Age | Commit message (Collapse) | Author |
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which were sometimes missing and sometimes just typos
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strings.
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(like done for video, music, sound, etc)
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wrongly.
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widget size computations.
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drawing, this way we won't draw other strings too small; only caused problems when tiny/big text strings would use SETX.
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results for NewGRF texts.
Note: This readds support for centering strings with SETX, however the text part of the string will not be in the exact center, as the SETX offsets that.
Note: All means of aligning vehicle names behind wide sprites (SETX or lots of spaces) in the buy menu will cause the vehicle names to be misaligned in other places, like the new vehicle news message, exclusive use of vehicle message, detailed vehicle information or autoreplace.
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reached like break after returns or break after functions that never return (i.e. NOT_REACHED)
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const is (accidentally?) removed using C-style casts.
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-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
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forcing resizes/redraws of the screen during map generation
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DrawString and not DrawStringMultiLine.
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same as for DrawString (except the addition of the bottom parameter)
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truncated too early
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fonts
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and ai debug output don't get swapped (those are untranslateable anyways)
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RTL text.
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-Fix (r15800): off-by-one w.r.t. offsets
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new one.
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drawing API
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drawing API.
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API.
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left/right instead of the x and width to make drawing text at offsets easier.
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shouldn't be doing, make sure that the actions happening after that, doesn't start doing what it shouldn't be doing. This of course would only happen in rare corner cases.
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sprite as cursor.
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hardcode the values for that enum.
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as GameMode instead of as byte.
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Now use the same method of handling the colour as it would do when drawing a string instead of a character.
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color and colour.
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ICU's headers.
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and strecpy where direct conversion is possible
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language file instead of hardcoding one.
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scripts and connecting Arabic characters.
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