const std::string& twindow_builder::read(const config& cfg)
{
    /*WIKI
     * @page = GUIToolkitWML
     * @order = 1_window
     *
     * = Window definition =
     *
     * A window defines how a window looks in the game.
     *
     * @start_table = config
     *     id (string)                   Unique id for this window.
     *     description (t_string)        Unique translatable name for this window.
     *
     *     resolution (section)          The definitions of the window in various
     *                                   resolutions.
     * @end_table
     *
     */

    id_ = cfg["id"];
    description_ = cfg["description"];

    VALIDATE(!id_.empty(), missing_mandatory_wml_key("window", "id"));
    VALIDATE(!description_.empty(), missing_mandatory_wml_key("window", "description"));

    DBG_GUI_P << "Window builder: reading data for window " << id_ << ".\n";

    config::const_child_itors cfgs = cfg.child_range("resolution");
    VALIDATE(cfgs.first != cfgs.second, _("No resolution defined."));
    foreach (const config &i, cfgs) {
        resolutions.push_back(tresolution(i));
    }
Beispiel #2
0
/*WIKI
 * @page = GUIToolkitWML
 * @order = 1_window
 * @begin{parent}{name="gui/"}
 * = Window definition =
 * @begin{tag}{name="window"}{min="0"}{max="-1"}
 *
 * A window defines how a window looks in the game.
 *
 * @begin{table}{config}
 *     id & string & &               Unique id for this window. $
 *     description & t_string & &    Unique translatable name for this
 *                                   window. $
 *
 *     resolution & section & &      The definitions of the window in various
 *                                   resolutions. $
 * @end{table}
 * @end{tag}{name="window"}
 * @end{parent}{name="gui/"}
 *
 *
 */
const std::string& twindow_builder::read(const config& cfg)
{
	id_ = cfg["id"].str();
	description_ = cfg["description"].str();

	VALIDATE(!id_.empty(), missing_mandatory_wml_key("window", "id"));
	VALIDATE(!description_.empty(),
			 missing_mandatory_wml_key("window", "description"));

	DBG_GUI_P << "Window builder: reading data for window " << id_ << ".\n";

	config::const_child_itors cfgs = cfg.child_range("resolution");
	VALIDATE(cfgs.first != cfgs.second, _("No resolution defined."));
	for(const auto & i : cfgs)
	{
		resolutions.push_back(tresolution(i));
	}

	return id_;
}
Beispiel #3
0
const std::string& twindow_builder::read(const config& cfg)
{
/*WIKI
 * @page = GUIToolkitWML
 * @order = 1_window
 * @begin{parent}{name="gui/"}
 * = Window definition =
 * @begin{tag}{name="window"}{min="0"}{max="-1"}
 *
 * A window defines how a window looks in the game.
 *
 * @begin{table}{config}
 *     id & string & &                  Unique id for this window. $
 *     description & t_string & &       Unique translatable name for this window. $
 *
 *     resolution & section & &        The definitions of the window in various
 *                                   resolutions. $
 * @end{table}
 * @end{tag}{name="window"}
 * @end{parent}{name="gui/"}
 *
 *
 */

	id_ = cfg["id"].str();
	description_ = cfg["description"].str();

	VALIDATE(!id_.empty(), missing_mandatory_wml_key("window", "id"));
	VALIDATE(!description_.empty(), missing_mandatory_wml_key("window", "description"));

	DBG_GUI_P << "Window builder: reading data for window " << id_ << ".\n";

	config::const_child_itors cfgs = cfg.child_range("resolution");
	VALIDATE(cfgs.first != cfgs.second, _("No resolution defined."));
	resolutions.clear();
	BOOST_FOREACH(const config &i, cfgs) {
		resolutions.push_back(tresolution(i));
	}
Beispiel #4
0
const std::string& twindow_builder::read(const config& cfg)
{
/*WIKI
 * @page = GUIToolkitWML
 * @order = 1_window
 *
 * = Window definition =
 *
 * A window defines how a window looks in the game.
 *
 * @start_table = config
 *     id (string)                   Unique id for this window.
 *     description (t_string)        Unique translatable name for this window.
 *
 *     resolution (section)          The definitions of the window in various
 *                                   resolutions.
 * @end_table
 *
 */

	id_ = cfg["id"];
	description_ = cfg["description"];

	VALIDATE(!id_.empty(), missing_mandatory_wml_key("window", "id"));
	VALIDATE(!description_.empty(), missing_mandatory_wml_key("window", "description"));

	DBG_G_P << "Window builder: reading data for window " << id_ << ".\n";

	const config::child_list& cfgs = cfg.get_children("resolution");
	VALIDATE(!cfgs.empty(), _("No resolution defined."));
	for(std::vector<config*>::const_iterator itor = cfgs.begin();
			itor != cfgs.end(); ++itor) {

		resolutions.push_back(tresolution(**itor));
	}

	return id_;
}