d97afc2ad5
User jcotton42 suggested copying a D2X-XL feature: preserving the directory structure of the user's missions area when showing a New Game dialog. This was substantially more trouble than it should have been, but the result is good. Previously, the dialog presented all missions at any depth below the starting point, and sorted them as if they were all in the root directory. Now: - Empty directories are hidden entirely. There is nothing for the user to do in them, so there is no point showing them. - A directory with exactly one entry has that entry promoted into the parent, since there is no ambiguity about what the user would want. If the parent in turn has only that one promoted element when the scan of the parent finishes, then the element can be promoted up again. This continues until the root is reached or until a level has more than one entry. For this purpose, both missions and directories count as entries. - Directory entries are decorated to inform the user how many immediate subdirectories are present, how many missions are present immediately in the directory, and how many missions total are present, counting all subdirectories. If there are zero immediate subdirectories, then the directory count is not shown. For this purpose, directories that were hidden due to a lack of missions are not counted. - Sub-dialog boxes for inner directories use a title that reminds the user of the path so far, and recaps the directory/mission statistics. - On entry to the New Game dialog, if the last played mission is in a sub-dialog, appropriate sub-dialogs are opened so that the last played mission can be pre-selected. Currently, there is no in-game override to return to the prior rollup rules. Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392> |
||
---|---|---|
common | ||
contrib | ||
d1x-rebirth | ||
d2x-rebirth | ||
Documentation | ||
similar | ||
.gitattributes | ||
.gitignore | ||
COPYING.txt | ||
GPL-3.txt | ||
INSTALL.markdown | ||
ISSUE_TEMPLATE.md | ||
SConstruct |