Age | Commit message (Collapse) | Author |
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cascaded to WE_RESIZE handler, causing the Save and Map toolbar widgets to be altered. Fix by putting the break; back.
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scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
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normal rail
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numbers with a FontSize enum, using the numbers (which are SpriteIDs) in only the places needed.
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icon, but compute its position from the length of the string.
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coordinates of the tile to operate on - to a TileIndex
Remove DoCommandByTile(), because now it does the same as DoCommand()
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set. Comment-change only
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size of the buffer (so length of string + '\0'), but in the code it was a mix of both. It didn't cause any problems though, only an occasionaly one-less character than allowed. (thanks Tron for noticing)
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the mess that is makefile can't properly support it at the moment, it is only available for MACOSX. Windows doesn't need FS conversion and I have no idea about OS/2 so it's disabled for them.
- CodeChange: Change the function GetCurrentLocale(). It returns the locale from some default environment-variables, plus a custom one defined as parameter. If all fail, it tries $LANG.
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dialog-editbox. This gets rid of the '.sav' appended to each game as well as properly showing UTF-8 saves when this is implemented. Also don't change the text if the save has failed.
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function for creating the full path instead of home-brewn snprintf.
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slightly vibrating text when pressing the cheat-button. Thanks to peter1138 for noticing.
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abominable, but at least a bit more readable now.
Use the now generalized ReadValue/WriteValue functions as well as using general variable-types (SLE_VAR, instead of custom CE_ ones).
Remove the CE_CLICK type and use a SLE_BOOL type instead with a flag of CE_CLICK.
Remove stepsize from the struct. The stepsize is automatically calculated from the minimum and maximum values (in 20 steps).
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it manually. The function has two parameters added, colour and an enabled flag.
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building in release mode; however it is shown at debug level 1.
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them into the WP() macro. Also combine more than one WP-custom element. For this the maximum size of w->custom (WP) has been increased, and multiple types put inside one with possibly moved to the corresponding gui file if it is only used there.
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- Fix station builder issue by checking the tile is in bounds.
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saveload dialogs because of restriction that scroller is only active for widget + next widget is scrollbar. Yes, we need a better window system.
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their actual use, and add "Close Window" tooltip where missing.
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Determine clicked status of sticky icon from window flags rather than the widget click state. This keeps the status in one place where it can't get out of sync.
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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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default save/load directory based on the dialog (added icon to openttd.grf, introduced FIOS_TYPE_DIRECT that allows arbitrary directory jumping).
- Fix: on Win32 capitalize the drive-letter in the saveload dialog windows when it is first opened.
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- const, whitespace, indentation, bracing, GB/SB, pointless casts
- use the trinary operator where appropriate
- data types (uint[] -> AcceptedCargo, ...)
- if cascade -> switch
- if (ptr) -> if (ptr != NULL)
- DeMorgan's Law
- Fix some comments
- 0 -> '\0', change magic numbers to symbolic constants
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int/uint/int16/byte/-1 with proper types and constants
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s/byte/PlayerID/
s/int/PlayerID/
and related changes
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cause that would have written 0X
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owner it is accessed by [GS]etOwner anyway and when it doesn't store an owner, but arbitrary data, accessing a field called "owner" is confusing.
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managing the sprite heap to a new file gfxinit.c.
This doesn't ease the global variable mess, but makes the distinction between sprite heap and gfx loading routines easier.
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is in
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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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