Age | Commit message (Collapse) | Author |
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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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Don't tell the Textbuf an arbitrary number as size of the string buffer, but the real lengthof() it
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(?!), therefore don't pass this information as parameter
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chat box from the "text box"-widget instead of hardcoding an arbitrary - and wrong - number
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string
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so don't jump through hoops to check if nothing was entered and simplify the code
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care for the WE_ON_EDIT_TEXT_CANCEL event, so don't send one. This code looks like it was mindlessly copy&pasted from the query box
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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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languages fit (wikipedian).
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1. disable widgets also when the active companies/spectators is bigger than the max.
This can happen if the server has changed the settings.
2. updated scroll-count in the lobby as the window is higher.
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(Bjarni, glx, MeusH, Tron, me, my sister)
- Remove the most blatant of untranslated or wrongly-outdated strings.
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connectivity (so servers which you can join are on top) and sort on names as a second criteria on clients and connectivity.
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without freeing the previous value and make it possible to ban offline clients
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when using MSVC
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name/clients/compatibility ascending/descending)
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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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be the other way around, but with the current network code this doesn't work. So workaround (have some nice promise from TrueLight for fixing ;))
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network_gamelist.c
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in the lobby. Also always allow the join button to a server unless all clients are used up (otherwise you can always join an existing company
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for the new information.
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companies and spectators for a server. This can be changed/viewed during runtime as well in the console.
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for example from the integrated nightly, so validate the network-input when it is received
- CodeChange: added str_validate(char *str) function that checks if a string contains only printable characters and if not, replaces those characters by question marks. Also move IsValidAsciiChar() to string.h
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their actual use, and add "Close Window" tooltip where missing.
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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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- 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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DrawStringCenteredTruncated() functions.
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game/scenario. Also truncate where neccessary
- Feature: truncate the path of the saveload window
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information about clients.
Change: Made code a little bit more readable by putting _selected_item in a local var with a shorter name.
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new string system.
Also fixed a bug introduced in r2564, forgot to remove 4 global variables in network_gui.c.
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not meant to be used by GUI-code, because it modifies the "game-state".
Added a way to bind a C-string to an openttd string which doesn't modify the game state.
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the latter is confusing
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removed the 'byte' saveload arrays which means you can save an array of more than 255 elements, or bigger structs than 255 bytes. This doesn't yet solve the problem that a chunk can be a maximum of 16384 big.
- Fix: also fix an unnoticed error in SlSaveLoadConv() due to wrong types.
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chatbox is open
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refit ones remain, and some server-only commands.
- CodeChange: remove cmd-misuses CmdStartScenario() and CmdDestroyCompanyHQ()
- Fix (invisible): when parameter checking CmdRestoreOrderIndex() the vehicle did not have its orders yet, so it would fail. So move doing this until AFTER the orders have been added back in RestoreVehicleOrders()
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CmdStartNewGame(), CmdCreateScenario(), CmdSetNewLandscapeType() and CmdGenRandomNewGame().
- CodeChange: renamed CmdTrainGotoDepot() to CmdSendTrainToDepot() to be consistent with other depot commands.
- CodeChange: 'newgame' console command now calls the unabused GenRandomNewGame(). For the server it still creates a new game, a client quits the game and continues in SP.
- CodeChange: in the game-difficulty window, setup the disabled buttons on window creation, not every redraw.
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WDF_STD_BTN, instead of doing the "workaround" of the previous commit
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