The Battle for Wesnoth  1.17.0-dev
game_load.cpp
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1 /*
2  Copyright (C) 2008 - 2021
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 "font/pango/escape.hpp"
23 #include "formatter.hpp"
24 #include "formula/string_utils.hpp"
25 #include "game_classification.hpp"
26 #include "game_config.hpp"
27 #include "gettext.hpp"
28 #include "gui/auxiliary/field.hpp"
29 #include "gui/core/log.hpp"
31 #include "gui/widgets/button.hpp"
32 #include "gui/widgets/image.hpp"
33 #include "gui/widgets/label.hpp"
34 #include "gui/widgets/listbox.hpp"
35 #include "gui/widgets/minimap.hpp"
37 #include "gui/widgets/settings.hpp"
38 #include "gui/widgets/text_box.hpp"
40 #include "gui/widgets/window.hpp"
41 #include "language.hpp"
42 #include "picture.hpp"
43 #include "preferences/game.hpp"
45 #include "utils/general.hpp"
46 #include <functional>
47 #include "game_config_view.hpp"
48 
49 #include <cctype>
50 
51 static lg::log_domain log_gameloaddlg{"gui/dialogs/game_load_dialog"};
52 #define ERR_GAMELOADDLG LOG_STREAM(err, log_gameloaddlg)
53 #define WRN_GAMELOADDLG LOG_STREAM(warn, log_gameloaddlg)
54 #define LOG_GAMELOADDLG LOG_STREAM(info, log_gameloaddlg)
55 #define DBG_GAMELOADDLG LOG_STREAM(debug, log_gameloaddlg)
56 
57 namespace gui2::dialogs
58 {
59 
60 REGISTER_DIALOG(game_load)
61 
62 bool game_load::execute(const game_config_view& cache_config, savegame::load_game_metadata& data)
63 {
64  if(savegame::save_index_class::default_saves_dir()->get_saves_list().empty()) {
65  bool found_files = false;
66  for(const auto& dir : filesystem::find_other_version_saves_dirs()) {
67  if(!found_files) {
68  // this needs to be a shared_ptr because get_saves_list() uses shared_from_this
69  auto index = std::make_shared<savegame::save_index_class>(dir.path);
70  found_files = !index->get_saves_list().empty();
71  }
72  }
73 
74  if(!found_files) {
75  gui2::show_transient_message(_("No Saved Games"), _("There are no saved games to load."));
76  return false;
77  }
78  }
79 
80  return game_load(cache_config, data).show();
81 }
82 
84  : filename_(data.filename)
85  , save_index_manager_(data.manager)
86  , change_difficulty_(register_bool("change_difficulty", true, data.select_difficulty))
87  , show_replay_(register_bool("show_replay", true, data.show_replay))
88  , cancel_orders_(register_bool("cancel_orders", true, data.cancel_orders))
89  , summary_(data.summary)
90  , games_()
91  , cache_config_(cache_config)
92  , last_words_()
93 {
94 }
95 
97 {
98  // Allow deleting saves with the Delete key.
99  connect_signal_pre_key_press(window, std::bind(&game_load::key_press_callback, this, std::placeholders::_5));
100 
101  text_box* filter = find_widget<text_box>(&window, "txtFilter", false, true);
102 
103  filter->set_text_changed_callback(std::bind(&game_load::filter_text_changed, this, std::placeholders::_2));
104 
105  listbox& list = find_widget<listbox>(&window, "savegame_list", false);
106 
108 
109  window.keyboard_capture(filter);
110  window.add_to_keyboard_chain(&list);
111 
112  list.register_sorting_option(0, [this](const int i) { return games_[i].name(); });
113  list.register_sorting_option(1, [this](const int i) { return games_[i].modified(); });
114 
116 
117  connect_signal_mouse_left_click(find_widget<button>(&window, "delete", false),
118  std::bind(&game_load::delete_button_callback, this));
119 
120  connect_signal_mouse_left_click(find_widget<button>(&window, "browse_saves_folder", false),
121  std::bind(&game_load::browse_button_callback, this));
122 
123  menu_button& dir_list = find_widget<menu_button>(&window, "dirList", false);
124 
125  dir_list.set_use_markup(true);
126  set_save_dir_list(dir_list);
127 
129 
131 }
132 
134 {
135  const auto other_dirs = filesystem::find_other_version_saves_dirs();
136  if(other_dirs.empty()) {
138  return;
139  }
140 
141  std::vector<config> options;
142 
143  // The first option in the list is the current version's save dir
144  options.emplace_back("label", _("game_version^Current Version"), "path", "");
145 
146  for(const auto& known_dir : other_dirs) {
147  options.emplace_back(
148  "label", VGETTEXT("game_version^Wesnoth $version", utils::string_map{{"version", known_dir.version}}),
149  "path", known_dir.path
150  );
151  }
152 
153  dir_list.set_values(options);
154 }
155 
157 {
158  listbox& list = find_widget<listbox>(get_window(), "savegame_list", false);
159 
160  list.clear();
161 
162  games_ = save_index_manager_->get_saves_list();
163 
164  for(const auto& game : games_) {
165  std::map<std::string, string_map> data;
167 
168  std::string name = game.name();
169  utils::ellipsis_truncate(name, 40);
170  item["label"] = name;
171  data.emplace("filename", item);
172 
173  item["label"] = game.format_time_summary();
174  data.emplace("date", item);
175 
176  list.add_row(data);
177  }
178 
179  find_widget<button>(get_window(), "delete", false).set_active(!save_index_manager_->read_only());
180 }
181 
183 {
184  filename_ = game.name();
185  summary_ = game.summary();
186 
187  find_widget<minimap>(get_window(), "minimap", false)
188  .set_map_data(summary_["map_data"]);
189 
190  find_widget<label>(get_window(), "lblScenario", false)
191  .set_label(summary_["label"]);
192 
193  listbox& leader_list = find_widget<listbox>(get_window(), "leader_list", false);
194 
195  leader_list.clear();
196 
197  const std::string sprite_scale_mod = (formatter() << "~SCALE_INTO(" << game_config::tile_size << ',' << game_config::tile_size << ')').str();
198 
199  for(const auto& leader : summary_.child_range("leader")) {
200  std::map<std::string, string_map> data;
202 
203  // First, we evaluate whether the leader image as provided exists.
204  // If not, we try getting a binary path-independent path. If that still doesn't
205  // work, we fallback on unknown-unit.png.
206  std::string leader_image = leader["leader_image"].str();
207  if(!::image::exists(leader_image)) {
208  leader_image = filesystem::get_independent_binary_file_path("images", leader_image);
209 
210  // The leader TC modifier isn't appending if the independent image path can't
211  // be resolved during save_index entry creation, so we need to add it here.
212  if(!leader_image.empty()) {
213  leader_image += leader["leader_image_tc_modifier"].str();
214  }
215  }
216 
217  if(leader_image.empty()) {
218  leader_image = "units/unknown-unit.png" + leader["leader_image_tc_modifier"].str();
219  } else {
220  // Scale down any sprites larger than 72x72
221  leader_image += sprite_scale_mod;
222  }
223 
224  item["label"] = leader_image;
225  data.emplace("imgLeader", item);
226 
227  item["label"] = leader["leader_name"];
228  data.emplace("leader_name", item);
229 
230  item["label"] = leader["gold"];
231  data.emplace("leader_gold", item);
232 
233  item["label"] = leader["units"];
234  data.emplace("leader_troops", item);
235 
236  item["label"] = leader["recall_units"];
237  data.emplace("leader_reserves", item);
238 
239  leader_list.add_row(data);
240  }
241 
242  std::stringstream str;
243  str << game.format_time_local() << "\n";
245 
246  // The new label value may have more or less lines than the previous value, so invalidate the layout.
247  find_widget<scroll_label>(get_window(), "slblSummary", false).set_label(str.str());
249 
250  toggle_button& replay_toggle = dynamic_cast<toggle_button&>(*show_replay_->get_widget());
251  toggle_button& cancel_orders_toggle = dynamic_cast<toggle_button&>(*cancel_orders_->get_widget());
252  toggle_button& change_difficulty_toggle = dynamic_cast<toggle_button&>(*change_difficulty_->get_widget());
253 
254  const bool is_replay = savegame::loadgame::is_replay_save(summary_);
255  const bool is_scenario_start = summary_["turn"].empty();
256 
257  // Always toggle show_replay on if the save is a replay
258  replay_toggle.set_value(is_replay);
259  replay_toggle.set_active(!is_replay && !is_scenario_start);
260 
261  // Cancel orders doesn't make sense on replay saves or start-of-scenario saves
262  cancel_orders_toggle.set_active(!is_replay && !is_scenario_start);
263 
264  // Changing difficulty doesn't make sense on non-start-of-scenario saves
265  change_difficulty_toggle.set_active(!is_replay && is_scenario_start);
266 }
267 
268 // This is a wrapper that prevents a corrupted save file (if it happens to be
269 // the first in the list) from making the dialog fail to open.
271 {
272  bool successfully_displayed_a_game = false;
273 
274  try {
275  const int selected_row = find_widget<listbox>(get_window(), "savegame_list", false).get_selected_row();
276  if(selected_row < 0) {
277  find_widget<button>(get_window(), "delete", false).set_active(false);
278  } else {
279  find_widget<button>(get_window(), "delete", false).set_active(!save_index_manager_->read_only());
281  successfully_displayed_a_game = true;
282  }
283  } catch(const config::error& e) {
284  // Clear the UI widgets, show an error message.
285  const std::string preamble = _("The selected file is corrupt: ");
286  const std::string message = e.message.empty() ? "(no details)" : e.message;
287  ERR_GAMELOADDLG << preamble << message << "\n";
288  }
289 
290  if(!successfully_displayed_a_game) {
291  find_widget<minimap>(get_window(), "minimap", false).set_map_data("");
292  find_widget<label>(get_window(), "lblScenario", false)
293  .set_label("");
294  find_widget<scroll_label>(get_window(), "slblSummary", false)
295  .set_label("");
296 
297  listbox& leader_list = find_widget<listbox>(get_window(), "leader_list", false);
298  leader_list.clear();
299 
300  toggle_button& replay_toggle = dynamic_cast<toggle_button&>(*show_replay_->get_widget());
301  toggle_button& cancel_orders_toggle = dynamic_cast<toggle_button&>(*cancel_orders_->get_widget());
302  toggle_button& change_difficulty_toggle = dynamic_cast<toggle_button&>(*change_difficulty_->get_widget());
303 
304  replay_toggle.set_active(false);
305  cancel_orders_toggle.set_active(false);
306  change_difficulty_toggle.set_active(false);
307  }
308 
309  // Disable Load button if nothing is selected or if the currently selected file can't be loaded
310  find_widget<button>(get_window(), "ok", false).set_active(successfully_displayed_a_game);
311 
312  // Disable 'Enter' loading in the same circumstance
313  get_window()->set_enter_disabled(!successfully_displayed_a_game);
314 }
315 
316 void game_load::filter_text_changed(const std::string& text)
317 {
318  listbox& list = find_widget<listbox>(get_window(), "savegame_list", false);
319 
320  const std::vector<std::string> words = utils::split(text, ' ');
321 
322  if(words == last_words_)
323  return;
324  last_words_ = words;
325 
326  boost::dynamic_bitset<> show_items;
327  show_items.resize(list.get_item_count(), true);
328 
329  if(!text.empty()) {
330  for(unsigned int i = 0; i < list.get_item_count() && i < games_.size(); i++) {
331  bool found = false;
332  for(const auto & word : words)
333  {
334  found = std::search(games_[i].name().begin(),
335  games_[i].name().end(),
336  word.begin(),
337  word.end(),
339  != games_[i].name().end();
340 
341  if(!found) {
342  // one word doesn't match, we don't reach words.end()
343  break;
344  }
345  }
346 
347  show_items[i] = found;
348  }
349  }
350 
351  list.set_row_shown(show_items);
352 }
353 
354 void game_load::evaluate_summary_string(std::stringstream& str, const config& cfg_summary)
355 {
356  if(cfg_summary["corrupt"].to_bool()) {
357  str << "\n<span color='#f00'>" << _("(Invalid)") << "</span>";
358  // \todo: this skips the catch() statement in display_savegame. Low priority, as the
359  // dialog's state is reasonable; the "load" button is inactive, the "delete" button is
360  // active, and (cosmetic bug) it leaves the "change difficulty" toggle active. Can be
361  // triggered by creating an empty file in the save directory.
362  return;
363  }
364 
365  const std::string& campaign_type = cfg_summary["campaign_type"];
366  const std::string campaign_id = cfg_summary["campaign"];
367 
368  try {
369  switch(game_classification::CAMPAIGN_TYPE::string_to_enum(campaign_type).v) {
371  const config* campaign = nullptr;
372  if(!campaign_id.empty()) {
373  if(const config& c = cache_config_.find_child("campaign", "id", campaign_id)) {
374  campaign = &c;
375  }
376  }
377 
378  utils::string_map symbols;
379  if(campaign != nullptr) {
380  symbols["campaign_name"] = (*campaign)["name"];
381  } else {
382  // Fallback to nontranslatable campaign id.
383  symbols["campaign_name"] = "(" + campaign_id + ")";
384  }
385 
386  str << VGETTEXT("Campaign: $campaign_name", symbols);
387 
388  // Display internal id for debug purposes if we didn't above
389  if(game_config::debug && (campaign != nullptr)) {
390  str << '\n' << "(" << campaign_id << ")";
391  }
392  break;
393  }
394  case game_classification::CAMPAIGN_TYPE::MULTIPLAYER:
395  str << _("Multiplayer");
396  break;
397  case game_classification::CAMPAIGN_TYPE::TUTORIAL:
398  str << _("Tutorial");
399  break;
400  case game_classification::CAMPAIGN_TYPE::TEST:
401  str << _("Test scenario");
402  break;
403  }
404  } catch(const bad_enum_cast&) {
405  str << campaign_type;
406  }
407 
408  str << "\n";
409 
410  if(savegame::loadgame::is_replay_save(cfg_summary)) {
411  str << _("Replay");
412  } else if(!cfg_summary["turn"].empty()) {
413  str << _("Turn") << " " << cfg_summary["turn"];
414  } else {
415  str << _("Scenario start");
416  }
417 
418  str << "\n" << _("Difficulty: ");
419  try {
420  switch (game_classification::CAMPAIGN_TYPE::string_to_enum(campaign_type).v) {
422  case game_classification::CAMPAIGN_TYPE::MULTIPLAYER: {
423  const config* campaign = nullptr;
424  if (!campaign_id.empty()) {
425  if (const config& c = cache_config_.find_child("campaign", "id", campaign_id)) {
426  campaign = &c;
427  }
428  }
429 
430  // 'SCENARIO' or SP should only ever be campaigns
431  // 'MULTIPLAYER' may be a campaign with difficulty or single scenario without difficulty
432  // For the latter do not show the difficulty - even though it will be listed as
433  // NORMAL -> Medium in the save file it should not be considered valid (GitHub Issue #5321)
434  if (campaign != nullptr) {
435  try {
436  const config& difficulty = campaign->find_child("difficulty", "define", cfg_summary["difficulty"]);
437  std::ostringstream ss;
438  ss << difficulty["label"] << " (" << difficulty["description"] << ")";
439  str << ss.str();
440  }
441  catch (const config::error&) {
442  // fall back to standard difficulty string in case of exception
443  str << string_table[cfg_summary["difficulty"]];
444  }
445  }
446  else {
447  str << "—";
448  }
449 
450  break;
451  }
452  case game_classification::CAMPAIGN_TYPE::TUTORIAL:
453  case game_classification::CAMPAIGN_TYPE::TEST:
454  str << "—";
455  break;
456  }
457  }
458  catch (const bad_enum_cast&) {
459  str << "—";
460  }
461 
462  if(!cfg_summary["version"].empty()) {
463  str << "\n" << _("Version: ") << cfg_summary["version"];
464  }
465 
466  const std::vector<std::string>& active_mods = utils::split(cfg_summary["active_mods"]);
467  if(!active_mods.empty()) {
468  str << "\n" << _("Modifications: ");
469  for(const auto& mod_id : active_mods) {
470  std::string mod_name;
471  try {
472  mod_name = cache_config_.find_child("modification", "id", mod_id)["name"].str();
473  } catch(const config::error&) {
474  // Fallback to nontranslatable mod id.
475  mod_name = "(" + mod_id + ")";
476  }
477 
478  str << "\n" << font::unicode_bullet << " " << mod_name;
479  }
480  }
481 }
483 {
485 }
486 
488 {
489  listbox& list = find_widget<listbox>(get_window(), "savegame_list", false);
490 
491  const std::size_t index = std::size_t(list.get_selected_row());
492  if(index < games_.size()) {
493 
494  // See if we should ask the user for deletion confirmation
496  if(!gui2::dialogs::game_delete::execute()) {
497  return;
498  }
499  }
500 
501  // Delete the file
502  save_index_manager_->delete_game(games_[index].name());
503 
504  // Remove it from the list of saves
505  games_.erase(games_.begin() + index);
506 
507  list.remove_row(index);
508 
510  }
511 }
512 
513 void game_load::key_press_callback(const SDL_Keycode key)
514 {
515  //
516  // Don't delete games when we're typing in the textbox!
517  //
518  // I'm not sure if this check was necessary when I first added this feature
519  // (I didn't check at the time), but regardless, it's needed now. If it turns
520  // out I screwed something up in my refactoring, I'll remove this.
521  //
522  // - vultraz, 2017-08-28
523  //
524  if(find_widget<text_box>(get_window(), "txtFilter", false).get_state() == text_box_base::FOCUSED) {
525  return;
526  }
527 
528  if(key == SDLK_DELETE) {
530  }
531 }
532 
534 {
535  menu_button& dir_list = find_widget<menu_button>(get_window(), "dirList", false);
536 
537  const auto& path = dir_list.get_value_config()["path"].str();
538  if(path.empty()) {
540  } else {
541  save_index_manager_ = std::make_shared<savegame::save_index_class>(path);
542  }
543 
546 }
547 
548 } // namespace dialogs
Define the common log macros for the gui toolkit.
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:99
virtual void set_value(unsigned selected, bool fire_event=false) override
Inherited from selectable_item.
std::map< std::string, t_string > string_map
A menu_button is a styled_widget to choose an element from a list of elements.
Definition: menu_button.hpp:61
field_bool * change_difficulty_
Definition: game_load.hpp:81
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:885
Main class to show messages to the user.
Definition: message.hpp:35
This shows the dialog to select and load a savegame file.
Definition: game_load.hpp:49
#define ERR_GAMELOADDLG
Definition: game_load.cpp:52
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:210
std::shared_ptr< savegame::save_index_class > & save_index_manager_
Definition: game_load.hpp:79
void populate_game_list()
Update (both internally and visually) the list of games.
Definition: game_load.cpp:156
const game_config_view & cache_config_
Definition: game_load.hpp:88
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:344
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, const bool restore_background)
Shows a transient message to the user.
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 key_press_callback(const SDL_Keycode key)
Definition: game_load.cpp:513
bool chars_equal_insensitive(char a, char b)
Definition: general.hpp:23
void set_save_dir_list(menu_button &dir_list)
Definition: game_load.cpp:133
window * get_window() const
Returns a pointer to the dialog&#39;s window.
int get_selected_row() const
Returns the first selected row.
Definition: listbox.cpp:277
Implements some helper classes to ease adding fields to a dialog and hide the synchronization needed...
static std::string _(const char *str)
Definition: gettext.hpp:93
bool show(const unsigned auto_close_time=0)
Shows the window.
std::vector< std::string > last_words_
Definition: game_load.hpp:90
game_load(const game_config_view &cache_config, savegame::load_game_metadata &data)
Definition: game_load.cpp:83
const config & summary() const
Definition: save_index.cpp:270
Class for a single line text area.
Definition: text_box.hpp:141
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::string filename_
Definition: action_wml.cpp:564
bool exists(const image::locator &i_locator)
Returns true if the given image actually exists, without loading it.
Definition: picture.cpp:1011
The listbox class.
Definition: listbox.hpp:43
std::string format_time_local() const
Definition: save_index.cpp:275
const config & options()
Definition: game.cpp:569
Desktop environment interaction functions.
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:187
This file contains the settings handling of the widget library.
std::ostringstream wrapper.
Definition: formatter.hpp:39
void clear()
Removes all the rows in the listbox, clearing it.
Definition: listbox.cpp:127
void set_visible(const visibility visible)
Definition: widget.cpp:476
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:172
static bool is_replay_save(const config &cfg)
Definition: savegame.hpp:126
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:133
virtual void set_use_markup(bool use_markup)
std::vector< savegame::save_info > games_
Definition: game_load.hpp:87
const std::string & name() const
Definition: save_index.hpp:39
styled_widget * get_widget()
Definition: field.hpp:207
bool open_object([[maybe_unused]] const std::string &path_or_url)
Definition: open.cpp:47
virtual void pre_show(window &window) override
Actions to be taken before showing the window.
Definition: game_load.cpp:96
std::size_t i
Definition: function.cpp:967
The user set the widget invisible, that means:
void filter_text_changed(const std::string &text)
Definition: game_load.cpp:316
std::map< std::string, t_string > string_map
Definition: widget.hpp:26
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:68
field_bool * show_replay_
Definition: game_load.hpp:82
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:72
const std::string unicode_bullet
Definition: constants.cpp:47
#define VGETTEXT(msgid,...)
Handy wrappers around interpolate_variables_into_string and gettext.
bool ask_delete_saves()
Definition: game.cpp:790
const config & find_child(config_key_type key, const std::string &name, const std::string &value) const
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:182
field_bool * cancel_orders_
Definition: game_load.hpp:83
std::string & filename_
Definition: game_load.hpp:78
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:167
std::vector< std::string > split(const config_attribute_value &val)
unsigned int tile_size
Definition: game_config.cpp:69
symbol_table string_table
Definition: language.cpp:65
void remove_row(const unsigned row, unsigned count=1)
Removes a row in the listbox.
Definition: listbox.cpp:88
std::string message
Definition: exceptions.hpp:30
void invalidate_layout()
Updates the size of the window.
Definition: window.cpp:799
static lg::log_domain log_gameloaddlg
Definition: game_load.cpp:51
#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:826
void register_sorting_option(const int col, const Func &f)
Definition: listbox.hpp:272
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:61
mock_char c
base class of top level items, the only item which needs to store the final canvases to draw on...
Definition: window.hpp:65
void set_row_shown(const unsigned row, const bool shown)
Makes a row visible or invisible.
Definition: listbox.cpp:145
void evaluate_summary_string(std::stringstream &str, const config &cfg_summary)
Definition: game_load.cpp:354
bool empty() const
Definition: config.cpp:941
Class for a toggle button.
std::pair< std::string, unsigned > item
Definition: help_impl.hpp:410
virtual void set_active(const bool active) override
See styled_widget::set_active.
void set_enter_disabled(const bool enter_disabled)
Disable the enter key.
Definition: window.hpp:286