The Battle for Wesnoth  1.15.7+dev
game_load.cpp
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1 /*
2  Copyright (C) 2008 - 2018 by Jörg Hinrichs <joerg.hinrichs@alice-dsl.de>
3  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
4 
5  This program is free software; you can redistribute it and/or modify
6  it under the terms of the GNU General Public License as published by
7  the Free Software Foundation; either version 2 of the License, or
8  (at your option) any later version.
9  This program is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY.
11 
12  See the COPYING file for more details.
13 */
14 
15 #define GETTEXT_DOMAIN "wesnoth-lib"
16 
18 
19 #include "desktop/open.hpp"
20 #include "filesystem.hpp"
21 #include "font/pango/escape.hpp"
22 #include "formatter.hpp"
23 #include "formula/string_utils.hpp"
24 #include "game_classification.hpp"
25 #include "game_config.hpp"
26 #include "gettext.hpp"
27 #include "gui/auxiliary/field.hpp"
28 #include "gui/core/log.hpp"
30 #include "gui/widgets/button.hpp"
31 #include "gui/widgets/image.hpp"
32 #include "gui/widgets/label.hpp"
33 #include "gui/widgets/listbox.hpp"
34 #include "gui/widgets/minimap.hpp"
36 #include "gui/widgets/settings.hpp"
37 #include "gui/widgets/text_box.hpp"
39 #include "gui/widgets/window.hpp"
40 #include "language.hpp"
41 #include "picture.hpp"
42 #include "preferences/game.hpp"
44 #include "utils/general.hpp"
45 #include "utils/functional.hpp"
46 #include "game_config_view.hpp"
47 
48 #include <cctype>
49 
50 static lg::log_domain log_gameloaddlg{"gui/dialogs/game_load_dialog"};
51 #define ERR_GAMELOADDLG LOG_STREAM(err, log_gameloaddlg)
52 #define WRN_GAMELOADDLG LOG_STREAM(warn, log_gameloaddlg)
53 #define LOG_GAMELOADDLG LOG_STREAM(info, log_gameloaddlg)
54 #define DBG_GAMELOADDLG LOG_STREAM(debug, log_gameloaddlg)
55 
56 namespace gui2
57 {
58 namespace dialogs
59 {
60 
61 /*WIKI
62  * @page = GUIWindowDefinitionWML
63  * @order = 2_game_load
64  *
65  * == Load a game ==
66  *
67  * This shows the dialog to select and load a savegame file.
68  *
69  * @begin{table}{dialog_widgets}
70  *
71  * txtFilter & & text & m &
72  * The filter for the listbox items. $
73  *
74  * dirList & & menu_button & m &
75  * Allows changing directory to the directories for old versions of Wesnoth. $
76  *
77  * savegame_list & & listbox & m &
78  * List of savegames. $
79  *
80  * -filename & & styled_widget & m &
81  * Name of the savegame. $
82  *
83  * -date & & styled_widget & o &
84  * Date the savegame was created. $
85  *
86  * -minimap & & minimap & m &
87  * Minimap of the selected savegame. $
88  *
89  * -imgLeader & & image & m &
90  * The image of the leader in the selected savegame. $
91  *
92  * -lblScenario & & label & m &
93  * The name of the scenario of the selected savegame. $
94  *
95  * -lblSummary & & label & m &
96  * Summary of the selected savegame. $
97  *
98  * delete & & button & m &
99  * Delete the selected savegame. $
100  *
101  * @end{table}
102  */
103 
104 REGISTER_DIALOG(game_load)
105 
106 game_load::game_load(const game_config_view& cache_config, savegame::load_game_metadata& data)
107  : filename_(data.filename)
108  , save_index_manager_(data.manager)
109  , change_difficulty_(register_bool("change_difficulty", true, data.select_difficulty))
110  , show_replay_(register_bool("show_replay", true, data.show_replay))
111  , cancel_orders_(register_bool("cancel_orders", true, data.cancel_orders))
112  , summary_(data.summary)
113  , games_()
114  , cache_config_(cache_config)
115  , last_words_()
116 {
117 }
118 
120 {
121  // Allow deleting saves with the Delete key.
122  connect_signal_pre_key_press(window, std::bind(&game_load::key_press_callback, this, _5));
123 
124  find_widget<minimap>(&window, "minimap", false).set_config(&cache_config_);
125 
126  text_box* filter = find_widget<text_box>(&window, "txtFilter", false, true);
127 
128  filter->set_text_changed_callback(std::bind(&game_load::filter_text_changed, this, _2));
129 
130  listbox& list = find_widget<listbox>(&window, "savegame_list", false);
131 
133 
134  window.keyboard_capture(filter);
135  window.add_to_keyboard_chain(&list);
136 
137  list.register_sorting_option(0, [this](const int i) { return games_[i].name(); });
138  list.register_sorting_option(1, [this](const int i) { return games_[i].modified(); });
139 
141 
142  connect_signal_mouse_left_click(find_widget<button>(&window, "delete", false),
143  std::bind(&game_load::delete_button_callback, this));
144 
145  connect_signal_mouse_left_click(find_widget<button>(&window, "browse_saves_folder", false),
146  std::bind(&game_load::browse_button_callback, this));
147 
148  menu_button& dir_list = find_widget<menu_button>(&window, "dirList", false);
149 
150  dir_list.set_use_markup(true);
151  set_save_dir_list(dir_list);
152 
154 
156 }
157 
159 {
160  const auto other_dirs = filesystem::find_other_version_saves_dirs();
161  if(other_dirs.empty()) {
163  return;
164  }
165 
166  std::vector<config> options;
167 
168  // The first option in the list is the current version's save dir
169  options.emplace_back("label", _("game_version^Current Version"), "path", "");
170 
171  for(const auto& known_dir : other_dirs) {
172  if(!known_dir.path.empty()) {
173  options.emplace_back(
174  "label", VGETTEXT("game_version^Wesnoth $version", utils::string_map{{"version", known_dir.version}}),
175  "path", known_dir.path
176  );
177  }
178  }
179 
180  dir_list.set_values(options);
181 }
182 
184 {
185  listbox& list = find_widget<listbox>(get_window(), "savegame_list", false);
186 
187  list.clear();
188 
189  games_ = save_index_manager_->get_saves_list();
190 
191  for(const auto& game : games_) {
192  std::map<std::string, string_map> data;
194 
195  std::string name = game.name();
196  utils::ellipsis_truncate(name, 40);
197  item["label"] = name;
198  data.emplace("filename", item);
199 
200  item["label"] = game.format_time_summary();
201  data.emplace("date", item);
202 
203  list.add_row(data);
204  }
205 
206  find_widget<button>(get_window(), "delete", false).set_active(!save_index_manager_->read_only());
207 }
208 
210 {
211  const int selected_row =
212  find_widget<listbox>(get_window(), "savegame_list", false).get_selected_row();
213 
214  if(selected_row == -1) {
215  return;
216  }
217 
218  savegame::save_info& game = games_[selected_row];
219  filename_ = game.name();
220  summary_ = game.summary();
221 
222  find_widget<minimap>(get_window(), "minimap", false)
223  .set_map_data(summary_["map_data"]);
224 
225  find_widget<label>(get_window(), "lblScenario", false)
226  .set_label(summary_["label"]);
227 
228  listbox& leader_list = find_widget<listbox>(get_window(), "leader_list", false);
229 
230  leader_list.clear();
231 
232  const std::string sprite_scale_mod = (formatter() << "~SCALE_INTO(" << game_config::tile_size << ',' << game_config::tile_size << ')').str();
233 
234  for(const auto& leader : summary_.child_range("leader")) {
235  std::map<std::string, string_map> data;
237 
238  // First, we evaluate whether the leader image as provided exists.
239  // If not, we try getting a binary path-independent path. If that still doesn't
240  // work, we fallback on unknown-unit.png.
241  std::string leader_image = leader["leader_image"].str();
242  if(!::image::exists(leader_image)) {
243  leader_image = filesystem::get_independent_image_path(leader_image);
244 
245  // The leader TC modifier isn't appending if the independent image path can't
246  // be resolved during save_index entry creation, so we need to add it here.
247  if(!leader_image.empty()) {
248  leader_image += leader["leader_image_tc_modifier"].str();
249  }
250  }
251 
252  if(leader_image.empty()) {
253  leader_image = "units/unknown-unit.png" + leader["leader_image_tc_modifier"].str();
254  } else {
255  // Scale down any sprites larger than 72x72
256  leader_image += sprite_scale_mod;
257  }
258 
259  item["label"] = leader_image;
260  data.emplace("imgLeader", item);
261 
262  item["label"] = leader["leader_name"];
263  data.emplace("leader_name", item);
264 
265  item["label"] = leader["gold"];
266  data.emplace("leader_gold", item);
267 
268  item["label"] = leader["units"];
269  data.emplace("leader_troops", item);
270 
271  item["label"] = leader["recall_units"];
272  data.emplace("leader_reserves", item);
273 
274  leader_list.add_row(data);
275  }
276 
277  std::stringstream str;
278  str << game.format_time_local() << "\n";
280 
281  // The new label value may have more or less lines than the previous value, so invalidate the layout.
282  find_widget<scroll_label>(get_window(), "slblSummary", false).set_label(str.str());
284 
285  toggle_button& replay_toggle = dynamic_cast<toggle_button&>(*show_replay_->get_widget());
286  toggle_button& cancel_orders_toggle = dynamic_cast<toggle_button&>(*cancel_orders_->get_widget());
287  toggle_button& change_difficulty_toggle = dynamic_cast<toggle_button&>(*change_difficulty_->get_widget());
288 
289  const bool is_replay = savegame::loadgame::is_replay_save(summary_);
290  const bool is_scenario_start = summary_["turn"].empty();
291 
292  // Always toggle show_replay on if the save is a replay
293  replay_toggle.set_value(is_replay);
294  replay_toggle.set_active(!is_replay && !is_scenario_start);
295 
296  // Cancel orders doesn't make sense on replay saves or start-of-scenario saves
297  cancel_orders_toggle.set_active(!is_replay && !is_scenario_start);
298 
299  // Changing difficulty doesn't make sense on non-start-of-scenario saves
300  change_difficulty_toggle.set_active(!is_replay && is_scenario_start);
301 }
302 
303 // This is a wrapper that prevents a corrupted save file (if it happens to be
304 // the first in the list) from making the dialog fail to open.
306 {
307  try {
309  } catch(const config::error& e) {
310  // Clear the UI widgets, show an error message.
311  const std::string preamble = _("The selected file is corrupt: ");
312  const std::string message = e.message.empty() ? "(no details)" : e.message;
313  ERR_GAMELOADDLG << preamble << message << "\n";
314  find_widget<minimap>(get_window(), "minimap", false).set_map_data("");
315  find_widget<label>(get_window(), "lblScenario", false)
316  .set_label(preamble);
317  find_widget<scroll_label>(get_window(), "slblSummary", false)
318  .set_label(message);
319 
320  listbox& leader_list = find_widget<listbox>(get_window(), "leader_list", false);
321  leader_list.clear();
322 
323  toggle_button& replay_toggle = dynamic_cast<toggle_button&>(*show_replay_->get_widget());
324  toggle_button& cancel_orders_toggle = dynamic_cast<toggle_button&>(*cancel_orders_->get_widget());
325  toggle_button& change_difficulty_toggle = dynamic_cast<toggle_button&>(*change_difficulty_->get_widget());
326 
327  replay_toggle.set_active(false);
328  cancel_orders_toggle.set_active(false);
329  change_difficulty_toggle.set_active(false);
330  }
331 }
332 
334 {
335  listbox& list = find_widget<listbox>(get_window(), "savegame_list", false);
336 
337  const std::vector<std::string> words = utils::split(text, ' ');
338 
339  if(words == last_words_)
340  return;
341  last_words_ = words;
342 
343  boost::dynamic_bitset<> show_items;
344  show_items.resize(list.get_item_count(), true);
345 
346  if(!text.empty()) {
347  for(unsigned int i = 0; i < list.get_item_count() && i < games_.size(); i++) {
348  bool found = false;
349  for(const auto & word : words)
350  {
351  found = std::search(games_[i].name().begin(),
352  games_[i].name().end(),
353  word.begin(),
354  word.end(),
356  != games_[i].name().end();
357 
358  if(!found) {
359  // one word doesn't match, we don't reach words.end()
360  break;
361  }
362  }
363 
364  show_items[i] = found;
365  }
366  }
367 
368  list.set_row_shown(show_items);
369 
370  const bool any_shown = list.any_rows_shown();
371 
372  // Disable Load button if no games are available
373  find_widget<button>(get_window(), "ok", false).set_active(any_shown);
374 
375  // Disable 'Enter' loading if no games are available
376  get_window()->set_enter_disabled(!any_shown);
377 }
378 
379 void game_load::evaluate_summary_string(std::stringstream& str, const config& cfg_summary)
380 {
381  std::string difficulty_human_str = string_table[cfg_summary["difficulty"]];
382  if(cfg_summary["corrupt"].to_bool()) {
383  str << "\n<span color='#f00'>" << _("(Invalid)") << "</span>";
384 
385  return;
386  }
387 
388  const std::string& campaign_type = cfg_summary["campaign_type"];
389 
390  try {
391  switch(game_classification::CAMPAIGN_TYPE::string_to_enum(campaign_type).v) {
393  const std::string campaign_id = cfg_summary["campaign"];
394 
395  const config* campaign = nullptr;
396  if(!campaign_id.empty()) {
397  if(const config& c = cache_config_.find_child("campaign", "id", campaign_id)) {
398  campaign = &c;
399  }
400  }
401 
402  if (campaign != nullptr) {
403  try {
404  const config &difficulty = campaign->find_child("difficulty", "define", cfg_summary["difficulty"]);
405  std::ostringstream ss;
406  ss << difficulty["label"] << " (" << difficulty["description"] << ")";
407  difficulty_human_str = ss.str();
408  } catch(const config::error&) {
409  }
410  }
411 
412  utils::string_map symbols;
413  if(campaign != nullptr) {
414  symbols["campaign_name"] = (*campaign)["name"];
415  } else {
416  // Fallback to nontranslatable campaign id.
417  symbols["campaign_name"] = "(" + campaign_id + ")";
418  }
419 
420  str << VGETTEXT("Campaign: $campaign_name", symbols);
421 
422  // Display internal id for debug purposes if we didn't above
423  if(game_config::debug && (campaign != nullptr)) {
424  str << '\n' << "(" << campaign_id << ")";
425  }
426  break;
427  }
428  case game_classification::CAMPAIGN_TYPE::MULTIPLAYER:
429  str << _("Multiplayer");
430  break;
431  case game_classification::CAMPAIGN_TYPE::TUTORIAL:
432  str << _("Tutorial");
433  break;
434  case game_classification::CAMPAIGN_TYPE::TEST:
435  str << _("Test scenario");
436  break;
437  }
438  } catch(const bad_enum_cast&) {
439  str << campaign_type;
440  }
441 
442  str << "\n";
443 
444  if(savegame::loadgame::is_replay_save(cfg_summary)) {
445  str << _("Replay");
446  } else if(!cfg_summary["turn"].empty()) {
447  str << _("Turn") << " " << cfg_summary["turn"];
448  } else {
449  str << _("Scenario start");
450  }
451 
452  str << "\n" << _("Difficulty: ")
453  << difficulty_human_str;
454 
455  if(!cfg_summary["version"].empty()) {
456  str << "\n" << _("Version: ") << cfg_summary["version"];
457  }
458 
459  const std::vector<std::string>& active_mods = utils::split(cfg_summary["active_mods"]);
460  if(!active_mods.empty()) {
461  str << "\n" << _("Modifications: ");
462  for(const auto& mod_id : active_mods) {
463  std::string mod_name;
464  try {
465  mod_name = cache_config_.find_child("modification", "id", mod_id)["name"].str();
466  } catch(const config::error&) {
467  // Fallback to nontranslatable mod id.
468  mod_name = "(" + mod_id + ")";
469  }
470 
471  str << "\n" << font::unicode_bullet << " " << mod_name;
472  }
473  }
474 }
476 {
478 }
479 
481 {
482  listbox& list = find_widget<listbox>(get_window(), "savegame_list", false);
483 
484  const std::size_t index = std::size_t(list.get_selected_row());
485  if(index < games_.size()) {
486 
487  // See if we should ask the user for deletion confirmation
490  return;
491  }
492  }
493 
494  // Delete the file
495  save_index_manager_->delete_game(games_[index].name());
496 
497  // Remove it from the list of saves
498  games_.erase(games_.begin() + index);
499 
500  list.remove_row(index);
501 
502  // Close the dialog if there are no more saves
503  if(list.get_item_count() == 0) {
505  }
506 
508  }
509 }
510 
511 void game_load::key_press_callback(const SDL_Keycode key)
512 {
513  //
514  // Don't delete games when we're typing in the textbox!
515  //
516  // I'm not sure if this check was necessary when I first added this feature
517  // (I didn't check at the time), but regardless, it's needed now. If it turns
518  // out I screwed something up in my refactoring, I'll remove this.
519  //
520  // - vultraz, 2017-08-28
521  //
522  if(find_widget<text_box>(get_window(), "txtFilter", false).get_state() == text_box_base::FOCUSED) {
523  return;
524  }
525 
526  if(key == SDLK_DELETE) {
528  }
529 }
530 
532 {
533  menu_button& dir_list = find_widget<menu_button>(get_window(), "dirList", false);
534 
535  const auto& path = dir_list.get_value_config()["path"].str();
536  if(path.empty()) {
538  } else {
539  save_index_manager_ = std::make_shared<savegame::save_index_class>(path);
540  }
541 
544 }
545 
546 } // namespace dialogs
547 } // namespace gui2
Define the common log macros for the gui toolkit.
Dialog was closed with the CANCEL button.
Definition: retval.hpp:37
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:79
virtual void set_value(unsigned selected, bool fire_event=false) override
Inherited from selectable_item.
std::map< std::string, t_string > string_map
Simple push button.
Definition: menu_button.hpp:41
field_bool * change_difficulty_
Definition: game_load.hpp:68
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:836
Main class to show messages to the user.
Definition: message.hpp:34
#define ERR_GAMELOADDLG
Definition: game_load.cpp:51
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:188
std::shared_ptr< savegame::save_index_class > & save_index_manager_
Definition: game_load.hpp:66
void populate_game_list()
Update (both internally and visually) the list of games.
Definition: game_load.cpp:183
const game_config_view & cache_config_
Definition: game_load.hpp:75
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:362
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:511
void set_save_dir_list(menu_button &dir_list)
Definition: game_load.cpp:158
window * get_window() const
Returns a pointer to the dialog&#39;s window.
bool chars_equal_insensitive(char a, char b)
Definition: general.hpp:21
int get_selected_row() const
Returns the first selected row.
Definition: listbox.cpp:276
std::string str
Definition: statement.cpp:110
Implements some helper classes to ease adding fields to a dialog and hide the synchronization needed...
std::vector< std::string > last_words_
Definition: game_load.hpp:77
const config & summary() const
Definition: save_index.cpp:231
Class for a single line text area.
Definition: text_box.hpp:121
std::string filename_
Definition: action_wml.cpp:556
Generic file dialog.
Definition: field-fwd.hpp:22
bool exists(const image::locator &i_locator)
returns true if the given image actually exists, without loading it.
Definition: picture.cpp:1028
The listbox class.
Definition: listbox.hpp:42
std::string format_time_local() const
Definition: save_index.cpp:236
const config & options()
Definition: game.cpp:582
Desktop environment interaction functions.
static UNUSEDNOWARN std::string _(const char *str)
Definition: gettext.hpp:100
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
This file contains the settings handling of the widget library.
std::ostringstream wrapper.
Definition: formatter.hpp:38
void clear()
Removes all the rows in the listbox, clearing it.
Definition: listbox.cpp:126
void set_visible(const visibility visible)
Definition: widget.cpp:475
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
static bool is_replay_save(const config &cfg)
Definition: savegame.hpp:136
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:132
std::string get_independent_image_path(const std::string &filename)
Returns an image path to filename for binary path-independent use in saved games. ...
virtual void set_use_markup(bool use_markup)
bool any_rows_shown() const
Definition: listbox.cpp:227
std::vector< savegame::save_info > games_
Definition: game_load.hpp:74
const std::string & name() const
Definition: save_index.hpp:39
Various uncategorised dialogs.
styled_widget * get_widget()
Definition: field.hpp:206
bool open_object(const std::string &path_or_url)
Opens the specified object with the default application configured for its type.
Definition: open.cpp:46
virtual void pre_show(window &window) override
Inherited from modal_dialog.
Definition: game_load.cpp:119
std::size_t i
Definition: function.cpp:933
The user set the widget invisible, that means:
void filter_text_changed(const std::string &text)
Definition: game_load.cpp:333
std::string name
Definition: sdl_ttf.cpp:70
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:67
field_bool * show_replay_
Definition: game_load.hpp:69
Declarations for File-IO.
const bool & debug
void set_retval(const int retval, const bool close_window=true)
Sets there return value of the window.
Definition: window.hpp:363
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:71
const std::string unicode_bullet
Definition: constants.cpp:43
#define VGETTEXT(msgid,...)
Handy wrappers around interpolate_variables_into_string and gettext.
bool ask_delete_saves()
Definition: game.cpp:807
const config & find_child(config_key_type key, const std::string &name, const std::string &value) const
field_bool * cancel_orders_
Definition: game_load.hpp:70
std::string & filename_
Definition: game_load.hpp:65
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:166
std::vector< std::string > split(const config_attribute_value &val)
unsigned int tile_size
Definition: game_config.cpp:68
symbol_table string_table
Definition: language.cpp:64
void remove_row(const unsigned row, unsigned count=1)
Removes a row in the listbox.
Definition: listbox.cpp:87
std::string message
Definition: exceptions.hpp:31
void invalidate_layout()
Updates the size of the window.
Definition: window.cpp:805
static lg::log_domain log_gameloaddlg
Definition: game_load.cpp:50
#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:829
void register_sorting_option(const int col, const Func &f)
Definition: listbox.hpp:271
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:68
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:62
void set_row_shown(const unsigned row, const bool shown)
Makes a row visible or invisible.
Definition: listbox.cpp:144
void evaluate_summary_string(std::stringstream &str, const config &cfg_summary)
Definition: game_load.cpp:379
bool empty() const
Definition: config.cpp:884
Class for a toggle button.
std::pair< std::string, unsigned > item
Definition: help_impl.hpp:384
auto * ss
Definition: result_set.cpp:281
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