Reform PC editor menu -> command mapping so that the non-platform-dependent code doesn't need to know where the menuitem is

- Also disable edit menus when no party loaded and fix item menus not being populated if the party is in a scenario
This commit is contained in:
2015-01-05 17:17:34 -05:00
parent dfe54fd0a2
commit 04b9aec921
7 changed files with 148 additions and 159 deletions

View File

@@ -17,11 +17,6 @@
using MenuHandle = NSMenu*;
extern void handle_help_menu(int item_hit);
extern void handle_file_menu(int item_hit);
extern void handle_edit_menus(int item_hit);
extern void handle_item_menu(int item_hit);
extern cUniverse univ;
extern fs::path file_in_mem;
extern bool scen_items_loaded;
@@ -29,10 +24,8 @@ MenuHandle menu_bar_handle;
MenuHandle apple_menu, file_menu, reg_menu, extra_menu, items_menu[4];
@interface MenuHandler : NSObject
-(void) fileMenu:(id) sender;
-(void) editMenu:(id) sender;
-(void) itemMenu:(id) sender;
-(void) helpMenu:(id) sender;
-(void) menuChoice:(id) sender;
@end
@interface ItemWrapper : NSObject
@@ -65,31 +58,50 @@ void init_menubar() {
items_menu[2] = [[menu_bar_handle itemWithTitle: @"Items 3"] submenu];
items_menu[3] = [[menu_bar_handle itemWithTitle: @"Items 4"] submenu];
MenuHandler* handler = [[[MenuHandler alloc] init] retain];
setMenuCallback([apple_menu itemWithTitle: @"About BoE Character Editor"], handler, @selector(helpMenu:), 1);
setMenuCallback([apple_menu itemWithTitle: @"Quit BoE Character Editor"], handler, @selector(fileMenu:), 7);
// TODO: Organize the file menu handling function
setMenuCallback([file_menu itemWithTitle: @"Save"], handler, @selector(fileMenu:), 1);
setMenuCallback([file_menu itemWithTitle: @"Save As…"], handler, @selector(fileMenu:), 2);
setMenuCallback([file_menu itemWithTitle: @"Open…"], handler, @selector(fileMenu:), 3);
setMenuCallback([file_menu itemWithTitle: @"Close"], handler, @selector(fileMenu:), 4);
setMenuCallback([file_menu itemWithTitle: @"Revert to Saved"], handler, @selector(fileMenu:), 5);
static const eMenu file_choices[] = {
eMenu::FILE_OPEN, eMenu::FILE_CLOSE, eMenu::NONE, eMenu::FILE_SAVE, eMenu::FILE_SAVE_AS, eMenu::FILE_REVERT,
};
static const eMenu party_choices[] = {
eMenu::EDIT_GOLD, eMenu::EDIT_FOOD, eMenu::EDIT_ALCHEMY, eMenu::NONE,
eMenu::HEAL_DAMAGE, eMenu::RESTORE_MANA, eMenu::RAISE_DEAD, eMenu::CURE_CONDITIONS, eMenu::NONE,
eMenu::EDIT_MAGE, eMenu::EDIT_PRIEST, eMenu::EDIT_TRAITS, eMenu::EDIT_SKILLS, eMenu::EDIT_XP, eMenu::NONE,
eMenu::REUNITE_PARTY, eMenu::OWN_VEHICLES,
};
static const eMenu scen_choices[] = {
eMenu::EDIT_DAY, eMenu::NONE, eMenu::LEAVE_TOWN, eMenu::RESET_TOWNS, eMenu::ADD_OUT_MAPS, eMenu::ADD_TOWN_MAPS,
eMenu::NONE, eMenu::LEAVE_SCENARIO, eMenu::SET_SDF,
};
for(int i = 0; i < [reg_menu numberOfItems]; i++)
setMenuCallback([reg_menu itemAtIndex: i], handler, @selector(editMenu:), i + 1);
for(int i = 0; i < [extra_menu numberOfItems]; i++)
setMenuCallback([extra_menu itemAtIndex: i], handler, @selector(editMenu:), i + 101);
MenuHandler* handler = [[[MenuHandler alloc] init] retain];
setMenuCallback([apple_menu itemWithTitle: @"About BoE Character Editor"], handler, @selector(menuChoice:), int(eMenu::ABOUT));
setMenuCallback([apple_menu itemWithTitle: @"Quit BoE Character Editor"], handler, @selector(menuChoice:), int(eMenu::QUIT));
int i = 0;
for(eMenu opt : file_choices)
setMenuCallback([file_menu itemAtIndex: i++], handler, @selector(menuChoice:), int(opt));
i = 0;
for(eMenu opt : party_choices)
setMenuCallback([reg_menu itemAtIndex: i++], handler, @selector(menuChoice:), int(opt));
i = 0;
for(eMenu opt : scen_choices)
setMenuCallback([extra_menu itemAtIndex: i++], handler, @selector(menuChoice:), int(opt));
update_item_menu();
menu_activate();
}
void menu_activate() {
if(file_in_mem.empty())
if(file_in_mem.empty()) {
for(int i = 3; i < [file_menu numberOfItems]; i++)
[[file_menu itemAtIndex: i] setEnabled: NO];
else for(int i = 3; i < [file_menu numberOfItems]; i++)
[[file_menu itemAtIndex: i] setEnabled: YES];
[[menu_bar_handle itemWithTitle: @"Edit Party"] setEnabled: NO];
[[menu_bar_handle itemWithTitle: @"Scenario Edit"] setEnabled: NO];
} else {
for(int i = 3; i < [file_menu numberOfItems]; i++)
[[file_menu itemAtIndex: i] setEnabled: YES];
[[menu_bar_handle itemWithTitle: @"Edit Party"] setEnabled: YES];
[[menu_bar_handle itemWithTitle: @"Scenario Edit"] setEnabled: YES];
}
}
void update_item_menu() {
@@ -112,14 +124,6 @@ void update_item_menu() {
}
@implementation MenuHandler
-(void) fileMenu:(id) sender {
handle_file_menu([[sender representedObject] shortValue]);
}
-(void) editMenu:(id) sender {
handle_edit_menus([[sender representedObject] shortValue]);
}
-(void) itemMenu:(id) sender {
ItemWrapper* item = [sender representedObject];
cItemRec& theItem = [item item];
@@ -131,12 +135,10 @@ void update_item_menu() {
}
}
-(void) helpMenu:(id) sender {
int i = [[sender representedObject] intValue];
if(i == 0); // TODO: "BoE Character Editor Help"
else if(i == 1) handle_help_menu(i);
-(void) menuChoice:(id) sender {
eMenu opt = eMenu([[sender representedObject] intValue]);
handle_menu_choice(opt);
}
@end
@implementation ItemWrapper {