The Battle for Wesnoth  1.15.9+dev
mp_staging.cpp
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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
45 {
46 namespace dialogs
47 {
48 
49 REGISTER_DIALOG(mp_staging)
50 
51 mp_staging::mp_staging(ng::connect_engine& connect_engine, wesnothd_connection* connection)
52  : connect_engine_(connect_engine)
53  , ai_algorithms_(ai::configuration::get_available_ais())
54  , network_connection_(connection)
55  , update_timer_(0)
56  , state_changed_(false)
57  , team_tree_map_()
58  , side_tree_map_()
59  , player_list_(nullptr)
60 {
61  set_show_even_without_video(true);
62 
63  assert(!ai_algorithms_.empty());
64 }
65 
67 {
68  if(update_timer_ != 0) {
70  update_timer_ = 0;
71  }
72 }
73 
75 {
76  window.set_enter_disabled(true);
77  window.set_escape_disabled(true);
78 
79  //
80  // Set title and status widget states
81  //
82  label& title = find_widget<label>(&window, "title", false);
83  title.set_label((formatter() << connect_engine_.params().name << " " << font::unicode_em_dash << " " << connect_engine_.scenario()["name"].t_str()).str());
84 
86 
87  //
88  // Set up sides list
89  //
90  for(const auto& side : connect_engine_.side_engines()) {
91  if(side->allow_player() || game_config::debug) {
92  add_side_node(side);;
93  }
94  }
95 
96  //
97  // Initialize chatbox and game rooms
98  //
99  chatbox& chat = find_widget<chatbox>(&window, "chat", false);
100 
101  if(network_connection_) {
103  }
104 
105  chat.room_window_open(N_("this game"), true, false);
106  chat.active_window_changed();
107  chat.load_log(default_chat_log, false);
108 
109  //
110  // Set up player list
111  //
112  player_list_.reset(new player_list_helper(&window));
113 
114  //
115  // Set up the network handling
116  //
118 
119  //
120  // Set up the Lua plugin context
121  //
122  plugins_context_.reset(new plugins_context("Multiplayer Staging"));
123 
124  plugins_context_->set_callback("launch", [&window](const config&) { window.set_retval(retval::OK); }, false);
125  plugins_context_->set_callback("quit", [&window](const config&) { window.set_retval(retval::CANCEL); }, false);
126  plugins_context_->set_callback("chat", [&chat](const config& cfg) { chat.send_chat_message(cfg["message"], false); }, true);
127 }
128 
130 {
131  int position = 0;
132  for(const auto& side_engine : connect_engine_.side_engines()) {
133  if(side->team() == side_engine->team() && side->index() > side_engine->index()) {
134  ++position;
135  }
136  }
137 
138  return position;
139 }
140 
141 template<typename... T>
143 {
144  static const std::map<std::string, string_map> empty_map;
145 
146  // If there is no team node in the map, this will return nullptr
147  tree_view_node* team_node = team_tree_map_[side->team_name()];
148 
149  // Add a team node if none exists
150  if(team_node == nullptr) {
151  tree_view& tree = find_widget<tree_view>(get_window(), "side_list", false);
152 
153  std::map<std::string, string_map> tree_data;
154  string_map tree_item;
155 
156  tree_item["label"] = (formatter() << _("Team:") << " " << side->user_team_name()).str();
157  tree_data.emplace("tree_view_node_label", tree_item);
158 
159  team_node = &tree.add_node("team_header", tree_data);
160  team_node->add_sibling("side_spacer", empty_map);
161 
162  team_tree_map_[side->team_name()] = team_node;
163  }
164 
165  assert(team_node && "No team node found!");
166  return team_node->add_child(std::forward<T>(params)...);
167 }
168 
170 {
171  std::map<std::string, string_map> data;
173 
174  item["label"] = std::to_string(side->index() + 1);
175  data.emplace("side_number", item);
176 
177  // TODO: don't hardcode magenta?
178  item["label"] = "units/unknown-unit.png~RC(magenta>" + side->color_id() + ")";
179  data.emplace("leader_image", item);
180 
181  item["label"] = "icons/icon-random.png";
182  data.emplace("leader_gender", item);
183 
184  tree_view_node& node = add_side_to_team_node(side, "side_panel", data, get_side_node_position(side));
185 
186  side_tree_map_[side] = &node;
187 
188  grid& row_grid = node.get_grid();
189 
190  update_leader_display(side, row_grid);
191 
192  // Status variables
193  const bool fls = connect_engine_.force_lock_settings();
194  const bool ums = connect_engine_.params().use_map_settings;
195 
196  const bool lock_gold = side->cfg()["gold_lock"].to_bool(fls);
197  const bool lock_income = side->cfg()["income_lock"].to_bool(fls);
198  const bool lock_team = side->cfg()["team_lock"].to_bool(fls);
199  const bool lock_color = side->cfg()["color_lock"].to_bool(fls);
200 
201  const bool saved_game = connect_engine_.params().saved_game == mp_game_settings::SAVED_GAME_MODE::MIDGAME;
202 
203  //
204  // AI Algorithm
205  //
206  int selection = 0;
207 
208  // We use an index-based loop in order to get the index of the selected option
209  std::vector<config> ai_options;
210  // If this is loading a saved game, we add an option at the beginning of the menu.
211  // This results in a mismatch between the indices of ai_options and ai_algorithms_
212  // that we need to account for later.
213  if(saved_game) {
214  ai_options.emplace_back("label", "Keep saved AI");
215  }
216  for(unsigned i = 0; i < ai_algorithms_.size(); ++i) {
217  ai_options.emplace_back("label", ai_algorithms_[i]->text);
218 
219  if(ai_algorithms_[i]->id == side->ai_algorithm()) {
220  selection = i;
221  }
222  }
223 
224  menu_button& ai_selection = find_widget<menu_button>(&row_grid, "ai_controller", false);
225 
226  ai_selection.set_values(ai_options, selection);
227 
228  connect_signal_notify_modified(ai_selection,
229  std::bind(&mp_staging::on_ai_select, this, side, std::ref(ai_selection), saved_game));
230 
231  on_ai_select(side, ai_selection, saved_game);
232  //
233  // Controller
234  //
235  std::vector<config> controller_names;
236  for(const auto& controller : side->controller_options()) {
237  controller_names.emplace_back("label", controller.second);
238  }
239 
240  menu_button& controller_selection = find_widget<menu_button>(&row_grid, "controller", false);
241 
242  controller_selection.set_values(controller_names, side->current_controller_index());
243  controller_selection.set_active(controller_names.size() > 1);
244 
245  connect_signal_notify_modified(controller_selection,
246  std::bind(&mp_staging::on_controller_select, this, side, std::ref(row_grid)));
247 
248  on_controller_select(side, row_grid);
249 
250  //
251  // Leader controls
252  //
253  button& leader_select = find_widget<button>(&row_grid, "select_leader", false);
254 
255  //todo: shouldn't this also be disabled when the flg settings are locked.
256  leader_select.set_active(!saved_game);
257 
258  connect_signal_mouse_left_click(leader_select,
259  std::bind(&mp_staging::select_leader_callback, this, side, std::ref(row_grid)));
260 
261  //
262  // Team
263  //
264  std::vector<config> team_names;
265  unsigned initial_team_selection = 0;
266 
267  for(unsigned i = 0; i < connect_engine_.team_data().size(); ++i) {
269 
270  if(!tdata.is_player_team && !game_config::debug) {
271  continue;
272  }
273 
274  config entry;
275  entry["label"] = t_string::from_serialized(tdata.user_team_name);
276 
277  // Since we're not necessarily displaying every every team, we need to store the
278  // index a displayed team has in the connect_engine's team_data vector. This is
279  // then utilized in the click callback.
280  entry["team_index"] = i;
281 
282  team_names.push_back(std::move(entry));
283 
284  // Since, again, every team might not be displayed, and side_engine::team() returns
285  // an index into the team_data vector, get an initial selection index for the menu
286  // adjusted for the displayed named.
287  if(side->team() == i) {
288  initial_team_selection = team_names.size() - 1;
289  }
290  }
291 
292  menu_button& team_selection = find_widget<menu_button>(&row_grid, "side_team", false);
293 
294  team_selection.set_values(team_names, initial_team_selection);
295  //todo: shouldn't this also be disabled when team settings are locked.
296  team_selection.set_active(!saved_game);
297 
298  connect_signal_notify_modified(team_selection,
299  std::bind(&mp_staging::on_team_select, this, side, std::ref(team_selection)));
300 
301  //
302  // Colors
303  //
304  std::vector<config> color_options;
305  for(const auto& color : side->color_options()) {
306  color_options.emplace_back(
307  "label", font::get_color_string_pango(color),
308  "icon", (formatter() << "misc/status.png~RC(magenta>" << color << ")").str()
309  );
310  }
311 
312  menu_button& color_selection = find_widget<menu_button>(&row_grid, "side_color", false);
313 
314  color_selection.set_values(color_options, side->color());
315  color_selection.set_active(!saved_game);
316  color_selection.set_use_markup(true);
317 
318  connect_signal_notify_modified(color_selection,
319  std::bind(&mp_staging::on_color_select, this, side, std::ref(row_grid)));
320 
321  //
322  // Gold and Income
323  //
324  const auto slider_setup_helper = [](slider& slider, const int value) {
325  // For the gold and income sliders, the usual min and max values are set in
326  // the dialog WML. However, if a side specifies a value out of that range,
327  // we adjust the bounds to accommodate it.
328  slider.set_value_range(
329  std::min(value, slider.get_minimum_value()),
330  std::max(value, slider.get_maximum_value())
331  );
332 
333  slider.set_value(value);
334  };
335 
336  slider& slider_gold = find_widget<slider>(&row_grid, "side_gold_slider", false);
337  slider_setup_helper(slider_gold, side->gold());
338 
339  connect_signal_notify_modified(slider_gold, std::bind(
340  &mp_staging::on_side_slider_change<&ng::side_engine::set_gold>, this, side, std::ref(slider_gold)));
341 
342  slider& slider_income = find_widget<slider>(&row_grid, "side_income_slider", false);
343  slider_setup_helper(slider_income, side->income());
344 
345  connect_signal_notify_modified(slider_income, std::bind(
346  &mp_staging::on_side_slider_change<&ng::side_engine::set_income>, this, side, std::ref(slider_income)));
347 
348  // TODO: maybe display the saved values
349  if(saved_game) {
352  }
353 
354  //
355  // Gold, income, team, and color are only suggestions unless explicitly locked
356  //
357  if(!saved_game && ums) {
358  team_selection.set_active(!lock_team);
359  color_selection.set_active(!lock_color);
360 
361  slider_gold.set_active(!lock_gold);
362  slider_income.set_active(!lock_income);
363  }
364 }
365 
367 {
368  menu_button& ai_selection = find_widget<menu_button>(&row_grid, "ai_controller", false);
369  menu_button& controller_selection = find_widget<menu_button>(&row_grid, "controller", false);
370 
371  if(side->controller_changed(controller_selection.get_value())) {
373 
375  }
376 }
377 
379 {
380  // If this is a saved game, we need to reduce the index by one, to account for
381  // the "Keep saved AI" option having been added to the computer player menu
382  int i = ai_menu.get_value();
383  if(saved_game) {
384  i--;
385  }
386 
387  if(i < 0) {
388  side->set_ai_algorithm("use_saved");
389  } else {
390  side->set_ai_algorithm(ai_algorithms_[i]->id);
391  }
392 
394 }
395 
397 {
398  side->set_color(find_widget<menu_button>(&row_grid, "side_color", false).get_value());
399 
400  update_leader_display(side, row_grid);
401 
403 }
404 
406 {
407  // Since we're not necessarily displaying every every team in the menu, we can't just
408  // use the selected index to set a side's team. Instead, we grab the index we stored
409  // in add_side_node from the selected config, which should correspond to the
410  // appropriate entry in the connect_engine's team name vector.
411  const unsigned team_index = team_menu.get_value_config()["team_index"].to_unsigned();
412 
413  if(team_index == side->team()) {
414  return;
415  }
416 
417  // Note the old team so we can remove the node if empty after the side move.
418  // Do this *before* setting the new team!
419  const std::string old_team = side->team_name();
420  side->set_team(team_index);
421 
422  auto& tree = find_widget<tree_view>(get_window(), "side_list", false);
423 
424  // First, remove the node from the tree
425  auto node = tree.remove_node(side_tree_map_[side]);
426 
427  // Then add a new node as a child to the appropriate team's node
428  add_side_to_team_node(side, std::move(node.first), get_side_node_position(side));
429 
430  tree_view_node* old_team_node = team_tree_map_[old_team];
431 
432  // Last, remove the old team node if it's now empty
433  if(old_team_node->empty()) {
434  // Only sibling should be the decor line, and it should be last
435  auto decor = old_team_node->siblings().back();
436 
437  tree.remove_node(old_team_node);
438  tree.remove_node(decor.get());
439 
440  team_tree_map_[old_team] = nullptr;
441  }
442 
444 }
445 
447 {
448  if(gui2::dialogs::faction_select::execute(side->flg(), side->color_id(), side->index() + 1)) {
449  update_leader_display(side, row_grid);
450 
452  }
453 }
454 
455 template<void(ng::side_engine::*fptr)(int)>
457 {
458  ((*side).*fptr)(slider.get_value());
459 
461 }
462 
464 {
465  const std::string current_faction = side->flg().current_faction()["name"];
466 
467  // BIG FAT TODO: get rid of this shitty "null" string value in the FLG manager
468  std::string current_leader = side->flg().current_leader() != "null" ? side->flg().current_leader() : font::unicode_em_dash;
469  const std::string current_gender = side->flg().current_gender() != "null" ? side->flg().current_gender() : font::unicode_em_dash;
470 
471  // Sprite
472  std::string new_image;
473 
474  if(side->flg().is_random_faction() || current_leader == "random") {
475  new_image = ng::random_enemy_picture;
476  }
477 
478  if(const unit_type* ut = unit_types.find(current_leader)) {
479  const unit_type& type = ut->get_gender_unit_type(current_gender);
480 
481  new_image = formatter() << type.image() << "~RC(magenta>" << side->color_id() << ")";
482 
483  // We don't need the unit type id anymore, and can now replace this variable with the type name
484  current_leader = type.type_name();
485  }
486 
487  find_widget<drawing>(&row_grid, "leader_image", false).set_label(new_image);
488 
489  // Faction and leader
490  if(!side->cfg()["name"].empty()) {
491  current_leader = formatter() << side->cfg()["name"] << " (<i>" << current_leader << "</i>)";
492  }
493 
494  find_widget<label>(&row_grid, "leader_type", false).set_label(current_leader == "random" ? _("Random") : current_leader);
495  find_widget<label>(&row_grid, "leader_faction", false).set_label("<span color='#a69275'>" + current_faction + "</span>");
496 
497  // Gender
498  if(current_gender != font::unicode_em_dash) {
499  const std::string gender_icon = formatter() << "icons/icon-" << current_gender << ".png";
500 
501  image& icon = find_widget<image>(&row_grid, "leader_gender", false);
502  icon.set_label(gender_icon);
503  }
504 }
505 
507 {
508  find_widget<label>(get_window(), "status_label", false).set_label(
510  ? _("Waiting for players to join...")
511  : _("Waiting for players to choose factions...")
512  );
513 
514  find_widget<button>(get_window(), "ok", false).set_active(connect_engine_.can_start_game());
515 }
516 
518 {
519  // First, send off any changes if they've been accumulated
520  if(state_changed_) {
522  }
523 
524  // Next, check for any incoming changes
525  config data;
527  return;
528  }
529 
530  // Update chat
531  find_widget<chatbox>(get_window(), "chat", false).process_network_data(data);
532 
533  // TODO: why is this needed...
534  const bool was_able_to_start = connect_engine_.can_start_game();
535 
536  bool quit_signal_received;
537  std::tie(quit_signal_received, std::ignore) = connect_engine_.process_network_data(data);
538 
539  if(quit_signal_received) {
541  }
542 
543  // Update side leader displays
544  // This is basically only needed when a new player joins and selects their faction
545  for(auto& tree_entry : side_tree_map_) {
546  ng::side_engine_ptr side = tree_entry.first;
547 
548  grid& row_grid = tree_entry.second->get_grid();
549 
550  update_leader_display(side, row_grid);
551 
552  std::vector<config> controller_names;
553  for(const auto& controller : side->controller_options()) {
554  controller_names.emplace_back("label", controller.second);
555  }
556 
557  menu_button& controller_selection = find_widget<menu_button>(&row_grid, "controller", false);
558 
559  controller_selection.set_values(controller_names, side->current_controller_index());
560  controller_selection.set_active(controller_names.size() > 1);
561  }
562 
563  // Update player list
564  if(data.has_child("user")) {
565  player_list_->update_list(data.child_range("user"));
566  }
567 
568  // Update status label and buttons
570 
571  if(!was_able_to_start && connect_engine_.can_start_game()) {
573  }
574 
575  state_changed_ = false;
576 }
577 
579 {
580  if(update_timer_ != 0) {
582  update_timer_ = 0;
583  }
584 
585  if(window.get_retval() == retval::OK) {
587  } else {
589  }
590 }
591 
592 } // namespace dialogs
593 } // namespace gui2
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.
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:1222
A menu_button is a styled_widget to choose an element from a list of elements.
Definition: menu_button.hpp:64
int get_side_node_position(ng::side_engine_ptr side) const
Find an appropriate position to insert a side node.
Definition: mp_staging.cpp:129
void add_side_node(ng::side_engine_ptr side)
Definition: mp_staging.cpp:169
bool has_child(config_key_type key) const
Determine whether a config has a child or not.
Definition: config.cpp:412
bool force_lock_settings() const
child_itors child_range(config_key_type key)
Definition: config.cpp:362
ng::connect_engine & connect_engine_
Definition: mp_staging.hpp:90
unit_type_data unit_types
Definition: types.cpp:1441
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
Generic file dialog.
Definition: field-fwd.hpp:22
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:87
void set_value_range(int min_value, int max_value)
Definition: slider.cpp:254
void update_leader_display(ng::side_engine_ptr side, grid &row_grid)
Definition: mp_staging.cpp:463
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:87
std::unique_ptr< player_list_helper > player_list_
Definition: mp_staging.hpp:103
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:366
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:456
virtual void pre_show(window &window) override
Inherited from modal_dialog.
Definition: mp_staging.cpp:74
Various uncategorised dialogs.
int get_retval()
Definition: window.hpp:364
std::vector< ai::description * > ai_algorithms_
Definition: mp_staging.hpp:92
std::size_t i
Definition: function.cpp:933
wesnothd_connection * network_connection_
Definition: mp_staging.hpp:94
void select_leader_callback(ng::side_engine_ptr side, grid &row_grid)
Definition: mp_staging.cpp:446
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:142
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:149
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:378
std::map< std::string, tree_view_node * > team_tree_map_
Definition: mp_staging.hpp:100
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
Inherited from modal_dialog.
Definition: mp_staging.cpp:578
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:40
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:86
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:396
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:60
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:101
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:407
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:405
void set_enter_disabled(const bool enter_disabled)
Disable the enter key.
Definition: window.hpp:285