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authorfrosch <frosch@openttd.org>2012-06-01 15:19:38 +0000
committerfrosch <frosch@openttd.org>2012-06-01 15:19:38 +0000
commitf7c9620271e0ee620fad8fe325d67e59539c08d8 (patch)
treeb36d666b55532afbee1a879ddc8e777a841d4e59
parent625ec041b9c1ac772fe96c5c9cedf5b902644f5d (diff)
downloadopenttd-f7c9620271e0ee620fad8fe325d67e59539c08d8.tar.xz
(svn r24316) -Feature: Allow setting adv. settings with limited range using a dropdown list.
-rw-r--r--src/settings_gui.cpp87
1 files changed, 84 insertions, 3 deletions
diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp
index 4592f2a87..6e87c483e 100644
--- a/src/settings_gui.cpp
+++ b/src/settings_gui.cpp
@@ -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);