Age | Commit message (Collapse) | Author |
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driver when one goes to fullscreen and there are no suitable resolutions.
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is 49. If some linux
flavour does use 41, use proper #ifdef guards around it, because right now 'f' also
toggles console.
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Only workaround is that the
wide version of EnumDisplaySettings crashes on win95 no matter what, so use ANSI version.
NOTE: MSLU support is only added to VS2003 project file because VS2005 compiles won't
even run on Windows95.
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OS's using UNICODE
API exclusively.
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one translated character as we only support one and remove TranslateMessage() call since we do not use it anyways (glx)
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Unicode/UTF-8 and the option for fonts rendered by FreeType. Language changes to come.
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layouts. Do not OR the backquote
character but set it. Happened on Linux with Hungarian keyboard for example.
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high CPU load, handle
mouse input right away instead of waiting for GameLoop. (KUDr)
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use GB and change logic
of the win32: TAB speeds up, but ALT+TAB doesn't code.
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load, handle
keyboard input in place instead of global variables magic. (KUDr)
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if we have pressed ALT
(for ALT+TAB) instead of magic global _pressed_key from input-loop. (KUDr)
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change mouse behaviour
a bit so that any specific windows inside (eg IME compositor) will have a cursor.
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quit in fullscreen mode.
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working (Mart3p) . Remember
maximize state even between switching fullscreen/windowed mode.
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instead of printf and the
verb is build/built/built not build/*/build or build/*/builded.
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repeat the last command, instead of doing nothing.
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PLAYER_SPECTATOR and
put it into player.h where it belongs (instead of map.h)
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use it instead of global
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input buffer
before it was handled by OpenTTD. Thanks to glx for noticing.
-While here, also do really minor coding style, and proper variable names.
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conversion to HandleExitGameRequest.
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more uniform.
-Cleanup: whitespace alignment of a few tables.
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This means that in the intro menu the 'Quit' button immediatelly quits
and the 'Quit' in the menu of the normal game and scenario editor
immediatelly quits when the 'autosave_on_exit' patch is turned on.
This is the same way as the OS/window manager initiated quits, like
alt-F4 and the 'x' in the (OS/window manager drawn) title bar of OTTD.
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called or have no effect.
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KMOD_RCTRL, same for KMOD_SHIFT
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therefore remove it
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{' -> '} else {', tabs between code and comment, etc.
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- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
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start. This also fixes a bug where a different resolution is chosen for a maximized window, but it retains the maximized flag. Only win32.
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scrolling can now use this "scrollwheel" to scroll up/down (ln-)
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scope, CSE for readability, DeMorgan, if cascades -> switch, whitespace, parentheses, bracing, misc.
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1000% now also applies to Intel macs
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different define for the SDL_ACTIVEEVENT SDL_APPMOUSEFOCUS which caused undrawing of the mouse only on losing input-focus. Correctly check for the event state
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the window and Draw it again when it enters).
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this bug was introduced in rev 3670, but when undetected for a long time since it was resolution specific
this is likely the issue with x86 OSX in fullscreen, so I removed the really slow workaround and will clean it up once I get positive feedback from a x86 mac
this means that x86 OSX should now get the 1000% video driver speed boost as well
this fix is written by eglandil
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it again when it enters. Added both for WIN32 and SDL. Since Win95 has troubles with TrackMouseEvent(), this function was just simply rewritten which was the easiest. Based on a patch by DmitryKo.
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ChangeDisplay. On some machines a sizechange messagequeue is handled before sending WM_DISPLAYCHANGE resulting in an improper resolution written to the configuration file when exiting from fullscreen. (Frostregen)
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handle those exceptions
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and added another two to show if the screen buffer fails for some reason in cocoa driver (instead of just crashing)
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(done with #ifdef) since it appeared to crash intel based macs
This fix is not a good solution and might not work, but if it works, it's better than nothing until we get the real solution
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video/cocoa_v.m
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speed it up by 1000% in fullscreen
rewrote QZ_DrawScreen to only redraw dirty rectangles (instead of everything)
This reduce the OpenTTD time spent on this function from 75% to 6,7% (in main menu)
Note: window mode is unaffected by this commit
Note: the mouse pointer can now leave artefacts in debug mode
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