The Battle for Wesnoth  1.15.11+dev
mp_staging.cpp
Go to the documentation of this file.
1 /*
2  Copyright (C) 2008 - 2018 by the Battle for Wesnoth Project https://www.wesnoth.org/
3 
4  This program is free software; you can redistribute it and/or modify
5  it under the terms of the GNU General Public License as published by
6  the Free Software Foundation; either version 2 of the License, or
7  (at your option) any later version.
8  This program is distributed in the hope that it will be useful,
9  but WITHOUT ANY WARRANTY.
10 
11  See the COPYING file for more details.
12 */
13 
14 #define GETTEXT_DOMAIN "wesnoth-lib"
15 
17 
18 #include "ai/configuration.hpp"
19 #include "chat_log.hpp"
20 #include "font/text_formatting.hpp"
21 #include "formatter.hpp"
22 #include "game_config.hpp"
23 #include "gettext.hpp"
27 #include "gui/widgets/button.hpp"
28 #include "gui/widgets/chatbox.hpp"
29 #include "gui/widgets/drawing.hpp"
30 #include "gui/widgets/image.hpp"
31 #include "gui/widgets/label.hpp"
32 #include "gui/widgets/listbox.hpp"
34 #include "gui/widgets/settings.hpp"
35 #include "gui/widgets/slider.hpp"
40 #include "mp_ui_alerts.hpp"
41 #include "units/types.hpp"
42 #include "wesnothd_connection.hpp"
43 
44 namespace gui2::dialogs
45 {
46 
47 REGISTER_DIALOG(mp_staging)
48 
49 mp_staging::mp_staging(ng::connect_engine& connect_engine, wesnothd_connection* connection)
50  : connect_engine_(connect_engine)
51  , ai_algorithms_(ai::configuration::get_available_ais())
52  , network_connection_(connection)
53  , update_timer_(0)
54  , state_changed_(false)
55  , team_tree_map_()
56  , side_tree_map_()
57  , player_list_(nullptr)
58 {
59  set_show_even_without_video(true);
60 
61  assert(!ai_algorithms_.empty());
62 }
63 
65 {
66  if(update_timer_ != 0) {
68  update_timer_ = 0;
69  }
70 }
71 
73 {
74  window.set_enter_disabled(true);
75  window.set_escape_disabled(true);
76 
77  //
78  // Set title and status widget states
79  //
80  label& title = find_widget<label>(&window, "title", false);
81  title.set_label((formatter() << connect_engine_.params().name << " " << font::unicode_em_dash << " " << connect_engine_.scenario()["name"].t_str()).str());
82 
84 
85  //
86  // Set up sides list
87  //
88  for(const auto& side : connect_engine_.side_engines()) {
89  if(side->allow_player() || game_config::debug) {
90  add_side_node(side);;
91  }
92  }
93 
94  //
95  // Initialize chatbox and game rooms
96  //
97  chatbox& chat = find_widget<chatbox>(&window, "chat", false);
98 
101  }
102 
103  chat.room_window_open(N_("this game"), true, false);
104  chat.active_window_changed();
105  chat.load_log(default_chat_log, false);
106 
107  //
108  // Set up player list
109  //
110  player_list_.reset(new player_list_helper(&window));
111 
112  //
113  // Set up the network handling
114  //
116 
117  //
118  // Set up the Lua plugin context
119  //
120  plugins_context_.reset(new plugins_context("Multiplayer Staging"));
121 
122  plugins_context_->set_callback("launch", [&window](const config&) { window.set_retval(retval::OK); }, false);
123  plugins_context_->set_callback("quit", [&window](const config&) { window.set_retval(retval::CANCEL); }, false);
124  plugins_context_->set_callback("chat", [&chat](const config& cfg) { chat.send_chat_message(cfg["message"], false); }, true);
125 }
126 
128 {
129  int position = 0;
130  for(const auto& side_engine : connect_engine_.side_engines()) {
131  if(side->team() == side_engine->team() && side->index() > side_engine->index()) {
132  ++position;
133  }
134  }
135 
136  return position;
137 }
138 
139 template<typename... T>
141 {
142  static const std::map<std::string, string_map> empty_map;
143 
144  // If there is no team node in the map, this will return nullptr
145  tree_view_node* team_node = team_tree_map_[side->team_name()];
146 
147  // Add a team node if none exists
148  if(team_node == nullptr) {
149  tree_view& tree = find_widget<tree_view>(get_window(), "side_list", false);
150 
151  std::map<std::string, string_map> tree_data;
152  string_map tree_item;
153 
154  tree_item["label"] = (formatter() << _("Team:") << " " << side->user_team_name()).str();
155  tree_data.emplace("tree_view_node_label", tree_item);
156 
157  team_node = &tree.add_node("team_header", tree_data);
158  team_node->add_sibling("side_spacer", empty_map);
159 
160  team_tree_map_[side->team_name()] = team_node;
161  }
162 
163  assert(team_node && "No team node found!");
164  return team_node->add_child(std::forward<T>(params)...);
165 }
166 
168 {
169  std::map<std::string, string_map> data;
171 
172  item["label"] = std::to_string(side->index() + 1);
173  data.emplace("side_number", item);
174 
175  // TODO: don't hardcode magenta?
176  item["label"] = "units/unknown-unit.png~RC(magenta>" + side->color_id() + ")";
177  data.emplace("leader_image", item);
178 
179  item["label"] = "icons/icon-random.png";
180  data.emplace("leader_gender", item);
181 
182  tree_view_node& node = add_side_to_team_node(side, "side_panel", data, get_side_node_position(side));
183 
184  side_tree_map_[side] = &node;
185 
186  grid& row_grid = node.get_grid();
187 
188  update_leader_display(side, row_grid);
189 
190  // Status variables
191  const bool fls = connect_engine_.force_lock_settings();
192  const bool ums = connect_engine_.params().use_map_settings;
193 
194  const bool lock_gold = side->cfg()["gold_lock"].to_bool(fls);
195  const bool lock_income = side->cfg()["income_lock"].to_bool(fls);
196  const bool lock_team = side->cfg()["team_lock"].to_bool(fls);
197  const bool lock_color = side->cfg()["color_lock"].to_bool(fls);
198 
199  const bool saved_game = connect_engine_.params().saved_game == mp_game_settings::SAVED_GAME_MODE::MIDGAME;
200 
201  //
202  // AI Algorithm
203  //
204  int selection = 0;
205 
206  // We use an index-based loop in order to get the index of the selected option
207  std::vector<config> ai_options;
208  // If this is loading a saved game, we add an option at the beginning of the menu.
209  // This results in a mismatch between the indices of ai_options and ai_algorithms_
210  // that we need to account for later.
211  if(saved_game) {
212  ai_options.emplace_back("label", "Keep saved AI");
213  }
214  for(unsigned i = 0; i < ai_algorithms_.size(); ++i) {
215  ai_options.emplace_back("label", ai_algorithms_[i]->text);
216 
217  if(ai_algorithms_[i]->id == side->ai_algorithm()) {
218  selection = i;
219  }
220  }
221 
222  menu_button& ai_selection = find_widget<menu_button>(&row_grid, "ai_controller", false);
223 
224  ai_selection.set_values(ai_options, selection);
225 
226  connect_signal_notify_modified(ai_selection,
227  std::bind(&mp_staging::on_ai_select, this, side, std::ref(ai_selection), saved_game));
228 
229  on_ai_select(side, ai_selection, saved_game);
230  //
231  // Controller
232  //
233  std::vector<config> controller_names;
234  for(const auto& controller : side->controller_options()) {
235  controller_names.emplace_back("label", controller.second);
236  }
237 
238  menu_button& controller_selection = find_widget<menu_button>(&row_grid, "controller", false);
239 
240  controller_selection.set_values(controller_names, side->current_controller_index());
241  controller_selection.set_active(controller_names.size() > 1);
242 
243  connect_signal_notify_modified(controller_selection,
244  std::bind(&mp_staging::on_controller_select, this, side, std::ref(row_grid)));
245 
246  on_controller_select(side, row_grid);
247 
248  //
249  // Leader controls
250  //
251  button& leader_select = find_widget<button>(&row_grid, "select_leader", false);
252 
253  //todo: shouldn't this also be disabled when the flg settings are locked.
254  leader_select.set_active(!saved_game);
255 
256  connect_signal_mouse_left_click(leader_select,
257  std::bind(&mp_staging::select_leader_callback, this, side, std::ref(row_grid)));
258 
259  //
260  // Team
261  //
262  std::vector<config> team_names;
263  unsigned initial_team_selection = 0;
264 
265  for(unsigned i = 0; i < connect_engine_.team_data().size(); ++i) {
267 
268  if(!tdata.is_player_team && !game_config::debug) {
269  continue;
270  }
271 
272  config entry;
273  entry["label"] = t_string::from_serialized(tdata.user_team_name);
274 
275  // Since we're not necessarily displaying every every team, we need to store the
276  // index a displayed team has in the connect_engine's team_data vector. This is
277  // then utilized in the click callback.
278  entry["team_index"] = i;
279 
280  team_names.push_back(std::move(entry));
281 
282  // Since, again, every team might not be displayed, and side_engine::team() returns
283  // an index into the team_data vector, get an initial selection index for the menu
284  // adjusted for the displayed named.
285  if(side->team() == i) {
286  initial_team_selection = team_names.size() - 1;
287  }
288  }
289 
290  menu_button& team_selection = find_widget<menu_button>(&row_grid, "side_team", false);
291 
292  team_selection.set_values(team_names, initial_team_selection);
293  //todo: shouldn't this also be disabled when team settings are locked.
294  team_selection.set_active(!saved_game);
295 
296  connect_signal_notify_modified(team_selection,
297  std::bind(&mp_staging::on_team_select, this, side, std::ref(team_selection)));
298 
299  //
300  // Colors
301  //
302  std::vector<config> color_options;
303  for(const auto& color : side->color_options()) {
304  color_options.emplace_back(
305  "label", font::get_color_string_pango(color),
306  "icon", (formatter() << "misc/status.png~RC(magenta>" << color << ")").str()
307  );
308  }
309 
310  menu_button& color_selection = find_widget<menu_button>(&row_grid, "side_color", false);
311 
312  color_selection.set_values(color_options, side->color());
313  color_selection.set_active(!saved_game);
314  color_selection.set_use_markup(true);
315 
316  connect_signal_notify_modified(color_selection,
317  std::bind(&mp_staging::on_color_select, this, side, std::ref(row_grid)));
318 
319  //
320  // Gold and Income
321  //
322  const auto slider_setup_helper = [](slider& slider, const int value) {
323  // For the gold and income sliders, the usual min and max values are set in
324  // the dialog WML. However, if a side specifies a value out of that range,
325  // we adjust the bounds to accommodate it.
326  slider.set_value_range(
327  std::min(value, slider.get_minimum_value()),
328  std::max(value, slider.get_maximum_value())
329  );
330 
331  slider.set_value(value);
332  };
333 
334  slider& slider_gold = find_widget<slider>(&row_grid, "side_gold_slider", false);
335  slider_setup_helper(slider_gold, side->gold());
336 
337  connect_signal_notify_modified(slider_gold, std::bind(
338  &mp_staging::on_side_slider_change<&ng::side_engine::set_gold>, this, side, std::ref(slider_gold)));
339 
340  slider& slider_income = find_widget<slider>(&row_grid, "side_income_slider", false);
341  slider_setup_helper(slider_income, side->income());
342 
343  connect_signal_notify_modified(slider_income, std::bind(
344  &mp_staging::on_side_slider_change<&ng::side_engine::set_income>, this, side, std::ref(slider_income)));
345 
346  // TODO: maybe display the saved values
347  if(saved_game) {
350  }
351 
352  //
353  // Gold, income, team, and color are only suggestions unless explicitly locked
354  //
355  if(!saved_game && ums) {
356  team_selection.set_active(!lock_team);
357  color_selection.set_active(!lock_color);
358 
359  slider_gold.set_active(!lock_gold);
360  slider_income.set_active(!lock_income);
361  }
362 }
363 
365 {
366  menu_button& ai_selection = find_widget<menu_button>(&row_grid, "ai_controller", false);
367  menu_button& controller_selection = find_widget<menu_button>(&row_grid, "controller", false);
368 
369  if(side->controller_changed(controller_selection.get_value())) {
371 
373  }
374 }
375 
377 {
378  // If this is a saved game, we need to reduce the index by one, to account for
379  // the "Keep saved AI" option having been added to the computer player menu
380  int i = ai_menu.get_value();
381  if(saved_game) {
382  i--;
383  }
384 
385  if(i < 0) {
386  side->set_ai_algorithm("use_saved");
387  } else {
388  side->set_ai_algorithm(ai_algorithms_[i]->id);
389  }
390 
392 }
393 
395 {
396  side->set_color(find_widget<menu_button>(&row_grid, "side_color", false).get_value());
397 
398  update_leader_display(side, row_grid);
399 
401 }
402 
404 {
405  // Since we're not necessarily displaying every every team in the menu, we can't just
406  // use the selected index to set a side's team. Instead, we grab the index we stored
407  // in add_side_node from the selected config, which should correspond to the
408  // appropriate entry in the connect_engine's team name vector.
409  const unsigned team_index = team_menu.get_value_config()["team_index"].to_unsigned();
410 
411  if(team_index == side->team()) {
412  return;
413  }
414 
415  // Note the old team so we can remove the node if empty after the side move.
416  // Do this *before* setting the new team!
417  const std::string old_team = side->team_name();
418  side->set_team(team_index);
419 
420  auto& tree = find_widget<tree_view>(get_window(), "side_list", false);
421 
422  // First, remove the node from the tree
423  auto node = tree.remove_node(side_tree_map_[side]);
424 
425  // Then add a new node as a child to the appropriate team's node
426  add_side_to_team_node(side, std::move(node.first), get_side_node_position(side));
427 
428  tree_view_node* old_team_node = team_tree_map_[old_team];
429 
430  // Last, remove the old team node if it's now empty
431  if(old_team_node->empty()) {
432  // Only sibling should be the decor line, and it should be last
433  auto decor = old_team_node->siblings().back();
434 
435  tree.remove_node(old_team_node);
436  tree.remove_node(decor.get());
437 
438  team_tree_map_[old_team] = nullptr;
439  }
440 
442 }
443 
445 {
446  if(gui2::dialogs::faction_select::execute(side->flg(), side->color_id(), side->index() + 1)) {
447  update_leader_display(side, row_grid);
448 
450  }
451 }
452 
453 template<void(ng::side_engine::*fptr)(int)>
455 {
456  ((*side).*fptr)(slider.get_value());
457 
459 }
460 
462 {
463  const std::string current_faction = side->flg().current_faction()["name"];
464 
465  // BIG FAT TODO: get rid of this shitty "null" string value in the FLG manager
466  std::string current_leader = side->flg().current_leader() != "null" ? side->flg().current_leader() : font::unicode_em_dash;
467  const std::string current_gender = side->flg().current_gender() != "null" ? side->flg().current_gender() : font::unicode_em_dash;
468 
469  // Sprite
470  std::string new_image;
471 
472  if(side->flg().is_random_faction() || current_leader == "random") {
473  new_image = ng::random_enemy_picture;
474  }
475 
476  if(const unit_type* ut = unit_types.find(current_leader)) {
477  const unit_type& type = ut->get_gender_unit_type(current_gender);
478 
479  new_image = formatter() << type.image() << "~RC(magenta>" << side->color_id() << ")";
480 
481  // We don't need the unit type id anymore, and can now replace this variable with the type name
482  current_leader = type.type_name();
483  }
484 
485  find_widget<drawing>(&row_grid, "leader_image", false).set_label(new_image);
486 
487  // Faction and leader
488  if(!side->cfg()["name"].empty()) {
489  current_leader = formatter() << side->cfg()["name"] << " (<i>" << current_leader << "</i>)";
490  }
491 
492  find_widget<label>(&row_grid, "leader_type", false).set_label(current_leader == "random" ? _("Random") : current_leader);
493  find_widget<label>(&row_grid, "leader_faction", false).set_label("<span color='#a69275'>" + current_faction + "</span>");
494 
495  // Gender
496  if(current_gender != font::unicode_em_dash) {
497  const std::string gender_icon = formatter() << "icons/icon-" << current_gender << ".png";
498 
499  image& icon = find_widget<image>(&row_grid, "leader_gender", false);
500  icon.set_label(gender_icon);
501  }
502 }
503 
505 {
506  find_widget<label>(get_window(), "status_label", false).set_label(
508  ? _("Waiting for players to join...")
509  : _("Waiting for players to choose factions...")
510  );
511 
512  find_widget<button>(get_window(), "ok", false).set_active(connect_engine_.can_start_game());
513 }
514 
516 {
517  // First, send off any changes if they've been accumulated
518  if(state_changed_) {
520  }
521 
522  // Next, check for any incoming changes
523  config data;
525  return;
526  }
527 
528  // Update chat
529  find_widget<chatbox>(get_window(), "chat", false).process_network_data(data);
530 
531  // TODO: why is this needed...
532  const bool was_able_to_start = connect_engine_.can_start_game();
533 
534  bool quit_signal_received;
535  std::tie(quit_signal_received, std::ignore) = connect_engine_.process_network_data(data);
536 
537  if(quit_signal_received) {
539  }
540 
541  // Update side leader displays
542  // This is basically only needed when a new player joins and selects their faction
543  for(auto& tree_entry : side_tree_map_) {
544  ng::side_engine_ptr side = tree_entry.first;
545 
546  grid& row_grid = tree_entry.second->get_grid();
547 
548  update_leader_display(side, row_grid);
549 
550  std::vector<config> controller_names;
551  for(const auto& controller : side->controller_options()) {
552  controller_names.emplace_back("label", controller.second);
553  }
554 
555  menu_button& controller_selection = find_widget<menu_button>(&row_grid, "controller", false);
556 
557  controller_selection.set_values(controller_names, side->current_controller_index());
558  controller_selection.set_active(controller_names.size() > 1);
559  }
560 
561  // Update player list
562  if(data.has_child("user")) {
563  player_list_->update_list(data.child_range("user"));
564  }
565 
566  // Update status label and buttons
568 
569  if(!was_able_to_start && connect_engine_.can_start_game()) {
571  }
572 
573  state_changed_ = false;
574 }
575 
577 {
578  if(update_timer_ != 0) {
580  update_timer_ = 0;
581  }
582 
583  if(window.get_retval() == retval::OK) {
585  } else {
587  }
588 }
589 
590 } // namespace dialogs
void active_window_changed()
Definition: chatbox.cpp:110
Dialog was closed with the CANCEL button.
Definition: retval.hpp:37
void ready_for_start()
const ::config & get_value_config() const
Returns the entire config object for the selected row.
Definition: menu_button.hpp:98
const unit_type * find(const std::string &key, unit_type::BUILD_STATUS status=unit_type::FULL) const
Finds a unit_type by its id() and makes sure it is built to the specified level.
Definition: types.cpp:1228
A menu_button is a styled_widget to choose an element from a list of elements.
Definition: menu_button.hpp:60
int get_side_node_position(ng::side_engine_ptr side) const
Find an appropriate position to insert a side node.
Definition: mp_staging.cpp:127
void add_side_node(ng::side_engine_ptr side)
Definition: mp_staging.cpp:167
bool has_child(config_key_type key) const
Determine whether a config has a child or not.
Definition: config.cpp:406
bool force_lock_settings() const
child_itors child_range(config_key_type key)
Definition: config.cpp:356
ng::connect_engine & connect_engine_
Definition: mp_staging.hpp:87
unit_type_data unit_types
Definition: types.cpp:1447
void set_escape_disabled(const bool escape_disabled)
Disable the escape key.
Definition: window.hpp:298
window * get_window() const
Returns a pointer to the dialog&#39;s window.
A label displays a text, the text can be wrapped but no scrollbars are provided.
Definition: label.hpp:56
bool receive_data(config &result)
Receives the next pending data pack from the server, if available.
static std::string _(const char *str)
Definition: gettext.hpp:92
const std::vector< team_data_pod > & team_data() const
void update_and_send_diff(bool update_time_of_day=false)
A single unit type that the player may recruit.
Definition: types.hpp:44
bool empty() const
Does the node have children?
virtual void set_label(const t_string &label)
virtual void set_active(const bool active) override
See styled_widget::set_active.
Base container class.
Definition: grid.hpp:30
A small explanation about what&#39;s going on here: Each action has access to two game_info objects First...
Definition: actions.cpp:59
virtual unsigned get_value() const override
Inherited from selectable_item.
Definition: menu_button.hpp:83
void set_value_range(int min_value, int max_value)
Definition: slider.cpp:248
void update_leader_display(ng::side_engine_ptr side, grid &row_grid)
Definition: mp_staging.cpp:461
virtual int get_maximum_value() const override
Inherited from integer_selector.
Definition: slider.hpp:90
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:186
std::vector< side_engine_ptr > & side_engines()
This file contains the settings handling of the widget library.
std::ostringstream wrapper.
Definition: formatter.hpp:38
const t_string & type_name() const
The name of the unit in the current language setting.
Definition: types.hpp:140
std::unique_ptr< plugins_context > plugins_context_
void set_visible(const visibility visible)
Definition: widget.cpp:475
unsigned lobby_network_timer
Definition: game_config.cpp:86
std::unique_ptr< player_list_helper > player_list_
Definition: mp_staging.hpp:100
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:171
void on_controller_select(ng::side_engine_ptr side, grid &row_grid)
Definition: mp_staging.cpp:364
A class that represents a TCP/IP connection to the wesnothd server.
virtual void send_chat_message(const std::string &message, bool allies_only) override
Inherited form chat_handler.
Definition: chatbox.cpp:245
void load_log(std::map< std::string, chatroom_log > &log, bool show_lobby)
Definition: chatbox.cpp:95
const mp_game_settings & params() const
void set_values(const std::vector<::config > &values, unsigned selected=0)
virtual void set_use_markup(bool use_markup)
A tree view is a control that holds several items of the same or different types. ...
Definition: tree_view.hpp:59
void on_side_slider_change(ng::side_engine_ptr side, slider &slider)
Definition: mp_staging.cpp:454
virtual void pre_show(window &window) override
Actions to be taken before showing the window.
Definition: mp_staging.cpp:72
int get_retval()
Definition: window.hpp:364
std::vector< ai::description * > ai_algorithms_
Definition: mp_staging.hpp:89
std::size_t i
Definition: function.cpp:940
wesnothd_connection * network_connection_
Definition: mp_staging.hpp:91
void select_leader_callback(ng::side_engine_ptr side, grid &row_grid)
Definition: mp_staging.cpp:444
The user set the widget invisible, that means:
tree_view_node & add_side_to_team_node(ng::side_engine_ptr side, T &&... params)
Definition: mp_staging.cpp:140
std::map< std::string, t_string > string_map
Definition: widget.hpp:26
std::size_t add_timer(const uint32_t interval, const std::function< void(std::size_t id)> &callback, const bool repeat)
Adds a new timer.
Definition: timer.cpp:126
static t_string from_serialized(const std::string &string)
Definition: tstring.hpp:153
std::string get_color_string_pango(const std::string &id)
Returns the name of a color range, colored with its own color.
const bool & debug
#define N_(String)
Definition: gettext.hpp:100
virtual int get_value() const override
Inherited from integer_selector.
Definition: slider.hpp:78
std::shared_ptr< side_engine > side_engine_ptr
const std::string random_enemy_picture("units/random-dice.png")
void on_ai_select(ng::side_engine_ptr side, menu_button &ai_menu, const bool saved_game)
Definition: mp_staging.cpp:376
std::map< std::string, tree_view_node * > team_tree_map_
Definition: mp_staging.hpp:97
const std::string & image() const
Definition: types.hpp:170
virtual void set_active(const bool active) override
See styled_widget::set_active.
Definition: button.cpp:62
The user sets the widget visible, that means:
node_children_vector & siblings()
virtual void post_show(window &window) override
Actions to be taken after the window has been shown.
Definition: mp_staging.cpp:576
The user sets the widget hidden, that means:
A slider is a control that can select a value by moving a grip on a groove.
Definition: slider.hpp:58
const std::string unicode_em_dash
Definition: constants.cpp:43
Managing the AIs configuration - headers.
std::map< std::string, chatroom_log > default_chat_log
Definition: chat_log.cpp:16
void set_wesnothd_connection(wesnothd_connection &c)
Definition: chatbox.hpp:87
Functions to load and save images from/to disk.
Simple push button.
Definition: button.hpp:35
virtual void set_value(int value) override
Inherited from integer_selector.
Definition: slider.cpp:80
tree_view_node & add_sibling(const std::string &id, const std::map< std::string, string_map > &data)
Adds a sibbling for a node at the end of the list.
virtual void set_active(const bool active) override
See styled_widget::set_active.
Definition: menu_button.cpp:74
void on_color_select(ng::side_engine_ptr side, grid &row_grid)
Definition: mp_staging.cpp:394
Dialog was closed with the OK button.
Definition: retval.hpp:34
bool can_start_game() const
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:59
tree_view_node & add_child(const std::string &id, const std::map< std::string, string_map > &data, const int index=-1)
Constructs a new child node.
void set_retval(int retval)
Convenience wrapper to set the window&#39;s exit code.
base class of top level items, the only item which needs to store the final canvases to draw on...
Definition: window.hpp:64
std::map< ng::side_engine_ptr, tree_view_node * > side_tree_map_
Definition: mp_staging.hpp:98
lobby_chat_window * room_window_open(const std::string &room, const bool open_new, const bool allow_close=true)
Check if a room window for "room" is open, if open_new is true then it will be created if not found...
Definition: chatbox.cpp:385
virtual int get_minimum_value() const override
Inherited from integer_selector.
Definition: slider.hpp:84
bool sides_available() const
tree_view_node & add_node(const std::string &id, const std::map< std::string, string_map > &data, const int index=-1)
Definition: tree_view.cpp:56
std::pair< std::string, unsigned > item
Definition: help_impl.hpp:409
std::pair< bool, bool > process_network_data(const config &data)
bool remove_timer(const std::size_t id)
Removes a timer.
Definition: timer.cpp:167
void on_team_select(ng::side_engine_ptr side, menu_button &team_menu)
Definition: mp_staging.cpp:403
void set_enter_disabled(const bool enter_disabled)
Disable the enter key.
Definition: window.hpp:285