Age | Commit message (Collapse) | Author |
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a sprite is too big to fit (ships and aircraft only)
-Codechange: depot windows default now makes a 1x1 matrix and resize the window by block size*number of blocks
This will make less vehicle type specific code and easier to read resizing based on sprite sizes
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VEH_Train is 0, VEH_Road is 1 and so on
This means that "v->type" can be used as array indexes instead of VehTypeToIndex() (or "v->type - VEH_Train/0x10 as the code still used in some places)
Surprisingly this can be done without changing the savegame format
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Now it only works on first and last widget to resize
It now works with offsets correctly (no longer assumes the left is 0)
It's no longer needed to have a widget right of the ones you resize
Can handle any number of widgets
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for each window, a global ResizeButtons() is added
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Note: now all build vehicle windows are merged into build_vehicle_gui.cpp
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horizontally and contains sorting options
-Codechange: the build ship window is merged into build_vehicle_gui.cpp
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in horizontal direction as well
-Codechange: merged train and aircraft build window code
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all types of vehicle lists (depending on arguments)
- Also removed some unneeded arguments
- this also allows removing an if-else cascade in ShowVehicleListWindowLocal()
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values.
This lets us increase the sprite width from 14 to up to 29 bits,
effectively nulling the old sprite limit. Table changes in next commit.
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macros by a simple template function max(), that requires two arguments of the same type. While I'm at it change a variable called "max" to "maxval" in a function that calls max().
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renamed to .cpp)
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