Age | Commit message (Collapse) | Author |
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Unicode/UTF-8 and the option for fonts rendered by FreeType. Language changes to come.
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no whitespace was seen
for the 'current line' of a certain maximum width, the string will be truncated instead
of the old behaviour which just left it alone.
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of pixel lines used, and use it for drawing NewGRF additional text (mart3p)
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height bounding
box of the string. Therefore rename the function to GetStringBoundingRect()
and have it return a BoundingRect type of width/height
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plain confusing
All the struct holds is a simple colour gradient, so using a simple array with 8 entries is more clear
Also add the names of colour the gradients as enum
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(_color_list) which the renderer shouldn't have know about
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parameter of FillDrawPixelInfo() and simplify some expressions
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balance window instead of centering (about) 'string width' / 2 from the right edge
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numbers with a FontSize enum, using the numbers (which are SpriteIDs) in only the places needed.
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it again when it enters. Added both for WIN32 and SDL. Since Win95 has troubles with TrackMouseEvent(), this function was just simply rewritten which was the easiest. Based on a patch by DmitryKo.
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where it somewhat makes sense and wrap them in #ifdef _DEBUG
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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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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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- 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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length. Function courtesy of Ludde.
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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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(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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appropriate warning flags in the Makefile
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transparent mode
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Please read the Readme for further information. There are some minor graphical glitches when you use the DOS files. E.g. the autorail button is a bit screwed up.
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Options' menu which lets you set fullscreen ingame.
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