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(svn r24316) -Feature: Allow setting adv. settings with limited range using a dropdown list.
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625ec041b9
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@ -1333,6 +1333,9 @@ void SettingEntry::DrawSetting(GameSettings *settings_ptr, int left, int right,
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if (sdb->cmd == SDT_BOOLX) {
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/* Draw checkbox for boolean-value either on/off */
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DrawBoolButton(buttons_left, button_y, value != 0, editable);
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} else if ((sdb->flags & SGF_MULTISTRING) != 0) {
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/* Draw [v] button for settings of an enum-type */
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DrawDropDownButton(buttons_left, button_y, COLOUR_YELLOW, state != 0, editable);
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} else {
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/* Draw [<][>] boxes for settings of an integer-type */
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DrawArrowButtons(buttons_left, button_y, COLOUR_YELLOW, state,
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@ -1699,6 +1702,8 @@ struct GameSettingsWindow : Window {
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SettingEntry *valuewindow_entry; ///< If non-NULL, pointer to setting for which a value-entering window has been opened.
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SettingEntry *clicked_entry; ///< If non-NULL, pointer to a clicked numeric setting (with a depressed left or right button).
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SettingEntry *last_clicked; ///< If non-NULL, pointer to the last clicked setting.
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SettingEntry *valuedropdown_entry; ///< If non-NULL, pointer to the value for which a dropdown window is currently opened.
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bool closing_dropdown; ///< True, if the dropdown list is currently closing.
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Scrollbar *vscroll;
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@ -1719,6 +1724,8 @@ struct GameSettingsWindow : Window {
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this->valuewindow_entry = NULL; // No setting entry for which a entry window is opened
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this->clicked_entry = NULL; // No numeric setting buttons are depressed
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this->last_clicked = NULL;
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this->valuedropdown_entry = NULL;
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this->closing_dropdown = false;
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this->CreateNestedTree(desc);
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this->vscroll = this->GetScrollbar(WID_GS_SCROLLBAR);
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@ -1747,6 +1754,17 @@ struct GameSettingsWindow : Window {
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}
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}
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virtual void OnPaint()
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{
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if (this->closing_dropdown) {
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this->closing_dropdown = false;
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assert(this->valuedropdown_entry != NULL);
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this->valuedropdown_entry->SetButtons(0);
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this->valuedropdown_entry = NULL;
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}
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this->DrawWidgets();
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}
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virtual void DrawWidget(const Rect &r, int widget) const
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{
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switch (widget) {
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@ -1821,8 +1839,45 @@ struct GameSettingsWindow : Window {
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const void *var = ResolveVariableAddress(settings_ptr, sd);
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int32 value = (int32)ReadValue(var, sd->save.conv);
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/* clicked on the icon on the left side. Either scroller or bool on/off */
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if (x < SETTING_BUTTON_WIDTH) {
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/* clicked on the icon on the left side. Either scroller, bool on/off or dropdown */
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if (x < SETTING_BUTTON_WIDTH && (sd->desc.flags & SGF_MULTISTRING)) {
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const SettingDescBase *sdb = &sd->desc;
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this->SetDisplayedHelpText(pe);
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if (this->valuedropdown_entry == pe) {
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/* unclick the dropdown */
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HideDropDownMenu(this);
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this->closing_dropdown = false;
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this->valuedropdown_entry->SetButtons(0);
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this->valuedropdown_entry = NULL;
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} else {
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if (this->valuedropdown_entry != NULL) this->valuedropdown_entry->SetButtons(0);
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this->closing_dropdown = false;
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const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_GS_OPTIONSPANEL);
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int rel_y = (pt.y - (int)wid->pos_y - SETTINGTREE_TOP_OFFSET) % wid->resize_y;
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Rect wi_rect;
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wi_rect.left = pt.x - (_current_text_dir == TD_RTL ? SETTING_BUTTON_WIDTH - 1 - x : x);
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wi_rect.right = wi_rect.left + SETTING_BUTTON_WIDTH - 1;
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wi_rect.top = pt.y - rel_y + (SETTING_HEIGHT - SETTING_BUTTON_HEIGHT) / 2;
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wi_rect.bottom = wi_rect.top + SETTING_BUTTON_HEIGHT - 1;
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/* For dropdowns we also have to check the y position thoroughly, the mouse may not above the just opening dropdown */
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if (pt.y >= wi_rect.top && pt.y <= wi_rect.bottom) {
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this->valuedropdown_entry = pe;
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this->valuedropdown_entry->SetButtons(SEF_LEFT_DEPRESSED);
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DropDownList *list = new DropDownList();
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for (int i = sdb->min; i <= (int)sdb->max; i++) {
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list->push_back(new DropDownListStringItem(sdb->str_val + i - sdb->min, i, false));
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}
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ShowDropDownListAt(this, list, value, -1, wi_rect, COLOUR_ORANGE, true);
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}
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}
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this->SetDirty();
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} else if (x < SETTING_BUTTON_WIDTH) {
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this->SetDisplayedHelpText(pe);
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const SettingDescBase *sdb = &sd->desc;
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int32 oldvalue = value;
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@ -1860,7 +1915,7 @@ struct GameSettingsWindow : Window {
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}
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/* Set up scroller timeout for numeric values */
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if (value != oldvalue && !(sd->desc.flags & SGF_MULTISTRING)) {
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if (value != oldvalue) {
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if (this->clicked_entry != NULL) { // Release previous buttons if any
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this->clicked_entry->SetButtons(0);
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}
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@ -1933,6 +1988,32 @@ struct GameSettingsWindow : Window {
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this->SetDirty();
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}
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virtual void OnDropdownSelect(int widget, int index)
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{
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assert(this->valuedropdown_entry != NULL);
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const SettingDesc *sd = this->valuedropdown_entry->d.entry.setting;
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assert(sd->desc.flags & SGF_MULTISTRING);
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if ((sd->desc.flags & SGF_PER_COMPANY) != 0) {
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SetCompanySetting(this->valuedropdown_entry->d.entry.index, index);
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} else {
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SetSettingValue(this->valuedropdown_entry->d.entry.index, index);
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}
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this->SetDirty();
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}
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virtual void OnDropdownClose(Point pt, int widget, int index, bool instant_close)
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{
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/* We cannot raise the dropdown button just yet. OnClick needs some hint, whether
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* the same dropdown button was clicked again, and then not open the dropdown again.
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* So, we only remember that it was closed, and process it on the next OnPaint, which is
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* after OnClick. */
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assert(this->valuedropdown_entry != NULL);
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this->closing_dropdown = true;
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this->SetDirty();
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}
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virtual void OnResize()
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{
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this->vscroll->SetCapacityFromWidget(this, WID_GS_OPTIONSPANEL, SETTINGTREE_TOP_OFFSET + SETTINGTREE_BOTTOM_OFFSET);
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