Age | Commit message (Collapse) | Author |
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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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win32_v.c. Also ifdef the win32 specific configuration file settings.
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by caching global vars in local vars, the CPU keeps them in registers when looping all pixels on screen
this reduce reading from RAM, which is much slower (Tron wrote this after I detected that those loops used a lot of time)
Note: since the reduced time is waiting for the RAM, the actual CPU usage is not reduced.
This means that it's only detectable while fast forwarding and other situations when OTTD wants to use more than 100% of the CPU time
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