Add: Hotkey to focus the build object class name filter editbox.

pull/239/head
stormcone 3 years ago committed by Michael Lutz
parent c56e9a546d
commit bde5396d11

@ -18,6 +18,6 @@ void UpdateCompanyHQ(TileIndex tile, uint score);
void BuildObject(ObjectType type, TileIndex tile, CompanyID owner = OWNER_NONE, struct Town *town = nullptr, uint8 view = 0);
void ShowBuildObjectPicker();
Window *ShowBuildObjectPicker();
#endif /* OBJECT_H */

@ -9,9 +9,11 @@
#include "stdafx.h"
#include "command_func.h"
#include "hotkeys.h"
#include "newgrf.h"
#include "newgrf_object.h"
#include "newgrf_text.h"
#include "object.h"
#include "querystring_gui.h"
#include "sortlist_type.h"
#include "stringfilter_type.h"
@ -33,6 +35,11 @@ static ObjectClassID _selected_object_class; ///< Currently selected available o
static int _selected_object_index; ///< Index of the currently selected object if existing, else \c -1.
static uint8 _selected_object_view; ///< the view of the selected object
/** Enum referring to the Hotkeys in the build object window */
enum BuildObjectHotkeys {
BOHK_FOCUS_FILTER_BOX, ///< Focus the edit box for editing the filter string
};
/** The window used for building objects. */
class BuildObjectWindow : public Window {
typedef GUIList<ObjectClassID, StringFilter &> GUIObjectClassList; ///< Type definition for the list to hold available object classes.
@ -88,7 +95,7 @@ class BuildObjectWindow : public Window {
}
public:
BuildObjectWindow(WindowDesc *desc, WindowNumber number) : Window(desc), info_height(1), filter_editbox(EDITBOX_MAX_SIZE)
BuildObjectWindow(WindowDesc *desc, WindowNumber number) : Window(desc), info_height(1), filter_editbox(EDITBOX_MAX_SIZE * MAX_CHAR_LENGTH, EDITBOX_MAX_SIZE)
{
this->CreateNestedTree();
@ -544,6 +551,21 @@ public:
this->UpdateButtons(_selected_object_class, -1, _selected_object_view);
}
EventState OnHotkey(int hotkey) override
{
switch (hotkey) {
case BOHK_FOCUS_FILTER_BOX:
this->SetFocusedWidget(WID_BO_FILTER);
SetFocusedWindow(this); // The user has asked to give focus to the text box, so make sure this window is focused.
break;
default:
return ES_NOT_HANDLED;
}
return ES_HANDLED;
}
void OnEditboxChanged(int wid) override
{
string_filter.SetFilterTerm(this->filter_editbox.text.buf);
@ -597,7 +619,28 @@ public:
}
this->SelectOtherObject(-1);
}
static HotkeyList hotkeys;
};
/**
* Handler for global hotkeys of the BuildObjectWindow.
* @param hotkey Hotkey
* @return ES_HANDLED if hotkey was accepted.
*/
static EventState BuildObjectGlobalHotkeys(int hotkey)
{
if (_game_mode == GM_MENU) return ES_NOT_HANDLED;
Window *w = ShowBuildObjectPicker();
if (w == nullptr) return ES_NOT_HANDLED;
return w->OnHotkey(hotkey);
}
static Hotkey buildobject_hotkeys[] = {
Hotkey('F', "focus_filter_box", BOHK_FOCUS_FILTER_BOX),
HOTKEY_LIST_END
};
HotkeyList BuildObjectWindow::hotkeys("buildobject", buildobject_hotkeys, BuildObjectGlobalHotkeys);
Listing BuildObjectWindow::last_sorting = { false, 0 };
Filtering BuildObjectWindow::last_filtering = { false, 0 };
@ -661,16 +704,18 @@ static WindowDesc _build_object_desc(
WDP_AUTO, "build_object", 0, 0,
WC_BUILD_OBJECT, WC_BUILD_TOOLBAR,
WDF_CONSTRUCTION,
_nested_build_object_widgets, lengthof(_nested_build_object_widgets)
_nested_build_object_widgets, lengthof(_nested_build_object_widgets),
&BuildObjectWindow::hotkeys
);
/** Show our object picker. */
void ShowBuildObjectPicker()
Window *ShowBuildObjectPicker()
{
/* Don't show the place object button when there are no objects to place. */
if (ObjectClass::GetUIClassCount() > 0) {
AllocateWindowDescFront<BuildObjectWindow>(&_build_object_desc, 0);
return AllocateWindowDescFront<BuildObjectWindow>(&_build_object_desc, 0);
}
return nullptr;
}
/** Reset all data of the object GUI. */

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