diff options
-rw-r--r-- | src/settings_gui.cpp | 87 |
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); |