Age | Commit message (Collapse) | Author |
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access in widget arrays)
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calculate max number of vehicles in a row with a simple read of the matrix grid
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SetWindowWidgetsDisabledState() and SetWindowWidgetsHiddenState() to depot and vehicle windows
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widgets, not hide them
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multiple widgets in one call
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in the depot window
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don't use it to store data; instead, just get the widget's width.
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brazilian_portuguese - 3 fixed, 2 changed by tucalipe (5)
turkish - 6 fixed by jnmbk (6)
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The functions required to do so are to be found in window.h.
Rather then use the old deprecated disabled_state, hidden_state and click_state uint32 variables,
we now need to use accessors like SetWindowWidgetDisabledState, SetWindowWidgetHiddenState or SetWindowWidgetLoweredState.
This is the final commit for the merge of XTDwidget branch.
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down when pressing shift.
The _fastforward and _pause bool are not exactly used as bool.
So, when doing test with them, amek it so that the will appear as such
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using global hotkeys.
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window now opens on top of depot window instead of in the middle of the screen
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dutch - 3 fixed, 2 changed by habell (5)
german - 3 fixed, 2 changed by Neonox (5)
italian - 3 fixed by sidew (3)
ukrainian - 17 fixed, 2 changed by znikoz (19)
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secondary colour choice.
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vehicle if the old type can refit to the cargo types being used in the refit orders and the new one lacks one or more of those refit capabilities
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1 is always first and so on
This should not be a big slowdown as it's only called each time the list is generated and will normally be much faster than the list generation itself (only a small % of the total number of vehicles is in the depot)
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This gives the ability to invalidate some window data and recalculate as needed instead of doing it for each WE_PAINT
This event is called right away when using InvalidateWindowData(), so it may be a good idea to set a bool or similar in the window
or similar and then act on that bool in WE_PAINT instead of doing a lot of stuff in WE_INVALIDATE_DATA as it might be called more than once before WE_PAINT is called
InvalidateWindowData() will not automatically repaint the window, so if you want to repaint it as well, you need to mark it dirty as well.
Made the depot windows use WE_INVALIDATE_DATA to set when to generate the engine and wagon lists instead of at each redraw
It makes no sense to regenerate the list when say using the scrollbar if we know that no vehicle have entered or left the list
NOTE: currently there is a piece of code to generate the list when it's not needed and compare it to the stored list and assert if they mismatch
This check is somewhat slow and kills the whole idea of WE_INVALIDATE_DATA, so it's a short lived one to verify that InvalidateWindowData() is used everywhere where it's needed
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using hotkeys.
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in the train purchase list.
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switch-case into using a function, that was added in r6647
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longer closed by a window event if the list is empty
The window is now closed when the order is deleted.
This is because removing windows from a window event is asking for problems
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This moved a few of the strings and sprites a few pixels. Hopefully this will work out ok.
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-Fix(r5124): Add aircraft.h to MSVC projects
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removal button on railtoolbar
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selling the old vehicle to build the new one
Say we got 40k for selling the old one and the new one costs 60k, then the player only needs 20k to replace
The new engine is still built before selling the old one for various reasons, but now the player gets a loan
of the sell value, which is always repaid when replace fails or the old engine is sold. The player will never notice this loan.
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SetWindowWidgetLoweredState, in order to follow pre-established standard
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classes, so it's possible to redraw all lists of one vehicle type again (instead of all types)
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VehicleEnterDepot()
This revealed duplicated code like aircraft lists got invalidated twice
Moved invalidation of the vehicle detail window to VehicleServiceInDepot() as it should always be updated when serviced
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french - 24 changed by glx (24)
icelandic - 6 changed by scrooge (6)
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DrawWindowWidgets, as it is a bit useless
-Fix(r6562): Use the correct widget index for enabling
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climate (and only this one)
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american - 3 fixed, 2 changed by WhiteRabbit (5)
catalan - 3 fixed, 2 changed by arnaullv (5)
norwegian - 50 fixed by brygge_2 (50)
polish - 3 fixed, 2 changed by meush (5)
swedish - 3 fixed, 2 changed by cjw (5)
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Another step toward merging XTDwidget.
The only two files not converted (window.h and widget.c) will be done at the very last commit)
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danish - 6 fixed by ThomasA (6)
french - 3 fixed, 3 changed by belugas (6)
hungarian - 5 fixed by miham (5)
icelandic - 10 fixed, 17 changed by scrooge (27)
italian - 24 fixed, 2 changed by sidew (26)
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by patch...
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players are connected. The setting for this is 'min_players' and can be set in the config and via the console. If the number of players drops below this number, the server will pause the game.
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Now it happened again. Somebody got warnings, that I didn't get... I will look into this issue
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german - 6 fixed, 1 changed by chu (6), Neonox (1)
hungarian - 1 fixed, 2 changed by miham (3)
spanish - 1 fixed by eusebio (1)
turkish - 13 fixed by jnmbk (13)
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after a client has connected, e.g. for a MOTD, etc.
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(can only be done in goto depot orders)
Example: make a train transport iron ore from A to B, then it visits a depot and refits to steel
It then transport steel back to A or near A if there is a factory and then it visits another depot to refit to iron ore again
This is controlled in the orders. If a goto depot order is lightlighted, then "Unload" changes to "Refit"
Control click "Refit" removes the refit part of the order (as the tooltip says)
The player will still pay the normal refit costs
Known issues:
If a vehicle is not in a depot, then the refit window will fail to tell refitted cargo capacity
Refit costs in the refit window can sometimes print 0 when it should not because the refit calculation is unaware that the vehicle will be refitted in between
Warning: autoreplace got a protection against replacing something so you get a new cargo type, but it can fail here. In the iron ore/steel example, it can see that
the vehicle carries iron ore and the new one can be refitted to iron ore, then it will replace. It will not check to see that it's valid for steel as well.
This is something to look into in the future
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can replace an existing string. Also remove string length check on load which was a quickfix for some grfs.
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