Age | Commit message (Collapse) | Author |
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direction so the buttons overlap 'nicely'
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TheJosh, GeekToo, Terkhen and others)
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Window::UpdateWidgetSize().
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widgets for Widget* arrays.
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WindowDesc; it's determined from the (nested) widgets
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IMGBTN; the image doesn't move, so the extra space at the right and bottom aren't needed
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remove some unused variables
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it implement the 'switch' toolbar feature when it gets really small.
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widgets and subclassing of itself.
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-Fix: wrong widgets (e.g. finances and company) could be visually disabled, based on the state of the zoom in/out buttons. However, they were still clickable
-Codechange: make the main toolbar a nested window
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the switch bar a tooltip and unify the naming of sprites.
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way to tell which of the configurations it's showing
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used in ways that aren't always wanted, causing bugs and the like. Also with nested widgets most reasons for handling OnResize have gone.
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for more consistency and distinguishability.
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other functions already.
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did not raise again.
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relatives
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more logical
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and select appropriate tool
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company names is open
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GetActiveCompanyCount(), use PoolItem::GetNumItems() instead
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PoolItem::IsValidID(index)
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year of the scenario, not the (starting) game year for new games/scenarios.
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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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they are basically the same thing
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callback
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left/right instead of the x and width to make drawing text at offsets easier.
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the new one.
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