From bdf4cf6b19eec9a6500ead8148de5561eb318385 Mon Sep 17 00:00:00 2001 From: skidd13 Date: Tue, 25 Dec 2007 15:56:41 +0000 Subject: [PATCH] (svn r11698) -Change: Make the abort/accept process of the difficulty window a bit less confusing -Change: Make the highscore button in the difficulty window a bit more obvious -Codechange: Enumify the window-widgets of the difficulty window --- src/settings_gui.cpp | 147 ++++++++++++++++++++++++------------------- 1 file changed, 81 insertions(+), 66 deletions(-) diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp index 03207e9523..64395cb363 100644 --- a/src/settings_gui.cpp +++ b/src/settings_gui.cpp @@ -448,36 +448,55 @@ static GameOptions _opt_mod_temp; // 0x383E = (1 << 13) | (1 << 12) | (1 << 11) | (1 << 5) | (1 << 4) | (1 << 3) | (1 << 2) | (1 << 1) #define DIFF_INGAME_DISABLED_BUTTONS 0x383E +/* Names of the game difficulty settings window */ +enum GameDifficultyWidgets { + GDW_CLOSEBOX = 0, + GDW_CAPTION, + GDW_UPPER_BG, + GDW_LVL_EASY, + GDW_LVL_MEDIUM, + GDW_LVL_HARD, + GDW_LVL_CUSTOM, + GDW_HIGHSCORE, + GDW_SETTING_BG, + GDW_LOWER_BG, + GDW_ACCEPT, + GDW_CANCEL, +}; + static void GameDifficultyWndProc(Window *w, WindowEvent *e) { switch (e->event) { - case WE_CREATE: // Setup disabled buttons when creating window - /* disable all other difficulty buttons during gameplay except for 'custom' */ - w->SetWidgetDisabledState( 3, _game_mode == GM_NORMAL); - w->SetWidgetDisabledState( 4, _game_mode == GM_NORMAL); - w->SetWidgetDisabledState( 5, _game_mode == GM_NORMAL); - w->SetWidgetDisabledState( 6, _game_mode == GM_NORMAL); - w->SetWidgetDisabledState( 7, _game_mode == GM_EDITOR || _networking); // highscore chart in multiplayer - w->SetWidgetDisabledState(10, _networking && !_network_server); // Save-button in multiplayer (and if client) - w->LowerWidget(_opt_mod_temp.diff_level + 3); + case WE_CREATE: + /* Hide the closebox to make sure that the user aborts or confirms his changes */ + w->HideWidget(GDW_CLOSEBOX); + w->widget[GDW_CAPTION].left = 0; + /* Setup disabled buttons when creating window + * disable all other difficulty buttons during gameplay except for 'custom' */ + w->SetWidgetsDisabledState(_game_mode == GM_NORMAL, + GDW_LVL_EASY, + GDW_LVL_MEDIUM, + GDW_LVL_HARD, + GDW_LVL_CUSTOM, + WIDGET_LIST_END); + w->SetWidgetDisabledState(GDW_HIGHSCORE, _game_mode == GM_EDITOR || _networking); // highscore chart in multiplayer + w->SetWidgetDisabledState(GDW_ACCEPT, _networking && !_network_server); // Save-button in multiplayer (and if client) + w->LowerWidget(GDW_LVL_EASY + _opt_mod_temp.diff_level); break; case WE_PAINT: { - uint32 click_a, click_b, disabled; - int i; - int y, value; - DrawWindowWidgets(w); - click_a = _difficulty_click_a; - click_b = _difficulty_click_b; + uint32 click_a = _difficulty_click_a; + uint32 click_b = _difficulty_click_b; /* XXX - Disabled buttons in normal gameplay. Bitshifted for each button to see if * that bit is set. If it is set, the button is disabled */ - disabled = (_game_mode == GM_NORMAL) ? DIFF_INGAME_DISABLED_BUTTONS : 0; + uint32 disabled = (_game_mode == GM_NORMAL) ? DIFF_INGAME_DISABLED_BUTTONS : 0; - y = GAMEDIFF_WND_TOP_OFFSET; - for (i = 0; i != GAME_DIFFICULTY_NUM; i++) { + int value; + int y = GAMEDIFF_WND_TOP_OFFSET; + for (uint i = 0; i != GAME_DIFFICULTY_NUM; i++) { DrawFrameRect( 5, y, 5 + 8, y + 8, 3, HasBit(click_a, i) ? FR_LOWERED : FR_NONE); DrawFrameRect(15, y, 15 + 8, y + 8, 3, HasBit(click_b, i) ? FR_LOWERED : FR_NONE); if (HasBit(disabled, i) || (_networking && !_network_server)) { @@ -501,86 +520,81 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e) case WE_CLICK: switch (e->we.click.widget) { - case 8: { /* Difficulty settings widget, decode click */ - const GameSettingData *info; - int x, y; - uint btn, dis; - int16 val; - + case GDW_SETTING_BG: { /* Difficulty settings widget, decode click */ /* Don't allow clients to make any changes */ - if (_networking && !_network_server) - return; + if (_networking && !_network_server) return; - x = e->we.click.pt.x - 5; + int x = e->we.click.pt.x - 5; if (!IsInsideMM(x, 0, 21)) // Button area return; - y = e->we.click.pt.y - GAMEDIFF_WND_TOP_OFFSET; - if (y < 0) - return; + int y = e->we.click.pt.y - GAMEDIFF_WND_TOP_OFFSET; + if (y < 0) return; /* Get button from Y coord. */ - btn = y / (GAMEDIFF_WND_ROWSIZE + 2); + uint btn = y / (GAMEDIFF_WND_ROWSIZE + 2); if (btn >= GAME_DIFFICULTY_NUM || y % (GAMEDIFF_WND_ROWSIZE + 2) >= 9) return; /* Clicked disabled button? */ - dis = (_game_mode == GM_NORMAL) ? DIFF_INGAME_DISABLED_BUTTONS : 0; + uint dis = (_game_mode == GM_NORMAL) ? DIFF_INGAME_DISABLED_BUTTONS : 0; if (HasBit(dis, btn)) return; _difficulty_timeout = 5; - val = ((GDType*)&_opt_mod_temp.diff)[btn]; + int16 val = ((GDType*)&_opt_mod_temp.diff)[btn]; - info = &_game_setting_info[btn]; // get information about the difficulty setting + const GameSettingData *info = &_game_setting_info[btn]; // get information about the difficulty setting if (x >= 10) { - // Increase button clicked + /* Increase button clicked */ val = min(val + info->step, info->max); SetBit(_difficulty_click_b, btn); } else { - // Decrease button clicked + /* Decrease button clicked */ val -= info->step; val = max(val, info->min); SetBit(_difficulty_click_a, btn); } - // save value in temporary variable + /* save value in temporary variable */ ((GDType*)&_opt_mod_temp.diff)[btn] = val; - w->RaiseWidget(_opt_mod_temp.diff_level + 3); + w->RaiseWidget(GDW_LVL_EASY + _opt_mod_temp.diff_level); SetDifficultyLevel(3, &_opt_mod_temp); // set difficulty level to custom - w->LowerWidget(_opt_mod_temp.diff_level + 3); + w->LowerWidget(GDW_LVL_EASY + _opt_mod_temp.diff_level); SetWindowDirty(w); } break; - case 3: case 4: case 5: case 6: /* Easy / Medium / Hard / Custom */ - // temporarily change difficulty level - w->RaiseWidget(_opt_mod_temp.diff_level + 3); - SetDifficultyLevel(e->we.click.widget - 3, &_opt_mod_temp); - w->LowerWidget(_opt_mod_temp.diff_level + 3); + case GDW_LVL_EASY: + case GDW_LVL_MEDIUM: + case GDW_LVL_HARD: + case GDW_LVL_CUSTOM: + /* temporarily change difficulty level */ + w->RaiseWidget(GDW_LVL_EASY + _opt_mod_temp.diff_level); + SetDifficultyLevel(e->we.click.widget - GDW_LVL_EASY, &_opt_mod_temp); + w->LowerWidget(GDW_LVL_EASY + _opt_mod_temp.diff_level); SetWindowDirty(w); break; - case 7: /* Highscore Table */ + case GDW_HIGHSCORE: // Highscore Table ShowHighscoreTable(_opt_mod_temp.diff_level, -1); break; - case 10: { /* Save button - save changes */ + case GDW_ACCEPT: { // Save button - save changes GDType btn, val; for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) { val = ((GDType*)&_opt_mod_temp.diff)[btn]; - // if setting has changed, change it + /* if setting has changed, change it */ if (val != ((GDType*)&_opt_ptr->diff)[btn]) DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL); } DoCommandP(0, UINT_MAX, _opt_mod_temp.diff_level, NULL, CMD_CHANGE_DIFFICULTY_LEVEL); DeleteWindow(w); - // If we are in the editor, we should reload the economy. - // This way when you load a game, the max loan and interest rate - // are loaded correctly. - if (_game_mode == GM_EDITOR) - StartupEconomy(); + /* If we are in the editor, we should reload the economy. + * This way when you load a game, the max loan and interest rate + * are loaded correctly. */ + if (_game_mode == GM_EDITOR) StartupEconomy(); break; } - case 11: /* Cancel button - close window, abandon changes */ + case GDW_CANCEL: // Cancel button - close window, abandon changes DeleteWindow(w); break; } break; @@ -594,25 +608,26 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e) break; } } - #undef DIFF_INGAME_DISABLED_BUTTONS +/* Widget definition for the game difficulty settings window */ static const Widget _game_difficulty_widgets[] = { -{ WWT_CLOSEBOX, RESIZE_NONE, 10, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, -{ WWT_CAPTION, RESIZE_NONE, 10, 11, 369, 0, 13, STR_6800_DIFFICULTY_LEVEL, STR_018C_WINDOW_TITLE_DRAG_THIS}, -{ WWT_PANEL, RESIZE_NONE, 10, 0, 369, 14, 29, 0x0, STR_NULL}, -{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 10, 96, 16, 27, STR_6801_EASY, STR_NULL}, -{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 97, 183, 16, 27, STR_6802_MEDIUM, STR_NULL}, -{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 184, 270, 16, 27, STR_6803_HARD, STR_NULL}, -{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 271, 357, 16, 27, STR_6804_CUSTOM, STR_NULL}, -{ WWT_TEXTBTN, RESIZE_NONE, 10, 0, 369, 30, 41, STR_6838_SHOW_HI_SCORE_CHART, STR_NULL}, -{ WWT_PANEL, RESIZE_NONE, 10, 0, 369, 42, 262, 0x0, STR_NULL}, -{ WWT_PANEL, RESIZE_NONE, 10, 0, 369, 263, 278, 0x0, STR_NULL}, -{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 105, 185, 265, 276, STR_OPTIONS_SAVE_CHANGES, STR_NULL}, -{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 186, 266, 265, 276, STR_012E_CANCEL, STR_NULL}, +{ WWT_CLOSEBOX, RESIZE_NONE, 10, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // GDW_CLOSEBOX +{ WWT_CAPTION, RESIZE_NONE, 10, 11, 369, 0, 13, STR_6800_DIFFICULTY_LEVEL, STR_018C_WINDOW_TITLE_DRAG_THIS}, // GDW_CAPTION +{ WWT_PANEL, RESIZE_NONE, 10, 0, 369, 14, 41, 0x0, STR_NULL}, // GDW_UPPER_BG +{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 10, 96, 16, 27, STR_6801_EASY, STR_NULL}, // GDW_LVL_EASY +{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 97, 183, 16, 27, STR_6802_MEDIUM, STR_NULL}, // GDW_LVL_MEDIUM +{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 184, 270, 16, 27, STR_6803_HARD, STR_NULL}, // GDW_LVL_HARD +{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 271, 357, 16, 27, STR_6804_CUSTOM, STR_NULL}, // GDW_LVL_CUSTOM +{ WWT_TEXTBTN, RESIZE_NONE, 6, 10, 357, 28, 39, STR_6838_SHOW_HI_SCORE_CHART, STR_NULL}, // GDW_HIGHSCORE +{ WWT_PANEL, RESIZE_NONE, 10, 0, 369, 42, 262, 0x0, STR_NULL}, // GDW_SETTING_BG +{ WWT_PANEL, RESIZE_NONE, 10, 0, 369, 263, 278, 0x0, STR_NULL}, // GDW_LOWER_BG +{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 105, 185, 265, 276, STR_OPTIONS_SAVE_CHANGES, STR_NULL}, // GDW_ACCEPT +{ WWT_PUSHTXTBTN, RESIZE_NONE, 3, 186, 266, 265, 276, STR_012E_CANCEL, STR_NULL}, // GDW_CANCEL { WIDGETS_END}, }; +/* Window definition for the game difficulty settings window */ static const WindowDesc _game_difficulty_desc = { WDP_CENTER, WDP_CENTER, 370, 279, 370, 279, WC_GAME_OPTIONS, WC_NONE,