(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
pull/155/head
skidd13 17 years ago
parent d821e5e92b
commit bdf4cf6b19

@ -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) // 0x383E = (1 << 13) | (1 << 12) | (1 << 11) | (1 << 5) | (1 << 4) | (1 << 3) | (1 << 2) | (1 << 1)
#define DIFF_INGAME_DISABLED_BUTTONS 0x383E #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) static void GameDifficultyWndProc(Window *w, WindowEvent *e)
{ {
switch (e->event) { switch (e->event) {
case WE_CREATE: // Setup disabled buttons when creating window case WE_CREATE:
/* disable all other difficulty buttons during gameplay except for 'custom' */ /* Hide the closebox to make sure that the user aborts or confirms his changes */
w->SetWidgetDisabledState( 3, _game_mode == GM_NORMAL); w->HideWidget(GDW_CLOSEBOX);
w->SetWidgetDisabledState( 4, _game_mode == GM_NORMAL); w->widget[GDW_CAPTION].left = 0;
w->SetWidgetDisabledState( 5, _game_mode == GM_NORMAL); /* Setup disabled buttons when creating window
w->SetWidgetDisabledState( 6, _game_mode == GM_NORMAL); * disable all other difficulty buttons during gameplay except for 'custom' */
w->SetWidgetDisabledState( 7, _game_mode == GM_EDITOR || _networking); // highscore chart in multiplayer w->SetWidgetsDisabledState(_game_mode == GM_NORMAL,
w->SetWidgetDisabledState(10, _networking && !_network_server); // Save-button in multiplayer (and if client) GDW_LVL_EASY,
w->LowerWidget(_opt_mod_temp.diff_level + 3); 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; break;
case WE_PAINT: { case WE_PAINT: {
uint32 click_a, click_b, disabled;
int i;
int y, value;
DrawWindowWidgets(w); DrawWindowWidgets(w);
click_a = _difficulty_click_a; uint32 click_a = _difficulty_click_a;
click_b = _difficulty_click_b; uint32 click_b = _difficulty_click_b;
/* XXX - Disabled buttons in normal gameplay. Bitshifted for each button to see if /* 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 */ * 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; int value;
for (i = 0; i != GAME_DIFFICULTY_NUM; i++) { 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( 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); DrawFrameRect(15, y, 15 + 8, y + 8, 3, HasBit(click_b, i) ? FR_LOWERED : FR_NONE);
if (HasBit(disabled, i) || (_networking && !_network_server)) { if (HasBit(disabled, i) || (_networking && !_network_server)) {
@ -501,86 +520,81 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e)
case WE_CLICK: case WE_CLICK:
switch (e->we.click.widget) { switch (e->we.click.widget) {
case 8: { /* Difficulty settings widget, decode click */ case GDW_SETTING_BG: { /* Difficulty settings widget, decode click */
const GameSettingData *info;
int x, y;
uint btn, dis;
int16 val;
/* Don't allow clients to make any changes */ /* Don't allow clients to make any changes */
if (_networking && !_network_server) if (_networking && !_network_server) return;
return;
x = e->we.click.pt.x - 5; int x = e->we.click.pt.x - 5;
if (!IsInsideMM(x, 0, 21)) // Button area if (!IsInsideMM(x, 0, 21)) // Button area
return; return;
y = e->we.click.pt.y - GAMEDIFF_WND_TOP_OFFSET; int y = e->we.click.pt.y - GAMEDIFF_WND_TOP_OFFSET;
if (y < 0) if (y < 0) return;
return;
/* Get button from Y coord. */ /* 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) if (btn >= GAME_DIFFICULTY_NUM || y % (GAMEDIFF_WND_ROWSIZE + 2) >= 9)
return; return;
/* Clicked disabled button? */ /* 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)) if (HasBit(dis, btn))
return; return;
_difficulty_timeout = 5; _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) { if (x >= 10) {
// Increase button clicked /* Increase button clicked */
val = min(val + info->step, info->max); val = min(val + info->step, info->max);
SetBit(_difficulty_click_b, btn); SetBit(_difficulty_click_b, btn);
} else { } else {
// Decrease button clicked /* Decrease button clicked */
val -= info->step; val -= info->step;
val = max(val, info->min); val = max(val, info->min);
SetBit(_difficulty_click_a, btn); SetBit(_difficulty_click_a, btn);
} }
// save value in temporary variable /* save value in temporary variable */
((GDType*)&_opt_mod_temp.diff)[btn] = val; ((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 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); SetWindowDirty(w);
} break; } break;
case 3: case 4: case 5: case 6: /* Easy / Medium / Hard / Custom */ case GDW_LVL_EASY:
// temporarily change difficulty level case GDW_LVL_MEDIUM:
w->RaiseWidget(_opt_mod_temp.diff_level + 3); case GDW_LVL_HARD:
SetDifficultyLevel(e->we.click.widget - 3, &_opt_mod_temp); case GDW_LVL_CUSTOM:
w->LowerWidget(_opt_mod_temp.diff_level + 3); /* 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); SetWindowDirty(w);
break; break;
case 7: /* Highscore Table */ case GDW_HIGHSCORE: // Highscore Table
ShowHighscoreTable(_opt_mod_temp.diff_level, -1); ShowHighscoreTable(_opt_mod_temp.diff_level, -1);
break; break;
case 10: { /* Save button - save changes */ case GDW_ACCEPT: { // Save button - save changes
GDType btn, val; GDType btn, val;
for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) { for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) {
val = ((GDType*)&_opt_mod_temp.diff)[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]) if (val != ((GDType*)&_opt_ptr->diff)[btn])
DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL); DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
} }
DoCommandP(0, UINT_MAX, _opt_mod_temp.diff_level, NULL, CMD_CHANGE_DIFFICULTY_LEVEL); DoCommandP(0, UINT_MAX, _opt_mod_temp.diff_level, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
DeleteWindow(w); DeleteWindow(w);
// If we are in the editor, we should reload the economy. /* If we are in the editor, we should reload the economy.
// This way when you load a game, the max loan and interest rate * This way when you load a game, the max loan and interest rate
// are loaded correctly. * are loaded correctly. */
if (_game_mode == GM_EDITOR) if (_game_mode == GM_EDITOR) StartupEconomy();
StartupEconomy();
break; break;
} }
case 11: /* Cancel button - close window, abandon changes */ case GDW_CANCEL: // Cancel button - close window, abandon changes
DeleteWindow(w); DeleteWindow(w);
break; break;
} break; } break;
@ -594,25 +608,26 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e)
break; break;
} }
} }
#undef DIFF_INGAME_DISABLED_BUTTONS #undef DIFF_INGAME_DISABLED_BUTTONS
/* Widget definition for the game difficulty settings window */
static const Widget _game_difficulty_widgets[] = { static const Widget _game_difficulty_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 10, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, { 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}, { 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, 29, 0x0, STR_NULL}, { 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}, { 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}, { 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}, { 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}, { WWT_PUSHTXTBTN, RESIZE_NONE, 3, 271, 357, 16, 27, STR_6804_CUSTOM, STR_NULL}, // GDW_LVL_CUSTOM
{ WWT_TEXTBTN, RESIZE_NONE, 10, 0, 369, 30, 41, STR_6838_SHOW_HI_SCORE_CHART, STR_NULL}, { 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}, { 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}, { 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}, { 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}, { WWT_PUSHTXTBTN, RESIZE_NONE, 3, 186, 266, 265, 276, STR_012E_CANCEL, STR_NULL}, // GDW_CANCEL
{ WIDGETS_END}, { WIDGETS_END},
}; };
/* Window definition for the game difficulty settings window */
static const WindowDesc _game_difficulty_desc = { static const WindowDesc _game_difficulty_desc = {
WDP_CENTER, WDP_CENTER, 370, 279, 370, 279, WDP_CENTER, WDP_CENTER, 370, 279, 370, 279,
WC_GAME_OPTIONS, WC_NONE, WC_GAME_OPTIONS, WC_NONE,

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