Age | Commit message (Collapse) | Author |
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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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sprites: fonts, recolour, mapgen and normal sprites.
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some unneeded '(x == 0) ? 0 : 1' constructs.
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OpenTTD to stop drawing the string. This is especially noticable with low resolutions and the chat input box.
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one. And constify it too.
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as that's the only case chat messages are used. Furthermore remove any trace of chatmessages when compiling without network support.
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few comments added too.
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names. And add a few comments on the _extra_palette_values array.
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'true' and 'false' more intuitively useable.
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0xFE number. Exact meaning will need to be found later.
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removing yet som more magic numbers and one "false" colour
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