Age | Commit message (Collapse) | Author |
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- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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parent. If the
query has no parent (eg give money, rename waypoint), the global function
HandleOnEditText is used.
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warrant a redraw, so call
that after the WE_INVALIDATE_DATA event and remove (some of) the superflouous calls.
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could be invalid after
a call to DeleteWindow() somewhere else. Also do some cleanup with AllowWindowDescFront()
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vehicles (was already done for trains)
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window's number.
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positioning WDP_AUTO = -1)
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WWT_INSET (credits to peter1138
for the aptly found name)
-Codechange: Remove the explicit numbering from WindowWidgetTypes
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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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sprites meaningful names.
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refittable to in the purchase information window. (mart3p)
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replace window) to allow room for more text. (mart3p)
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instead of using hardcoded values. (mart3p)
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the {CARGO} command and supply the cargo type and quantity, instead of manually looking up the cargo type's string.
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marked dirty when getting a WE_INVALIDATE_DATA event
This will make the windows mark dirty again when a new vehicle is available or one is removed from the list (again)
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used for all vehicle types
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is not refitable or not stopped in a depot
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This moved a few of the strings and sprites a few pixels. Hopefully this will work out ok.
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(can only be done in goto depot orders)
Example: make a train transport iron ore from A to B, then it visits a depot and refits to steel
It then transport steel back to A or near A if there is a factory and then it visits another depot to refit to iron ore again
This is controlled in the orders. If a goto depot order is lightlighted, then "Unload" changes to "Refit"
Control click "Refit" removes the refit part of the order (as the tooltip says)
The player will still pay the normal refit costs
Known issues:
If a vehicle is not in a depot, then the refit window will fail to tell refitted cargo capacity
Refit costs in the refit window can sometimes print 0 when it should not because the refit calculation is unaware that the vehicle will be refitted in between
Warning: autoreplace got a protection against replacing something so you get a new cargo type, but it can fail here. In the iron ore/steel example, it can see that
the vehicle carries iron ore and the new one can be refitted to iron ore, then it will replace. It will not check to see that it's valid for steel as well.
This is something to look into in the future
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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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This was requested by peter1138
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This change is intended to make it easier to make depot behaviour consistent
and faster to code when adding more features in the future
The user interface should hopefully not be affected by this
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This will ensure that you can always get the same list when checking for vehicles in a depot (no need to duplicate code for each place, that needs such a list)
Since the vehicles are only looped once for each redraw, drawing speed is around twice as fast (measured to be 114%-121% faster depending on the number of vehicles in the game)
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WindowEvent, which is now a struct
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contained "service in depot" displayed the stopping in depot string
This turned out to be due to OFB_HALT_IN_DEPOT and OFB_SERVICE_IF_NEEDED using the same bit
It appears that it doesn't matter for the code, so I adapted the string selection code to handle this
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depot instead of all ships in the depot tile
This bug was visible when a ship left. The window redraw was called, but it still saw the ship since it didn't leave the tile yet and it left a ghost in the depot window
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to 'data'.
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PlayerVehWndProc() into WE_CREATE
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depot/hangar (noticed by Neonox)
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large as any type of destinataion (StationID, DepotID, WaypointID) it can hold
DestinationID being a union of these types is just hassle without benefit and cannot be handled correctly everywhere because of local lack of information
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PlayerVehWndProc()
This is possible now that the window number is known when running WE_CREATE and it's a nicer solution
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goto depot button
-Codechange: unified the code for mass goto depot to avoid duplicated code
-Fix: Vehicles already on the way to depots will not be cancelled by mass goto depot (made it really hard to send all vehicles at once)
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code to delete an empty shared orders list is now much simpler
cleaned up the code to handle button clicks
fixed an assert if widget 9 was pressed on a list with vehicles for another company
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this makes the list type detection much easier and allowed an if cascade to be turned into a switch case
this also makes it easier to add more list types
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Player(vehicle)WndProc into PlayerVehWndProc
Those 4 unified functions were really much alike, so there was no reason to have so much dublicated code
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-CodeChange : rename var Engine *e to Engine *eng, since we have WindowEvent *e in same fnct
-CodeChange : fix a broken tabulation on a switch case. SOme breathing spaces too
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{' -> '} else {', tabs between code and comment, etc.
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r6167)
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bit of display code mixed up with the list of vehicles with shared orders (nycom)
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8) with SHARE_FLAG
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at the depot and leave right away.
To tell the difference the status of stopping vehicles will be in red,
while servicing vehicles will be green.
-Codechange: remove some dead code in CmdSendAircraftToHangar() since it is
conflicting with new functionality. Now p2 means the same for all types
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the list is available in the orders window and looks like the list buttons from the station windows (small vehicle)
The button is disabled if the vehicle do not have any shared orders or it got shared orders, but an empty order list
based on a patch by nycom, thought it ended up getting heavily modified
Thanks to TrueLight for proofreading and suggestions
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-Codechange: introduced DestinationID, which is in fact an union of several types
Used in Order struct, so no longer StationID is abused for all targets.
Hangars are a big exception, as they use a station-id with GOTO_DEPOT (go figure)
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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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textboxes to only
allow certain patterns (like numbers only)
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