Age | Commit message (Collapse) | Author |
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used in ways that aren't always wanted, causing bugs and the like. Also with nested widgets most reasons for handling OnResize have gone.
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when setting up smallest size (e.g. for DParams). So assign it earlier in Window::InitializeData instead of dealing with each window separately.
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edit box would show the OSK (Zuu)
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window class
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nested widgets through the nested_array.
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which were sometimes missing and sometimes just typos
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for more consistency and distinguishability.
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other functions already.
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used.
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wrappers
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position, capacity and count of scroll bars. This to (eventually) prevent the scrollbar overflowing outside of the window
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vehicles, when autoreplacing/renewing them.
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font/language as it is done after resizing the main OpenTTD window.
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inconsistently.
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even if they are not used.
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smallest alowed size should not crash the game.
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from most important to least important, so e.g. the order windows' 'd' skips to the next order
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widget size computations.
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for initial window position.
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size/position part.
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directory, and found town windows.
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widgets after a language change.
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nested widget trees.
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finding widgets by type or position in the tree.
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NWidgetBase::FillNestedArray() to fill the array.
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code style.
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introduced widget_type variable.
-Fix: Prevented out-of-bounds array access when not clicking at a widget.
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to Smatz).
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only once.
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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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WindowDesc to the InitializeWidgetArrayFromNestedWidgets function.
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