Age | Commit message (Collapse) | Author |
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The fix for #8067 solves the real issue, making this workaround unneeded.
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This replicates the behaviour on e.g. Windows, which saves the original window size.
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Made pinch out zoom in and pinch in zoom out, as virtually all macOS
applications do.
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scrolled/jumped way to far, when OpenTTD lagged during mouse event processing.
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console hotkeys.
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prevent crashes and improve IME support.
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triggered during text input.
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presses to toggle the console, allowing input of accented characters.
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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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