Age | Commit message (Collapse) | Author |
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client so it is immediatelly clear which one you are working with.
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toolbar, not after finishing the selection
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dropdown menu system, allowing flexible menus instead of fixed string lists, and removing code duplication.
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toolbar and dropdown guis.
Mostly forgotten ones.
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assignations), statusbar, subsidy, terraform, timetable, toolbar, town, tree and vehicle guis.
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like enums can not be easily matched :(
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different signatures of functions in menus
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into their own parameter.
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not care, but some other compilers do.
Thanks to glx :)
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the toolbar resizing processes
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concordance with code style
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-Codechange: related to this split the waterway based buttons from the landscape generation window
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The rework allowed to remove a function, by merging two quite similar ones.
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Makes it a bit clearer, don't you think?
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few exceptions.
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explanation/documentation of a trickery some would call a hack
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lowered. So small revert
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as 27. So, it has to be lowered by one, so it can be used as a widget "pointer"
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leftovers of scenario editor one.
Still more go do
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more adaptable, still
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exactly the value to use.
Even more when it's a parameter.
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work is required.
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were assigned to the zoom in and out buttons in the scenario editor
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becomes very low so the buttons are still visible and useable. Patch by Dominik.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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from lots
of windows causing 'two stage' opening effect.
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dropdowns
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Editor, too
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it was always positioned on the right side
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Window constructors.
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the Window class and remove Window from their naming.
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not have to return the Window they just created.
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