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https://github.com/wesnoth/wesnoth
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Fix bug #7810
*The widget doesn't fall out of scope till after the game is played, so before the game starts call set_focus(false)
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2
configure
vendored
2
configure
vendored
@ -1333,7 +1333,7 @@ ac_compiler_gnu=$ac_cv_c_compiler_gnu
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PACKAGE=wesnoth
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PACKAGE=wesnoth
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MAJOR_VERSION="0"
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MAJOR_VERSION="0"
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MINOR_VERSION="6"
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MINOR_VERSION="6"
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MICRO_VERSION="99.3"
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MICRO_VERSION="99.4-CVS"
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if test "x$MICRO_VERSION" = "x"; then
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if test "x$MICRO_VERSION" = "x"; then
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VERSION=$MAJOR_VERSION.$MINOR_VERSION
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VERSION=$MAJOR_VERSION.$MINOR_VERSION
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@ -30,6 +30,7 @@
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#include "widgets/combo.hpp"
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#include "widgets/combo.hpp"
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#include "widgets/menu.hpp"
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#include "widgets/menu.hpp"
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#include "widgets/slider.hpp"
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#include "widgets/slider.hpp"
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#include "widgets/widget.hpp"
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#include <iostream>
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#include <iostream>
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#include <sstream>
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#include <sstream>
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@ -196,6 +197,7 @@ int play_multiplayer(display& disp, game_data& units_data, config cfg,
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if(launch_game.process(mousex,mousey,left_button)) {
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if(launch_game.process(mousex,mousey,left_button)) {
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if(name_entry.text().empty() == false) {
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if(name_entry.text().empty() == false) {
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//Connector
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//Connector
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name_entry.set_focus(false);
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mp_connect connector(disp, name_entry.text(), cfg, units_data, state);
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mp_connect connector(disp, name_entry.text(), cfg, units_data, state);
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const int res = connector.load_map(maps_menu.selection(), cur_turns, cur_villagegold, fog_game.checked(), shroud_game.checked());
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const int res = connector.load_map(maps_menu.selection(), cur_turns, cur_villagegold, fog_game.checked(), shroud_game.checked());
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@ -34,8 +34,6 @@ public:
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void set_text(std::string text);
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void set_text(std::string text);
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void clear();
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void clear();
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void set_focus(bool new_focus);
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protected:
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protected:
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using widget::bg_restore;
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using widget::bg_restore;
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using widget::update;
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using widget::update;
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