(svn r24859) -Codechange: Make the dropdown handling of the adv. settings GUI more generic.

pull/155/head
frosch 12 years ago
parent bdb5931c78
commit e8e1268051

@ -2099,57 +2099,61 @@ struct GameSettingsWindow : Window {
virtual void OnDropdownSelect(int widget, int index) virtual void OnDropdownSelect(int widget, int index)
{ {
if (widget == WID_GS_RESTRICT_DROPDOWN) { switch (widget) {
this->cur_restriction_mode = (RestrictionMode)index; case WID_GS_RESTRICT_DROPDOWN:
if (this->cur_restriction_mode == RM_CHANGED_AGAINST_DEFAULT || this->cur_restriction_mode = (RestrictionMode)index;
this->cur_restriction_mode == RM_CHANGED_AGAINST_DEFAULT_WO_LOCAL || if (this->cur_restriction_mode == RM_CHANGED_AGAINST_DEFAULT ||
this->cur_restriction_mode == RM_CHANGED_AGAINST_NEW) { this->cur_restriction_mode == RM_CHANGED_AGAINST_DEFAULT_WO_LOCAL ||
this->cur_restriction_mode == RM_CHANGED_AGAINST_NEW) {
if (!this->manually_changed_folding) {
/* Expand all when selecting 'changes'. Update the filter state first, in case it becomes less restrictive in some cases. */ if (!this->manually_changed_folding) {
_settings_main_page.UpdateFilterState(string_filter, false, this->cur_restriction_mode); /* Expand all when selecting 'changes'. Update the filter state first, in case it becomes less restrictive in some cases. */
_settings_main_page.UnFoldAll(); _settings_main_page.UpdateFilterState(string_filter, false, this->cur_restriction_mode);
_settings_main_page.UnFoldAll();
}
} else {
/* Non-'changes' filter. Save as default. */
_settings_client.gui.settings_restriction_mode = this->cur_restriction_mode;
} }
} else { this->InvalidateData();
/* Non-'changes' filter. Save as default. */ break;
_settings_client.gui.settings_restriction_mode = this->cur_restriction_mode;
}
this->InvalidateData();
return;
}
/* Deal with drop down boxes on the panel. */ default:
assert(this->valuedropdown_entry != NULL); if (widget < 0) {
const SettingDesc *sd = this->valuedropdown_entry->d.entry.setting; /* Deal with drop down boxes on the panel. */
assert(sd->desc.flags & SGF_MULTISTRING); 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);
}
if ((sd->desc.flags & SGF_PER_COMPANY) != 0) { this->SetDirty();
SetCompanySetting(this->valuedropdown_entry->d.entry.index, index); }
} else { break;
SetSettingValue(this->valuedropdown_entry->d.entry.index, index);
} }
this->SetDirty();
} }
virtual void OnDropdownClose(Point pt, int widget, int index, bool instant_close) virtual void OnDropdownClose(Point pt, int widget, int index, bool instant_close)
{ {
if (widget == WID_GS_RESTRICT_DROPDOWN) { if (widget >= 0) {
/* Normally the default implementation of OnDropdownClose() takes care of /* Normally the default implementation of OnDropdownClose() takes care of
* a few things. We want that behaviour here too, but only for this one * a few things. We want that behaviour here too, but only for
* "normal" dropdown box. The special dropdown boxes added for every * "normal" dropdown boxes. The special dropdown boxes added for every
* setting that needs one can't have this call. */ * setting that needs one can't have this call. */
Window::OnDropdownClose(pt, widget, index, instant_close); Window::OnDropdownClose(pt, widget, index, instant_close);
return; } else {
/* 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();
} }
/* 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 OnInvalidateData(int data = 0, bool gui_scope = true) virtual void OnInvalidateData(int data = 0, bool gui_scope = true)

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