49 const std::string&
id,
59 std::replace(this->name.begin(), this->name.end(),
' ',
'_');
74 const std::unique_ptr<pump_impl>
impl_;
87 void set_undo_disabled(
bool mutated);
92 bool action_canceled();
95 void set_action_canceled();
98 bool context_skip_messages();
101 void context_skip_messages(
bool skip);
107 void put_wml_message(
const std::string& logger,
const std::string& message,
bool in_chat);
120 const std::string&
id,
125 void raise(
const std::string& event,
126 const std::string& id,
131 inline void raise(
const std::string& event,
136 raise(event,
"", loc1, loc2, data);
142 void flush_messages();
149 void fill_wml_messages_map(std::map<std::string, int>& msg_map, std::stringstream& source);
151 void show_wml_messages(std::stringstream& source,
const std::string& caption,
bool to_cerr);
153 void show_wml_errors();
155 void show_wml_messages();
157 void put_wml_message(
lg::logger& logger,
const std::string& prefix,
const std::string& message,
bool in_chat);
Definitions for the interface to Wesnoth Markup Language (WML).
queued_event(const std::string &name, const std::string &id, const entity_location &loc1, const entity_location &loc2, const config &data)
The game event manager loads the scenario configuration object, and ensures that events are handled a...
const std::unique_ptr< pump_impl > impl_
std::shared_ptr< event_handler > handler_ptr
std::tuple< bool, bool > pump_result_t
A config object defines a single node in a WML file, with access to child nodes.
Define locations as used by the game's events mechanism.