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2006-12-27(svn r7573) -Merged the bridge branch. Allows to build bridges of arbitrary ↵celestar
rail/road combinations (including signals)
2006-11-11(svn r7130) -Codechange: Handle the positioning of windows through the ↵Darkvater
desc->left/top settings with some special values (WDP_) instead of checking window-class. This also fixes FS#172 now that we can position windows arbitrarily and are not restricted to window-classes.
2006-11-10(svn r7128) -Codechange: Replace magic numbers by magic enums (windowdesc ↵Darkvater
positioning WDP_AUTO = -1)
2006-10-31(svn r7022) -Fix [FS#292]: Properly guard against viewing company-sensitive ↵Darkvater
information from invalid players (eg spectators) which could lead to crashes.
2006-10-28(svn r7000) -Fix: Incorrect use of e->we.click when the event is a 'place'. ↵Darkvater
This didn't cause any bugs so far because the 'click' element was at the same position in the union for both events.
2006-10-24(svn r6925) -Codechange: Be more strict with widget distinctions. WWT_PANEL ↵Darkvater
is only plain panel, WWT_IMGBTN must contain an image for drawing. Renamed WWT_PANEL_2 to WWT_IMGBTN_2 because that is what it is. Added WWT_PUSHBTN that is either just a pushable button, or a textbutton, which text's drawn dynamically independent of widget.
2006-10-14(svn r6774) -Codechange: Rename the badly named OWNER_SPECTATOR to ↵Darkvater
PLAYER_SPECTATOR and put it into player.h where it belongs (instead of map.h)
2006-10-03(svn r6631) -Codechange: Use accessors for click_state.belugas
Another step toward merging XTDwidget. The only two files not converted (window.h and widget.c) will be done at the very last commit)
2006-09-23(svn r6499) -Codechange: Finally, got "byte event" outside of the union ↵belugas
WindowEvent, which is now a struct
2006-06-28(svn r5403) - Feature: Allow building canals at sea-level, using ctrl to ↵peter1138
toggle canal or plain water tile. This allows building of non-raisable sea-level water ways (useful in multiplayer) and dikes for low-level areas.
2006-06-28(svn r5395) The railway station and depot building windows are not ↵tron
affiliated with the terraforming toolbar. So don't let the terraforming toolbar try to close them, they aren't open then anyway. Also remove an empty case
2006-06-27(svn r5391) Miscellaneous, mostly bracing and whitespace, nothing spectaculartron
2006-06-10(svn r5218) Remove GenericRaiseLowerLand(). It's not really as generic as ↵tron
the its name suggests, it's just an unnecessary indirection
2006-06-07(svn r5155) - Remove the bridge branch merge (revision r5070)tron
2006-06-02(svn r5070) Merged the bridge branchcelestar
-Feature: Bridges can now be placed above: Any railway track combination (excluding depots and waypoints) Any road combination (excluding depots) Clear tiles (duh), including fields Tunnel entrances Bridge heads Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing There are still a number of visual problems remaining, especially when electric railways are on or under the bridge. DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
2006-05-11(svn r4827) -Fix (FS#160) In the terraform toolbar, don't treat the plant ↵celestar
tree button as place-push-button, because it isn't
2006-04-04(svn r4279) s/\<CL_/CLEAR_/tron
2006-03-30(svn r4181) CodeChange : Replaced [G/S]etMapExtraBits by [G/S]etTropicZone. ↵belugas
Although it was an accessor, nor his usage nor the values were clear.
2006-03-05(svn r3763) Adapt to the new 'map accessors go in foo_map.h'-schemetron
2006-02-24(svn r3665) Add a function to turn a tile into a clear tiletron
2006-02-13(svn r3597) Miscellaneous (I like that word) changes: Fix some indentation, ↵tron
add consts, reduce indentation level by short-circuit logic, convert if cascades to switch, whitespace, bracing, plus some minor stuff
2006-02-01(svn r3514) -Codechange: Replace direct fiddling of bits for the ground type ↵tron
and density of clear tiles with symbolic names and accessors. See clear.h for details
2006-02-01(svn r3511) More whitespace ([FS#46] by Rubidium)tron
2006-01-05(svn r3365) Staticise 36 functionstron
2005-12-24(svn r3338) Wrong file in last committron
2005-12-24(svn r3337) Remove an unused variable and add 2 times statictron
2005-11-14(svn r3181) -Bracingtron
-Indentation -Whitespace -DeMorgan's Law -Test with NULL or 0 for non-booleans -'\0' instead of 0 for chars -Remove redundantly redundant comments (like DoFoo(); // Do foo) -Join multiple short lines with a single statement -Split single lines with multiple statements -Avoid assignments in if
2005-11-07(svn r3153) - Feature: [ 1276827 ] Drag and drop rocky areas in scenario ↵Darkvater
editor (MeusH-ish)
2005-07-24(svn r2701) Insert Id tags into all source filestron
2005-07-22(svn r2673) Include functions.h directly, not globally via openttd.htron
2005-07-21(svn r2669) Shuffle some more stuff around to reduce dependenciestron
2005-07-21(svn r2664) Remove depedency on player.h from variables.htron
2005-06-25(svn r2487) Replace TILE_XY by TileXY/TileDiffXYtron
2005-06-24(svn r2483) Replace almost 500 "uint tile" (and variants) with "TileIndex tile"tron
2005-06-06(svn r2425) - Fix (regression): wrong sprite for level-land cursor (thx Tron)Darkvater
- CodeChange: change MapSizeX() - 1 to MapMaxX() in the smallmap drawing code
2005-06-06(svn r2420) - Codechange: magic number elminitation of cursorsprites.Darkvater
2005-06-02(svn r2397) - CodeChange: rename all "ttd" files to "openttd" files.Darkvater
2005-05-08(svn r2284) - Fix (regression): [ 1197177 ] Scenario editor: desert ↵Darkvater
add/remove tool removes industries. Fixed a bit too agressive desert generator. It still does remove the industry (sand's a bitch on machinery), but at least it does it cleanly :)
2005-04-19(svn r2214) - Fix: Dragging the desert tool over half-desert turns it into ↵Darkvater
full-desert; dragging the tool while pressing ctrl, will remove the desert area.
2005-04-02(svn r2136) - Fix: [ 1174313 ] terrain hotkeys nonfunctional in scenario ↵Darkvater
editor (D,Q,W,E,R,T,Y,U fltr) - Fix: 'L' no longer opens ingame terraform bar in scenario editor bar, but the land generator one - Feature: [ 1095110 ] Create Lake and draggable Create Desert tools (initial implementation GoneWacko), also added sticky buttons to land generator and town generator - CodeChange: moved around some of the draggable tools, demystifying them - CodeChange: change CmdBuildCanal to allow for XANDY dragging not only X or Y (only scenario editor) - CodeChange: add some more enums to sprites. - TODO: merge most of the ingame and scenario editor land terraform code. This can only be done after OnClickButton function is changed so it also includes the backreference to the widget being clicked, postponed to after 0.4.0
2005-02-13(svn r1867) Include tables/sprites.h only in files which need ittron
2005-01-22(svn r1596) Add some more staticstron
2005-01-22(svn r1594) Convert all undefined parameter lists to (void) and add the ↵tron
appropriate warning flags in the Makefile
2005-01-12(svn r1486) -Codechange: moved all 'signs' stuff to signs.c/h and prepared ↵truelight
it for dynamic arrays
2005-01-12(svn r1485) -Fix: [1031451] Catchment area shows when buying sign. Catchment ↵darkvater
area wasn't reset when road station window was unselected -Fix: small GUI glitch in terraform toolbar
2005-01-08(svn r1435) Fix: [ 1094092 ] Toolbars accessible via keyboard in spectator modedominik
2005-01-08(svn r1424) Add dynamite to landscaping toolbar (hotkey 'D')dominik
2005-01-03(svn r1348) -Feature: resizable windows. Read the comment in window.h to ↵truelight
find out how the system works. All useful windows are already made resizable. Enjoy :) -Fix: fixed some GUI-glitches and flaws along the way
2004-12-22(svn r1212) -Feature: sticky windows all build-toolbarsdarkvater
2004-12-14(svn r1084) Generalized hotkey catching when textfield windows are open. Now ↵dominik
only hotkeys attached to the main toolbar are working if you have a textfield open.