Age | Commit message (Collapse) | Author |
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configurable, why isn't the statusbar's location configurable?
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the language "list"
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negative value become a big positive value
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rights and unread news.
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VARDEF and put them in a more logical location
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DrawStringMultiLine().
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consisted of unrelated values use static const (u)int
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parameter for OnClick().
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if a header require a header make it include that header
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update the news ticker.
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same twice.
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Window::UpdateWidgetSize().
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WindowDesc; it's determined from the (nested) widgets
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know of eachothers size so they don't get overlapped and don't get invisible (bottoms) of windows when a larger font is used
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for more consistency and distinguishability.
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different directions)
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left/right/top/bottom of a widget
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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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this ID' from 'some' strings and replace the string name with something more sensible.
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StatusBarWindow
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on the statusbar
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drawing API
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drawing API.
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the new one.
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expanding them much easier (Alberth)
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before drawing it in the statusbar.
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edit box open simultaniously (Zuu).
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bad things will happen
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client so it is immediatelly clear which one you are working with.
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assignations), statusbar, subsidy, terraform, timetable, toolbar, town, tree and vehicle guis.
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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