*The widget doesn't fall out of scope till after the game is played, so
  before the game starts call set_focus(false)
This commit is contained in:
uid68698 2004-02-20 10:14:19 +00:00
parent 671d1ce61b
commit 49a3ea926b
3 changed files with 3 additions and 3 deletions

2
configure vendored
View file

@ -1333,7 +1333,7 @@ ac_compiler_gnu=$ac_cv_c_compiler_gnu
PACKAGE=wesnoth
MAJOR_VERSION="0"
MINOR_VERSION="6"
MICRO_VERSION="99.3"
MICRO_VERSION="99.4-CVS"
if test "x$MICRO_VERSION" = "x"; then
VERSION=$MAJOR_VERSION.$MINOR_VERSION

View file

@ -30,6 +30,7 @@
#include "widgets/combo.hpp"
#include "widgets/menu.hpp"
#include "widgets/slider.hpp"
#include "widgets/widget.hpp"
#include <iostream>
#include <sstream>
@ -196,6 +197,7 @@ int play_multiplayer(display& disp, game_data& units_data, config cfg,
if(launch_game.process(mousex,mousey,left_button)) {
if(name_entry.text().empty() == false) {
//Connector
name_entry.set_focus(false);
mp_connect connector(disp, name_entry.text(), cfg, units_data, state);
const int res = connector.load_map(maps_menu.selection(), cur_turns, cur_villagegold, fog_game.checked(), shroud_game.checked());

View file

@ -34,8 +34,6 @@ public:
void set_text(std::string text);
void clear();
void set_focus(bool new_focus);
protected:
using widget::bg_restore;
using widget::update;