Age | Commit message (Collapse) | Author |
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names in comments and add a little more doxygen documentation.
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could cause crash
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client so it is immediatelly clear which one you are working with.
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sprites: fonts, recolour, mapgen and normal sprites.
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for 8bit width in pixels
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trains having the selected waypoint in their orders.
Changing its name is also supported from the same new window.
Gui based on work done by Satyap, on FS#2025.
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general tooltip window.
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even when they were invisible
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there
-Codechange: convert smallvector from struct to class
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necessarily consecutive.
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planetmaker)
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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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openttd.cpp to viewport.cpp/window.cpp.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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Patch by Alberth.
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window_gui.h only needs to be included in *_gui.cpp.
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the Window class and remove Window from their naming.
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recursively via the OnPlaceObjectAbort callback and use this knowledge to simplify closing some windows.
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byte[WINDOW_CUSTOM_SIZE] removed. This step changes the event handling to work directly on the Window class instead of via a function pointer and big switches while keeping backward compatability while we're rewriting the Windows to the new scheme.
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functions/types to tilehighlight_*.h.
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declarations.
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something more than whitespace as description of files that don't have a description.
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InitializeWindowViewport because the viewport is now part of the window struct. Patch by Alberth.
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by Alberth.
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operators.
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have a viewport instead of one global array with a viewport for each window, even when they do not use the viewport.
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the stack, but only once and reuse this.
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byte array for ChildScreenSpriteToDraw.
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byte array for ParentSpriteToDraw.
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space as necessary. This avoids copying data around for vector's push_back() function.
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byte array for TileSpriteToDraw.
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byte array for StringSpriteToDraw.
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a patch by Alberth.
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instead of transparent
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use the SmallStackSafeStackAlloc wrapper. Allocate on the stack by default and on the heap for NDS (or other devices that have a very small stack).
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