(svn r24316) -Feature: Allow setting adv. settings with limited range using a dropdown list.

This commit is contained in:
frosch 2012-06-01 15:19:38 +00:00
parent 625ec041b9
commit f7c9620271
1 changed files with 84 additions and 3 deletions

View File

@ -1333,6 +1333,9 @@ void SettingEntry::DrawSetting(GameSettings *settings_ptr, int left, int right,
if (sdb->cmd == SDT_BOOLX) {
/* Draw checkbox for boolean-value either on/off */
DrawBoolButton(buttons_left, button_y, value != 0, editable);
} else if ((sdb->flags & SGF_MULTISTRING) != 0) {
/* Draw [v] button for settings of an enum-type */
DrawDropDownButton(buttons_left, button_y, COLOUR_YELLOW, state != 0, editable);
} else {
/* Draw [<][>] boxes for settings of an integer-type */
DrawArrowButtons(buttons_left, button_y, COLOUR_YELLOW, state,
@ -1699,6 +1702,8 @@ struct GameSettingsWindow : Window {
SettingEntry *valuewindow_entry; ///< If non-NULL, pointer to setting for which a value-entering window has been opened.
SettingEntry *clicked_entry; ///< If non-NULL, pointer to a clicked numeric setting (with a depressed left or right button).
SettingEntry *last_clicked; ///< If non-NULL, pointer to the last clicked setting.
SettingEntry *valuedropdown_entry; ///< If non-NULL, pointer to the value for which a dropdown window is currently opened.
bool closing_dropdown; ///< True, if the dropdown list is currently closing.
Scrollbar *vscroll;
@ -1719,6 +1724,8 @@ struct GameSettingsWindow : Window {
this->valuewindow_entry = NULL; // No setting entry for which a entry window is opened
this->clicked_entry = NULL; // No numeric setting buttons are depressed
this->last_clicked = NULL;
this->valuedropdown_entry = NULL;
this->closing_dropdown = false;
this->CreateNestedTree(desc);
this->vscroll = this->GetScrollbar(WID_GS_SCROLLBAR);
@ -1747,6 +1754,17 @@ struct GameSettingsWindow : Window {
}
}
virtual void OnPaint()
{
if (this->closing_dropdown) {
this->closing_dropdown = false;
assert(this->valuedropdown_entry != NULL);
this->valuedropdown_entry->SetButtons(0);
this->valuedropdown_entry = NULL;
}
this->DrawWidgets();
}
virtual void DrawWidget(const Rect &r, int widget) const
{
switch (widget) {
@ -1821,8 +1839,45 @@ struct GameSettingsWindow : Window {
const void *var = ResolveVariableAddress(settings_ptr, sd);
int32 value = (int32)ReadValue(var, sd->save.conv);
/* clicked on the icon on the left side. Either scroller or bool on/off */
if (x < SETTING_BUTTON_WIDTH) {
/* clicked on the icon on the left side. Either scroller, bool on/off or dropdown */
if (x < SETTING_BUTTON_WIDTH && (sd->desc.flags & SGF_MULTISTRING)) {
const SettingDescBase *sdb = &sd->desc;
this->SetDisplayedHelpText(pe);
if (this->valuedropdown_entry == pe) {
/* unclick the dropdown */
HideDropDownMenu(this);
this->closing_dropdown = false;
this->valuedropdown_entry->SetButtons(0);
this->valuedropdown_entry = NULL;
} else {
if (this->valuedropdown_entry != NULL) this->valuedropdown_entry->SetButtons(0);
this->closing_dropdown = false;
const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_GS_OPTIONSPANEL);
int rel_y = (pt.y - (int)wid->pos_y - SETTINGTREE_TOP_OFFSET) % wid->resize_y;
Rect wi_rect;
wi_rect.left = pt.x - (_current_text_dir == TD_RTL ? SETTING_BUTTON_WIDTH - 1 - x : x);
wi_rect.right = wi_rect.left + SETTING_BUTTON_WIDTH - 1;
wi_rect.top = pt.y - rel_y + (SETTING_HEIGHT - SETTING_BUTTON_HEIGHT) / 2;
wi_rect.bottom = wi_rect.top + SETTING_BUTTON_HEIGHT - 1;
/* For dropdowns we also have to check the y position thoroughly, the mouse may not above the just opening dropdown */
if (pt.y >= wi_rect.top && pt.y <= wi_rect.bottom) {
this->valuedropdown_entry = pe;
this->valuedropdown_entry->SetButtons(SEF_LEFT_DEPRESSED);
DropDownList *list = new DropDownList();
for (int i = sdb->min; i <= (int)sdb->max; i++) {
list->push_back(new DropDownListStringItem(sdb->str_val + i - sdb->min, i, false));
}
ShowDropDownListAt(this, list, value, -1, wi_rect, COLOUR_ORANGE, true);
}
}
this->SetDirty();
} else if (x < SETTING_BUTTON_WIDTH) {
this->SetDisplayedHelpText(pe);
const SettingDescBase *sdb = &sd->desc;
int32 oldvalue = value;
@ -1860,7 +1915,7 @@ struct GameSettingsWindow : Window {
}
/* Set up scroller timeout for numeric values */
if (value != oldvalue && !(sd->desc.flags & SGF_MULTISTRING)) {
if (value != oldvalue) {
if (this->clicked_entry != NULL) { // Release previous buttons if any
this->clicked_entry->SetButtons(0);
}
@ -1933,6 +1988,32 @@ struct GameSettingsWindow : Window {
this->SetDirty();
}
virtual void OnDropdownSelect(int widget, int index)
{
assert(this->valuedropdown_entry != NULL);
const SettingDesc *sd = this->valuedropdown_entry->d.entry.setting;
assert(sd->desc.flags & SGF_MULTISTRING);
if ((sd->desc.flags & SGF_PER_COMPANY) != 0) {
SetCompanySetting(this->valuedropdown_entry->d.entry.index, index);
} else {
SetSettingValue(this->valuedropdown_entry->d.entry.index, index);
}
this->SetDirty();
}
virtual void OnDropdownClose(Point pt, int widget, int index, bool instant_close)
{
/* We cannot raise the dropdown button just yet. OnClick needs some hint, whether
* the same dropdown button was clicked again, and then not open the dropdown again.
* So, we only remember that it was closed, and process it on the next OnPaint, which is
* after OnClick. */
assert(this->valuedropdown_entry != NULL);
this->closing_dropdown = true;
this->SetDirty();
}
virtual void OnResize()
{
this->vscroll->SetCapacityFromWidget(this, WID_GS_OPTIONSPANEL, SETTINGTREE_TOP_OFFSET + SETTINGTREE_BOTTOM_OFFSET);