The Battle for Wesnoth  1.17.23+dev
game_load.cpp
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1 /*
2  Copyright (C) 2008 - 2023
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  : modal_dialog(window_id())
85  , filename_(data.filename)
86  , save_index_manager_(data.manager)
87  , change_difficulty_(register_bool("change_difficulty", true, data.select_difficulty))
88  , show_replay_(register_bool("show_replay", true, data.show_replay))
89  , cancel_orders_(register_bool("cancel_orders", true, data.cancel_orders))
90  , summary_(data.summary)
91  , games_()
92  , cache_config_(cache_config)
93  , last_words_()
94 {
95 }
96 
98 {
99  // Allow deleting saves with the Delete key.
100  connect_signal_pre_key_press(window, std::bind(&game_load::key_press_callback, this, std::placeholders::_5));
101 
102  text_box* filter = find_widget<text_box>(&window, "txtFilter", false, true);
103 
104  filter->set_text_changed_callback(std::bind(&game_load::filter_text_changed, this, std::placeholders::_2));
105 
106  listbox& list = find_widget<listbox>(&window, "savegame_list", false);
107 
109 
110  window.keyboard_capture(filter);
112 
113  list.register_sorting_option(0, [this](const int i) { return games_[i].name(); });
114  list.register_sorting_option(1, [this](const int i) { return games_[i].modified(); });
115 
117 
118  connect_signal_mouse_left_click(find_widget<button>(&window, "delete", false),
119  std::bind(&game_load::delete_button_callback, this));
120 
121  connect_signal_mouse_left_click(find_widget<button>(&window, "browse_saves_folder", false),
122  std::bind(&game_load::browse_button_callback, this));
123 
124  menu_button& dir_list = find_widget<menu_button>(&window, "dirList", false);
125 
126  dir_list.set_use_markup(true);
127  set_save_dir_list(dir_list);
128 
130 
132 }
133 
135 {
136  const auto other_dirs = filesystem::find_other_version_saves_dirs();
137  if(other_dirs.empty()) {
139  return;
140  }
141 
142  std::vector<config> options;
143 
144  // The first option in the list is the current version's save dir
145  options.emplace_back("label", _("game_version^Current Version"), "path", "");
146 
147  for(const auto& known_dir : other_dirs) {
148  options.emplace_back(
149  "label", VGETTEXT("game_version^Wesnoth $version", utils::string_map{{"version", known_dir.version}}),
150  "path", known_dir.path
151  );
152  }
153 
154  dir_list.set_values(options);
155 }
156 
158 {
159  listbox& list = find_widget<listbox>(get_window(), "savegame_list", false);
160 
161  list.clear();
162 
163  games_ = save_index_manager_->get_saves_list();
164 
165  for(const auto& game : games_) {
168 
169  std::string name = game.name();
170  utils::ellipsis_truncate(name, 40);
171  item["label"] = name;
172  data.emplace("filename", item);
173 
174  item["label"] = game.format_time_summary();
175  data.emplace("date", item);
176 
177  list.add_row(data);
178  }
179 
180  find_widget<button>(get_window(), "delete", false).set_active(!save_index_manager_->read_only());
181 }
182 
184 {
185  filename_ = game.name();
186  summary_ = game.summary();
187 
188  find_widget<minimap>(get_window(), "minimap", false)
189  .set_map_data(summary_["map_data"]);
190 
191  find_widget<label>(get_window(), "lblScenario", false)
192  .set_label(summary_["label"]);
193 
194  listbox& leader_list = find_widget<listbox>(get_window(), "leader_list", false);
195 
196  leader_list.clear();
197 
198  const std::string sprite_scale_mod = (formatter() << "~SCALE_INTO(" << game_config::tile_size << ',' << game_config::tile_size << ')').str();
199 
200  for(const auto& leader : summary_.child_range("leader")) {
203 
204  // First, we evaluate whether the leader image as provided exists.
205  // If not, we try getting a binary path-independent path. If that still doesn't
206  // work, we fallback on unknown-unit.png.
207  std::string leader_image = leader["leader_image"].str();
208  if(!::image::exists(leader_image)) {
209  leader_image = filesystem::get_independent_binary_file_path("images", leader_image);
210 
211  // The leader TC modifier isn't appending if the independent image path can't
212  // be resolved during save_index entry creation, so we need to add it here.
213  if(!leader_image.empty()) {
214  leader_image += leader["leader_image_tc_modifier"].str();
215  }
216  }
217 
218  if(leader_image.empty()) {
219  leader_image = "units/unknown-unit.png" + leader["leader_image_tc_modifier"].str();
220  } else {
221  // Scale down any sprites larger than 72x72
222  leader_image += sprite_scale_mod;
223  }
224 
225  item["label"] = leader_image;
226  data.emplace("imgLeader", item);
227 
228  item["label"] = leader["leader_name"];
229  data.emplace("leader_name", item);
230 
231  item["label"] = leader["gold"];
232  data.emplace("leader_gold", item);
233 
234  // TRANSLATORS: "reserve" refers to units on the recall list
235  item["label"] = VGETTEXT("$active active, $reserve reserve", {{"active", leader["units"]}, {"reserve", leader["recall_units"]}});
236  data.emplace("leader_troops", item);
237 
238  leader_list.add_row(data);
239  }
240 
241  std::stringstream str;
242  str << game.format_time_local() << "\n";
244 
245  // The new label value may have more or less lines than the previous value, so invalidate the layout.
246  find_widget<scroll_label>(get_window(), "slblSummary", false).set_label(str.str());
248 
249  toggle_button& replay_toggle = dynamic_cast<toggle_button&>(*show_replay_->get_widget());
250  toggle_button& cancel_orders_toggle = dynamic_cast<toggle_button&>(*cancel_orders_->get_widget());
251  toggle_button& change_difficulty_toggle = dynamic_cast<toggle_button&>(*change_difficulty_->get_widget());
252 
253  const bool is_replay = savegame::loadgame::is_replay_save(summary_);
254  const bool is_scenario_start = summary_["turn"].empty();
255 
256  // Always toggle show_replay on if the save is a replay
257  replay_toggle.set_value(is_replay);
258  replay_toggle.set_active(!is_replay && !is_scenario_start);
259 
260  // Cancel orders doesn't make sense on replay saves or start-of-scenario saves
261  cancel_orders_toggle.set_active(!is_replay && !is_scenario_start);
262 
263  // Changing difficulty doesn't make sense on non-start-of-scenario saves
264  change_difficulty_toggle.set_active(!is_replay && is_scenario_start);
265 }
266 
267 // This is a wrapper that prevents a corrupted save file (if it happens to be
268 // the first in the list) from making the dialog fail to open.
270 {
271  bool successfully_displayed_a_game = false;
272 
273  try {
274  const int selected_row = find_widget<listbox>(get_window(), "savegame_list", false).get_selected_row();
275  if(selected_row < 0) {
276  find_widget<button>(get_window(), "delete", false).set_active(false);
277  } else {
278  find_widget<button>(get_window(), "delete", false).set_active(!save_index_manager_->read_only());
280  successfully_displayed_a_game = true;
281  }
282  } catch(const config::error& e) {
283  // Clear the UI widgets, show an error message.
284  const std::string preamble = _("The selected file is corrupt: ");
285  const std::string message = e.message.empty() ? "(no details)" : e.message;
286  ERR_GAMELOADDLG << preamble << message;
287  }
288 
289  if(!successfully_displayed_a_game) {
290  find_widget<minimap>(get_window(), "minimap", false).set_map_data("");
291  find_widget<label>(get_window(), "lblScenario", false)
292  .set_label("");
293  find_widget<scroll_label>(get_window(), "slblSummary", false)
294  .set_label("");
295 
296  listbox& leader_list = find_widget<listbox>(get_window(), "leader_list", false);
297  leader_list.clear();
298 
299  toggle_button& replay_toggle = dynamic_cast<toggle_button&>(*show_replay_->get_widget());
300  toggle_button& cancel_orders_toggle = dynamic_cast<toggle_button&>(*cancel_orders_->get_widget());
301  toggle_button& change_difficulty_toggle = dynamic_cast<toggle_button&>(*change_difficulty_->get_widget());
302 
303  replay_toggle.set_active(false);
304  cancel_orders_toggle.set_active(false);
305  change_difficulty_toggle.set_active(false);
306  }
307 
308  // Disable Load button if nothing is selected or if the currently selected file can't be loaded
309  find_widget<button>(get_window(), "ok", false).set_active(successfully_displayed_a_game);
310 
311  // Disable 'Enter' loading in the same circumstance
312  get_window()->set_enter_disabled(!successfully_displayed_a_game);
313 }
314 
315 void game_load::filter_text_changed(const std::string& text)
316 {
317  listbox& list = find_widget<listbox>(get_window(), "savegame_list", false);
318 
319  const std::vector<std::string> words = utils::split(text, ' ');
320 
321  if(words == last_words_)
322  return;
323  last_words_ = words;
324 
325  boost::dynamic_bitset<> show_items;
326  show_items.resize(list.get_item_count(), true);
327 
328  if(!text.empty()) {
329  for(unsigned int i = 0; i < list.get_item_count() && i < games_.size(); i++) {
330  bool found = false;
331  for(const auto & word : words)
332  {
333  found = std::search(games_[i].name().begin(),
334  games_[i].name().end(),
335  word.begin(),
336  word.end(),
338  != games_[i].name().end();
339 
340  if(!found) {
341  // one word doesn't match, we don't reach words.end()
342  break;
343  }
344  }
345 
346  show_items[i] = found;
347  }
348  }
349 
350  list.set_row_shown(show_items);
351 }
352 
353 void game_load::evaluate_summary_string(std::stringstream& str, const config& cfg_summary)
354 {
355  if(cfg_summary["corrupt"].to_bool()) {
356  str << "\n<span color='#f00'>" << _("(Invalid)") << "</span>";
357  // \todo: this skips the catch() statement in display_savegame. Low priority, as the
358  // dialog's state is reasonable; the "load" button is inactive, the "delete" button is
359  // active, and (cosmetic bug) it leaves the "change difficulty" toggle active. Can be
360  // triggered by creating an empty file in the save directory.
361  return;
362  }
363 
364  const std::string& campaign_type = cfg_summary["campaign_type"];
365  const std::string campaign_id = cfg_summary["campaign"];
366  auto campaign_type_enum = campaign_type::get_enum(campaign_type);
367 
368  if(campaign_type_enum) {
369  switch(*campaign_type_enum) {
370  case campaign_type::type::scenario: {
371  const config* campaign = nullptr;
372  if(!campaign_id.empty()) {
373  if(auto c = cache_config_.find_child("campaign", "id", campaign_id)) {
374  campaign = c.ptr();
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 campaign_type::type::multiplayer:
395  str << _("Multiplayer");
396  break;
397  case campaign_type::type::tutorial:
398  str << _("Tutorial");
399  break;
400  case campaign_type::type::test:
401  str << _("Test scenario");
402  break;
403  }
404  } else {
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  if(campaign_type_enum) {
419  switch (*campaign_type_enum) {
420  case campaign_type::type::scenario:
421  case campaign_type::type::multiplayer: {
422  const config* campaign = nullptr;
423  if (!campaign_id.empty()) {
424  if (auto c = cache_config_.find_child("campaign", "id", campaign_id)) {
425  campaign = c.ptr();
426  }
427  }
428 
429  // 'SCENARIO' or SP should only ever be campaigns
430  // 'MULTIPLAYER' may be a campaign with difficulty or single scenario without difficulty
431  // For the latter do not show the difficulty - even though it will be listed as
432  // NORMAL -> Medium in the save file it should not be considered valid (GitHub Issue #5321)
433  if (campaign != nullptr) {
434  str << "\n" << _("Difficulty: ");
435  try {
436  const config& difficulty = campaign->find_mandatory_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 
447  break;
448  }
449  case campaign_type::type::tutorial:
450  case campaign_type::type::test:
451  break;
452  }
453  } else {
454  }
455 
456  if(!cfg_summary["version"].empty()) {
457  str << "\n" << _("Version: ") << cfg_summary["version"];
458  }
459 
460  const std::vector<std::string>& active_mods = utils::split(cfg_summary["active_mods"]);
461  if(!active_mods.empty()) {
462  str << "\n" << _("Modifications: ");
463  for(const auto& mod_id : active_mods) {
464  std::string mod_name;
465  try {
466  mod_name = cache_config_.find_mandatory_child("modification", "id", mod_id)["name"].str();
467  } catch(const config::error&) {
468  // Fallback to nontranslatable mod id.
469  mod_name = "(" + mod_id + ")";
470  }
471 
472  str << "\n" << font::unicode_bullet << " " << mod_name;
473  }
474  }
475 }
477 {
479 }
480 
482 {
483  listbox& list = find_widget<listbox>(get_window(), "savegame_list", false);
484 
485  const std::size_t index = std::size_t(list.get_selected_row());
486  if(index < games_.size()) {
487 
488  // See if we should ask the user for deletion confirmation
490  if(!gui2::dialogs::game_delete::execute()) {
491  return;
492  }
493  }
494 
495  // Delete the file
496  save_index_manager_->delete_game(games_[index].name());
497 
498  // Remove it from the list of saves
499  games_.erase(games_.begin() + index);
500 
501  list.remove_row(index);
502 
504  }
505 }
506 
507 void game_load::key_press_callback(const SDL_Keycode key)
508 {
509  //
510  // Don't delete games when we're typing in the textbox!
511  //
512  // I'm not sure if this check was necessary when I first added this feature
513  // (I didn't check at the time), but regardless, it's needed now. If it turns
514  // out I screwed something up in my refactoring, I'll remove this.
515  //
516  // - vultraz, 2017-08-28
517  //
518  if(find_widget<text_box>(get_window(), "txtFilter", false).get_state() == text_box_base::FOCUSED) {
519  return;
520  }
521 
522  if(key == SDLK_DELETE) {
524  }
525 }
526 
528 {
529  menu_button& dir_list = find_widget<menu_button>(get_window(), "dirList", false);
530 
531  const auto& path = dir_list.get_value_config()["path"].str();
532  if(path.empty()) {
534  } else {
535  save_index_manager_ = std::make_shared<savegame::save_index_class>(path);
536  }
537 
540 }
541 
542 } // namespace dialogs
std::string filename_
Definition: action_wml.cpp:555
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:161
config & find_mandatory_child(config_key_type key, const std::string &name, const std::string &value)
Definition: config.cpp:817
child_itors child_range(config_key_type key)
Definition: config.cpp:277
bool empty() const
Definition: config.cpp:856
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:50
std::vector< std::string > last_words_
Definition: game_load.hpp:90
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:183
field_bool * show_replay_
Definition: game_load.hpp:82
game_load(const game_config_view &cache_config, savegame::load_game_metadata &data)
Definition: game_load.cpp:83
void key_press_callback(const SDL_Keycode key)
Definition: game_load.cpp:507
void evaluate_summary_string(std::stringstream &str, const config &cfg_summary)
Definition: game_load.cpp:353
void set_save_dir_list(menu_button &dir_list)
Definition: game_load.cpp:134
field_bool * cancel_orders_
Definition: game_load.hpp:83
const game_config_view & cache_config_
Definition: game_load.hpp:88
virtual void pre_show(window &window) override
Actions to be taken before showing the window.
Definition: game_load.cpp:97
std::shared_ptr< savegame::save_index_class > & save_index_manager_
Definition: game_load.hpp:79
std::string & filename_
Definition: game_load.hpp:78
std::vector< savegame::save_info > games_
Definition: game_load.hpp:87
void populate_game_list()
Update (both internally and visually) the list of games.
Definition: game_load.cpp:157
void filter_text_changed(const std::string &text)
Definition: game_load.cpp:315
field_bool * change_difficulty_
Definition: game_load.hpp:81
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:46
void set_row_shown(const unsigned row, const bool shown)
Makes a row visible or invisible.
Definition: listbox.cpp:139
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:62
void register_sorting_option(const int col, const Func &f)
Definition: listbox.hpp:263
void remove_row(const unsigned row, unsigned count=1)
Removes a row in the listbox.
Definition: listbox.cpp:82
void clear()
Removes all the rows in the listbox, clearing it.
Definition: listbox.cpp:121
int get_selected_row() const
Returns the first selected row.
Definition: listbox.cpp:271
unsigned get_item_count() const
Returns the number of items in the listbox.
Definition: listbox.cpp:127
A menu_button is a styled_widget to choose an element from a list of elements.
Definition: menu_button.hpp:62
const ::config & get_value_config() const
Returns the entire config object for the selected row.
Definition: menu_button.hpp:99
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:63
virtual void set_label(const t_string &label)
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:471
@ 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:67
void set_enter_disabled(const bool enter_disabled)
Disable the enter key.
Definition: window.hpp:331
void keyboard_capture(widget *widget)
Definition: window.cpp:1224
void invalidate_layout()
Updates the size of the window.
Definition: window.cpp:776
void add_to_keyboard_chain(widget *widget)
Adds the widget to the keyboard chain.
Definition: window.cpp:1230
static bool is_replay_save(const config &cfg)
Definition: savegame.hpp:126
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
Filename and modification date for a file list.
Definition: save_index.hpp:27
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:52
static lg::log_domain log_gameloaddlg
Definition: game_load.cpp:51
static std::string _(const char *str)
Definition: gettext.hpp:93
Define the common log macros for the gui toolkit.
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:65
#define REGISTER_DIALOG(window_id)
Wrapper for REGISTER_DIALOG2.
bool open_object([[maybe_unused]] const std::string &path_or_url)
Definition: open.cpp:47
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:86
const bool & debug
Definition: game_config.cpp:91
unsigned int tile_size
Definition: game_config.cpp:51
void connect_signal_pre_key_press(dispatcher &dispatcher, const signal_keyboard &signal)
Connects the signal for 'snooping' on the keypress.
Definition: dispatcher.cpp:174
void connect_signal_notify_modified(dispatcher &dispatcher, const signal_notification &signal)
Connects a signal handler for getting a notification upon modification.
Definition: dispatcher.cpp:205
void connect_signal_mouse_left_click(dispatcher &dispatcher, const signal &signal)
Connects a signal handler for a left mouse button click.
Definition: dispatcher.cpp:179
std::map< std::string, widget_item > widget_data
Definition: widget.hpp:35
std::map< std::string, t_string > widget_item
Definition: widget.hpp:32
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:414
bool exists(const image::locator &i_locator)
Returns true if the given image actually exists, without loading it.
Definition: picture.cpp:879
bool ask_delete_saves()
Definition: game.cpp:776
const config & options()
Definition: game.cpp:555
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
bool chars_equal_insensitive(char a, char b)
Definition: general.hpp:24
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:199
This file contains the settings handling of the widget library.
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