Age | Commit message (Collapse) | Author |
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string.
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caret position.
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directly without a trip through the window messaging system.
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(global) focus so it can abort any current input composition.
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just UCS-2 to the window key press handlers.
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they register in static vectors.
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window to its default size.
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sticky button.
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config file.
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WindowDesc is directly accessible.
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after construction.
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Eagle_rainbow)
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can have side effects when MSVC optimises it
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QueryStrings per widget instead.
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Window::OnEditboxChanged.
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widgets of the parent window to a method of the parent window.
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others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
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(GameScript only)
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with only values known in WindowFlags (and move out 2 timers to their own variable)
-Codechange: rename Window::flags4 to Window::flags
-Codechange: move some non-inline functions from .hpp to .cpp
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vehicles when adding an extra order
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immediately in command scope, and what to do asynchronously in GUI-scope.
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OnInvalidateData().
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process these events asynchronously before the next redraw. Calling window code directly from command scope uses wrong _current_company and might issue nested DoCommands() which interfer with the running command.
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got closed
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OnPaint().
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and vehicle to clone orders from directly from vehicle lists and depot window
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static in that file.
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some headers
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directly in the scrollbar widget instead.
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NWidgetScrollbar inherit from Scrollbar instead.
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and instead store the widget index of the being scrolled scrollbar in the Window.
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and vscroll2.
Note: All windows get individual members with the same names, which are initialised via Window::GetScrollbar(). This caching is not required at all, but simplifies conversion.
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the Scrollbar belonging to a scrollbar widget.
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