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@@ -1896,6 +1896,7 @@ struct GameSettingsWindow : QueryStringB
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bool closing_dropdown; ///< True, if the dropdown list is currently closing.
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StringFilter string_filter; ///< Text filter for settings.
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bool manually_changed_folding; ///< Whether the user expanded/collapsed something manually.
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Scrollbar *vscroll;
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@@ -1918,6 +1919,7 @@ struct GameSettingsWindow : QueryStringB
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this->last_clicked = NULL;
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this->valuedropdown_entry = NULL;
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this->closing_dropdown = false;
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this->manually_changed_folding = false;
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this->CreateNestedTree(desc);
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this->vscroll = this->GetScrollbar(WID_GS_SCROLLBAR);
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@@ -2022,11 +2024,13 @@ struct GameSettingsWindow : QueryStringB
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{
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switch (widget) {
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case WID_GS_EXPAND_ALL:
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this->manually_changed_folding = true;
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_settings_main_page.UnFoldAll();
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this->InvalidateData();
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break;
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case WID_GS_COLLAPSE_ALL:
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this->manually_changed_folding = true;
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_settings_main_page.FoldAll();
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this->InvalidateData();
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break;
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@@ -2049,6 +2053,8 @@ struct GameSettingsWindow : QueryStringB
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this->SetDisplayedHelpText(NULL);
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pe->d.sub.folded = !pe->d.sub.folded; // Flip 'folded'-ness of the sub-page
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this->manually_changed_folding = true;
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this->InvalidateData();
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return;
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}
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@@ -2278,6 +2284,11 @@ struct GameSettingsWindow : QueryStringB
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virtual void OnOSKInput(int wid)
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{
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string_filter.SetFilterTerm(this->edit_str_buf);
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if (!string_filter.IsEmpty() && !this->manually_changed_folding) {
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/* User never expanded/collapsed single pages and entered a filter term.
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* Expand everything, to save weird expand clicks, */
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_settings_main_page.UnFoldAll();
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}
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this->InvalidateData();
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}
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