463  mod_name = "(" + mod_id + ")";
464  }
465 
466  str << "\n" << font::unicode_bullet << " " << mod_name;
467  }
468  }
469 }
471 {
473 }
474 
476 {
477  listbox& list = find_widget<listbox>(get_window(), "savegame_list", false);
478 
479  const std::size_t index = std::size_t(list.get_selected_row());
480  if(index < games_.size()) {
481 
482  // See if we should ask the user for deletion confirmation
484  if(!gui2::dialogs::game_delete::execute()) {
485  return;
486  }
487  }
488 
489  // Delete the file
490  save_index_manager_->delete_game(games_[index].name());
491 
492  // Remove it from the list of saves
493  games_.erase(games_.begin() + index);
494 
495  list.remove_row(index);
496 
498  }
499 }
500 
501 void game_load::key_press_callback(const SDL_Keycode key)
502 {
503  //
504  // Don't delete games when we're typing in the textbox!
505  //
506  // I'm not sure if this check was necessary when I first added this feature
507  // (I didn't check at the time), but regardless, it's needed now. If it turns
508  // out I screwed something up in my refactoring, I'll remove this.
509  //
510  // - vultraz, 2017-08-28
511  //
512  if(find_widget<text_box>(get_window(), "txtFilter", false).get_state() == text_box_base::FOCUSED) {
513  return;
514  }
515 
516  if(key == SDLK_DELETE) {
518  }
519 }
520 
522 {
523  menu_button& dir_list = find_widget<menu_button>(get_window(), "dirList", false);
524 
525  const auto& path = dir_list.get_value_config()["path"].str();
526  if(path.empty()) {
528  } else {
529  save_index_manager_ = std::make_shared<savegame::save_index_class>(path);
530  }
531 
534 }
535 
536 } // namespace dialogs
std::string filename_
Definition: action_wml.cpp:538
string_enums::enum_base< campaign_type_defines > campaign_type
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:159
config & find_mandatory_child(config_key_type key, const std::string &name, const std::string &value)
Definition: config.cpp:813
child_itors child_range(config_key_type key)
Definition: config.cpp:273
bool empty() const
Definition: config.cpp:852
std::ostringstream wrapper.
Definition: formatter.hpp:40
A class grating read only view to a vector of config objects, viewed as one config with all children ...
optional_const_config find_child(config_key_type key, const std::string &name, const std::string &value) const
const config & find_mandatory_child(config_key_type key, const std::string &name, const std::string &value) const
grid::iterator end()
grid::iterator begin()
This shows the dialog to select and load a savegame file.
Definition: game_load.hpp:48
std::vector< std::string > last_words_
Definition: game_load.hpp:88
void display_savegame_internal(const savegame::save_info &game)
Part of display_savegame that might throw a config::error if the savegame data is corrupt.
Definition: game_load.cpp:177
field_bool * show_replay_
Definition: game_load.hpp:80
game_load(const game_config_view &cache_config, savegame::load_game_metadata &data)
Definition: game_load.cpp:77
void key_press_callback(const SDL_Keycode key)
Definition: game_load.cpp:501
void evaluate_summary_string(std::stringstream &str, const config &cfg_summary)
Definition: game_load.cpp:347
void set_save_dir_list(menu_button &dir_list)
Definition: game_load.cpp:128
field_bool * cancel_orders_
Definition: game_load.hpp:81
const game_config_view & cache_config_
Definition: game_load.hpp:86
virtual void pre_show(window &window) override
Actions to be taken before showing the window.
Definition: game_load.cpp:91
std::shared_ptr< savegame::save_index_class > & save_index_manager_
Definition: game_load.hpp:77
std::string & filename_
Definition: game_load.hpp:76
std::vector< savegame::save_info > games_
Definition: game_load.hpp:85
void populate_game_list()
Update (both internally and visually) the list of games.
Definition: game_load.cpp:151
void filter_text_changed(const std::string &text)
Definition: game_load.cpp:309
field_bool * change_difficulty_
Definition: game_load.hpp:79
Main class to show messages to the user.
Definition: message.hpp:36
Abstract base class for all modal dialogs.
bool show(const unsigned auto_close_time=0)
Shows the window.
window * get_window()
Returns a pointer to the dialog's window.
styled_widget * get_widget()
Definition: field.hpp:193
void set_active(const bool active)
Activates all children.
Definition: grid.cpp:167
The listbox class.
Definition: listbox.hpp:43
void set_row_shown(const unsigned row, const bool shown)
Makes a row visible or invisible.
Definition: listbox.cpp:136
grid & add_row(const widget_item &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:59
void register_sorting_option(const int col, const Func &f)
Definition: listbox.hpp:260
void remove_row(const unsigned row, unsigned count=1)
Removes a row in the listbox.
Definition: listbox.cpp:79
void clear()
Removes all the rows in the listbox, clearing it.
Definition: listbox.cpp:118
int get_selected_row() const
Returns the first selected row.
Definition: listbox.cpp:268
unsigned get_item_count() const
Returns the number of items in the listbox.
Definition: listbox.cpp:124
A menu_button is a styled_widget to choose an element from a list of elements.
Definition: menu_button.hpp:59
const ::config & get_value_config() const
Returns the entire config object for the selected row.
Definition: menu_button.hpp:96
void set_values(const std::vector<::config > &values, unsigned selected=0)
virtual unsigned get_state() const override
See styled_widget::get_state.
Definition: panel.cpp:61
virtual void set_label(const t_string &text)
virtual void set_use_markup(bool use_markup)
void set_text_changed_callback(std::function< void(text_box_base *textbox, const std::string text)> cb)
Set the text_changed callback.
Class for a single line text area.
Definition: text_box.hpp:142
Class for a toggle button.
virtual void set_value(unsigned selected, bool fire_event=false) override
Inherited from selectable_item.
virtual void set_active(const bool active) override
See styled_widget::set_active.
void set_visible(const visibility visible)
Definition: widget.cpp:470
@ invisible
The user set the widget invisible, that means:
base class of top level items, the only item which needs to store the final canvases to draw on.
Definition: window.hpp:63
void set_enter_disabled(const bool enter_disabled)
Disable the enter key.
Definition: window.hpp:327
void keyboard_capture(widget *widget)
Definition: window.cpp:1221
void invalidate_layout()
Updates the size of the window.
Definition: window.cpp:773
void add_to_keyboard_chain(widget *widget)
Adds the widget to the keyboard chain.
Definition: window.cpp:1227
static bool is_replay_save(const config &cfg)
Definition: savegame.hpp:127
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:208
Filename and modification date for a file list.
Definition: save_index.hpp:26
Implements some helper classes to ease adding fields to a dialog and hide the synchronization needed.
Declarations for File-IO.
#define VGETTEXT(msgid,...)
Handy wrappers around interpolate_variables_into_string and gettext.
std::size_t i
Definition: function.cpp:968
#define ERR_GAMELOADDLG
Definition: game_load.cpp:46
static lg::log_domain log_gameloaddlg
Definition: game_load.cpp:45
static std::string _(const char *str)
Definition: gettext.hpp:93
This file contains the window object, this object is a top level container which has the event manage...
symbol_table string_table
Definition: language.cpp:64
bool open_object([[maybe_unused]] const std::string &path_or_url)
Definition: open.cpp:46
std::string get_independent_binary_file_path(const std::string &type, const std::string &filename)
Returns an asset path to filename for binary path-independent use in saved games.
std::vector< other_version_dir > find_other_version_saves_dirs()
Searches for directories containing saves created by other versions of Wesnoth.
Definition: filesystem.cpp:910
const std::string unicode_bullet
Definition: constants.cpp:47
std::string path
Definition: filesystem.cpp:84
const bool & debug
Definition: game_config.cpp:91
unsigned int tile_size
Definition: game_config.cpp:51
REGISTER_DIALOG(editor_edit_unit)
void connect_signal_pre_key_press(dispatcher &dispatcher, const signal_keyboard &signal)
Connects the signal for 'snooping' on the keypress.
Definition: dispatcher.cpp:172
void connect_signal_notify_modified(dispatcher &dispatcher, const signal_notification &signal)
Connects a signal handler for getting a notification upon modification.
Definition: dispatcher.cpp:203
void connect_signal_mouse_left_click(dispatcher &dispatcher, const signal &signal)
Connects a signal handler for a left mouse button click.
Definition: dispatcher.cpp:177
std::map< std::string, widget_item > widget_data
Definition: widget.hpp:34
std::map< std::string, t_string > widget_item
Definition: widget.hpp:31
void show_transient_message(const std::string &title, const std::string &message, const std::string &image, const bool message_use_markup, const bool title_use_markup)
Shows a transient message to the user.
std::pair< std::string, unsigned > item
Definition: help_impl.hpp:412
bool exists(const image::locator &i_locator)
Returns true if the given image actually exists, without loading it.
Definition: picture.cpp:854
bool ask_delete_saves()
Definition: game.cpp:773
const config & options()
Definition: game.cpp:552
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:70
bool chars_equal_insensitive(char a, char b)
Definition: general.hpp:23
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.
std::map< std::string, t_string > string_map
std::vector< std::string > split(const config_attribute_value &val)
Desktop environment interaction functions.
std::string_view data
Definition: picture.cpp:194
The base template for associating string values with enum values.
Definition: enum_base.hpp:33
static constexpr std::optional< enum_type > get_enum(const std::string_view value)
Converts a string into its enum equivalent.
Definition: enum_base.hpp:57
mock_char c
#define e