Age | Commit message (Collapse) | Author |
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hotkeys.
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handling.
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keyboard handler.
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(Based on patch by leecbaker)
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during dragging. (Matthieu)
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blitter so changes of the palette data during the game don't influence drawing (with SDL)
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dirty variables into a single structure
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certain circumstances (based on patch by matheweis)
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milliseconds per game tick and use it
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blitter during start-up
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patches lately... they either fail to compile or spew warnings
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missed :)
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consisted of unrelated values use static const (u)int
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allocated.
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video driver was used.
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cleaning.
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the first file. Also unify OSX specific stuff into osx_stdafx.h and remove unused includes.
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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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0-9 keys so people don't get confused that the keypad doesn't work as expected.
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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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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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when Ctrl is pressed
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cleaner way.
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the window when using rmb scrolling. Thanks ln- for pointing this out and providing a fix.
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files. The reason for this is that the fullscreen and windowed mode api are separate from each other in OS X and thus the driver actual is two drivers in one. This split is to make the code more readable and to prepare for replacing the Quickdraw windowed mode code which uses apis deprecated as of OS X 10.5 (and maybe earlier).
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