Age | Commit message (Collapse) | Author |
|
|
|
position.
|
|
caret position.
|
|
the input focus changes.
|
|
directly without a trip through the window messaging system.
|
|
non-Unicode build.
|
|
strings into UTF-8 for non-Unicode builds. And don't crap out on DBCS code pages either.
|
|
correctly.
|
|
keyboard handler.
|
|
edit box has the input focus.
|
|
threads could crash OpenTTD
|
|
Eagle_rainbow)
|
|
|
|
unsupported fullscreen display mode (like 8 bpp modes in Windows 8).
|
|
|
|
resolution you were, not to the fullscreen resolution (Windows only)
|
|
(fullscreen, 8bpp/32bpp), and a window already exists, it was forced out of maximize mode, and its resolution/position was reset, often causing unwanted side-effects. As a "bonus", a WC_SIZE was triggered, and if the system was going from 8bpp to 32pp, this caused a forced window update in a limbo-state of the blitter (not fully 32bpp just yet, but for sure no longer 8bpp); this could cause random memory access which could lead to ACCESS_VIOLATIONS
|
|
threaded drawing.
|
|
|
|
animation into a separate thread.
|
|
blitter so changes of the palette data during the game don't influence drawing (with SDL)
|
|
dirty variables into a single structure
|
|
cursor more prominently during the initialisation of OpenTTD
|
|
|
|
|
|
go to full screen at the resolution of the configuration file when starting OpenTTD
|
|
|
|
use desktop resolution
|
|
it doesn't recompile everything that needs to be recompiled...
|
|
milliseconds per game tick and use it
|
|
|
|
|
|
|
|
missed :)
|
|
the cursor ha left the window
|
|
was only validated during sprite blitting, other drawing operations didn't check it. Initial startup and window resize could therefore lead to crash.
|
|
movement isn't needed anymore because after each even that movement is handled and the counter is reset. As such simply assigning instead of adding works.
|
|
right-click-dragging
|
|
|
|
|
|
|
|
-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
|
|
sources too
|
|
defining unlink. Also remove redundant tchar.h includes as it is already in stdafx.h.
|
|
|
|
|
|
printf and && where || is meant. Found by MSVC's code analysis (Darkvater)
|
|
|
|
0-9 keys so people don't get confused that the keypad doesn't work as expected.
|
|
|