Age | Commit message (Collapse) | Author |
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struct WorldSprite
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where it somewhat makes sense and wrap them in #ifdef _DEBUG
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false; else return true; is confusing
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-Indentation
-Whitespace
-DeMorgan's Law
-Test with NULL or 0 for non-booleans
-'\0' instead of 0 for chars
-Remove redundantly redundant comments (like DoFoo(); // Do foo)
-Join multiple short lines with a single statement
-Split single lines with multiple statements
-Avoid assignments in if
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Also align short cases nicely
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comments, excess empty lines, minor other changes
nothing spectacular, just some stuff, which piled up
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functions that don't change their pointer parameters
- change a lot of byte player types to PlayerID
- beautify header files, same "#endif /* filename */" ending
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(custom) (win32)
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a power of 2, for exact semantics see the commment in macros.h
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([1274302])'
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Add several missing chars:
- Š/š (S with hacek, all sizes)
- Ž/ž (Z with hacek, all sizes)
- Œ/œ (OE ligature, all sizes)
- Ð/ð (eth, large font was missing)
- Þ/þ (thorn, large font was missing)
- º (male ordinal sign, all sizes)
Also move Ÿ (Y with umlaut, all sizes) to the correct position in the charset
To add some chars it was necessary to shuffle some OTTD specific chars (arrows, transport type markers) around
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from table/sprites.h. You can now change the number of bits used for sprites and switches in the SpriteSetup enum and the rest should work automagically. Can be used to increase the number of active sprites to 2^19 in case there are no colortables (recolor sprites) in any newgrf. We should possibly move the the colortables to an own list, but how to detect them in a newgrf.
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numbers
by enums. There remains work in gfx.c to move the "transparency" and
"recolor" bits around to make space for more sprites. However, 2800
additional sprites can now be loaded. There also remains cleanup and
Doxygen work on many of the header files.
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globally via openttd.h
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- Add DoDrawStringCentered() and change the multiline strings in the about box to single-line ones
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Instead of giving center + width you give the coordinates of the bounding box (left, right) it has to fit in (ludde)
- CodeChange: changed (back) maximum pixel length of truncated strings to a signed integer.
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signed/unsigned warnings
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supposed to. Because of this real width and reported width didn't correspond with eachother.
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length. Function courtesy of Ludde.
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calculations
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special case from the sprite blitter, which decompressed certain sprites every time when blitting them
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video-driver, now windows works, dedicated works and sdl works. Also reverted the change to the makefile.
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'fullscreen' button than chose a resolution from the dropdown box that was no longer valid. Big thanks to DaleStan for track down the crashing bug.
- Fix: There would be duplicate entries in the resolutions dropdown box. Copy SDL method or removing duplicates and sort the list.
- Feature: in the settings menu, you don't have to click on the arrows anymore, clicking on the dropdown box itself has the same effect. Consistent with other dropdowns in the game
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handling of text with that of editboxes
- Codechange: Introduction of Textbuf struct which not only holds physical data as length but also pixel-constrains (width) and information about the caret
- Codechange: Move Clipboard function to OS specific file. Currently only Windows has clipboard actions
- Feature: Editboxes, console and exit screen also accept the numeric-enter as a yes
- Feature: Navigation through text with cursor keys is possible, as well as arbitrary insertion (also paste) and deletion; both backspace and del keys. Functions DeleteTextBufferChar, InsertTextBufferChar and InsertTextBufferClipboard handle input and deletion. Navigation is done through MoveTextBufferPos.
- Fix: OTTD crash when opening 'add server' editbox
- CodeChange: fix up some stringwidth calculations in gfx.c. You can get the width in pixels of a character by calling GetCharacterWidth().
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everytime when accessing it
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(returning a Sprite*) and GetNonSprite() for "sprites" of type 0xFF (returning byte*)
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own and use SpriteID as parameter type where appropriate
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- Complement the sprite header struct with a variable sized array for the sprite data and rename it to Sprite.
- Use the correct type Sprite* instead of casting all the time (this causes some "assignment from incompatible pointer type" warnings, nothing serious, will be resolved soon)
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drawing functions and buffers
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new header (though i think some of these function don't belong into strings.c)
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