Age | Commit message (Collapse) | Author |
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some type safety.
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main_gui.cpp to terraform_gui.cpp (and introduce terraform_gui.h). Based on a patch by Roujin.
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functions.
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useless includes.
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map.h).
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logical place and remove about 50% of the includes of 'functions.h'
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single file and do not include gfx.h everywhere to get a Point type.
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their respective places.
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and making it more logic where function definitions can be found.
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'global' window related types, on that defined 'global' window functions and one that defines functions and types only used by *_gui.cpps.
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r11642
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bridge_map.h into tunnelbridge_map.h
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now useless RaiseWindowButtons function
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that over CTRL. Patch by BigBB.
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other features, like adjacent stations or signals.
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options that 'work' with the 'Bulldozer' button instead of only a few.
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style
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with the coding style
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rail building all react the same on CTRL as autorail.
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WindowHighlightMode constants. Patch by SmatZ.
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the color of the text in a DrawString call.
Patch heavily based on BiBB's work (FS#1383)
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disabled. Patch by Wolf01.
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rail and road GUIs. Patch by skidd13.
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remotely trigger an assertion.
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windows that are smaller than the default window size.
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hardcoding station types by graphics IDs.
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variables.h to strings.h
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tourists when it does not, whereas the "build bus station" GUI did not show them when it did accept them.
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when dragging signals. Signals will continue following track until an existing signal, junction or station are reached. This currently replaces the existing use of ctrl-drag for changing existing signal type.
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the scenario editor.
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type when you start a new game or load a game. This is done either static, i.e. rail, electrified rail, monorail and maglev, or dynamic which takes either the first or last available railtype or the railtype that is used most on the map.
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TRACK_BIT_NONE (e.g. non-rail tiles), so use FindFirstTrack instead.
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GenericPlaceSignals.
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road types on a single tile.
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stations by holding down control. Based on a patch by Wolf01.
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the specific variable, not how it was highlighted.
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area and what to do with it afterwards.
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and into landscape.h, and add a few where they didn't exist.
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