Age | Commit message (Collapse) | Author |
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positioning WDP_AUTO = -1)
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random size. So to get a size
you need it between 1 and 3 and therefore there is no one-on-one correspondence between
widget-numbers and town-size. Based on a patch by Maedhros
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a new/loaded game. The
good thing is, we got rid of even more magic code (tm)
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to MaxZoomInOut
with a zoom parameter and a pointer to the window which's viewport we want to zoom.
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DoZoomInOutWindow (enable, disable
buttons depending on calling window, game-mode); handle it by broadcasting messages
to the calling window, because that knows how and what buttons to set.
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and rewrite the function
a bit more sensibly.
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keypress event was sent
twice. due to e->we.keypress.cont not being set to false. Also indent the switch
statements for some coding style bonus points.
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information from
invalid players (eg spectators) which could lead to crashes.
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This didn't cause any
bugs so far because the 'click' element was at the same position in the union for both
events.
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-Codechange: member color_map is more related to random color, rename it as such
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is only plain panel,
WWT_IMGBTN must contain an image for drawing. Renamed WWT_PANEL_2 to WWT_IMGBTN_2
because that is what it is. Added WWT_PUSHBTN that is either just a pushable button,
or a textbutton, which text's drawn dynamically independent of widget.
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The last parameter should point to the end of the buffer (eg lastof(buf))
Courtesy of Tron.
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SHIFT+ENTER (SHIFT+T)
sends a message to all players, CTRL+ENTER (CTRL+T) sends a message to all
team mates and ENTER (T) sends a message to teammates if you have any, otherwise
to all players.
The chat-window now also shows what kind of message is being sent. Shortcut
functionality has not been changed (ENTER sends message, ESC closes window)
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PLAYER_SPECTATOR and
put it into player.h where it belongs (instead of map.h)
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With networking
disabled hardcode _networking/_network_available to zero and let the compiler
handle all optimizations.
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items. While
here have a little go at the MenuWndProc() function for a little cleanup.
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toolbar. So
normally they will start at the left side of the parent button except when
they would stick out, then align with the top toolbar's right side. This
also means the extra parameter 'x' is not needed, it is deducted from the
widget position.
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on the length of the strings in that list.
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drop downs when there are no companies
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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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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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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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It made no sense to maintain 8 nearly identically arrays when a single one can do the job
Also made the two buttons always use half of the bottom width each, even when resizing
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WindowEvent, which is now a struct
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This means that in the intro menu the 'Quit' button immediatelly quits
and the 'Quit' in the menu of the normal game and scenario editor
immediatelly quits when the 'autosave_on_exit' patch is turned on.
This is the same way as the OS/window manager initiated quits, like
alt-F4 and the 'x' in the (OS/window manager drawn) title bar of OTTD.
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called or have no effect.
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network game password handling somewhere were it belongs to
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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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{' -> '} else {', tabs between code and comment, etc.
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parameter of FillDrawPixelInfo() and simplify some expressions
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functions and variables all match eachother
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invalid ones
-Codechange: use IsValidXXX where ever possible
Note: both changes to prepare for new pool system, which needs those changes.
For every pool there are 2 ugly lines, which will be removed when done
implementing new pool system.
Based on FS#13 by blathijs, partly implemented.
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label
CodeChange : Move almost all fixed strings from ON_PAINT event to Widget array using WWT_LABEL.
Feature : All "Select Refit Cargo" are now centered, instead of been left aligned
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whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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of a general function that handles that
-Codechange: use always 'e' for WindowsEvent, neverr 'we'
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windows handle them theirself. Added WE_SCROLL for this.
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- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
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textboxes to only
allow certain patterns (like numbers only)
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convert a Date to/from a YearMonthDay.
-Cleanup: swap ConvertDateToYMD's parameters to make the order consistent with the name of the function.
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date.[ch]
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
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more flexible mechanism
Simplification of the handling of the main_gui menus,
Removal of repetitions and Hiding the internals of screenshots.
Thanks to glx, Rubidium and Truelight for pointers
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This also fixes a bug:
-Fix: It was possible to rename a signs or waypoints with the chat box
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is selected in the scenario editor.
-Side effects:
- Removed one global variable from variables.h
- Remove an ugly hack for the "many random towns" function
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