Age | Commit message (Collapse) | Author |
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direction (Requested by manx)
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-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
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Also align short cases nicely
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- remove long unused stuff and bogus comments
- complement struct typedefs
- remove read-only (_demo_mode) and unused (_fix_mouse_at) global variables
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- const, whitespace, indentation, bracing, GB/SB, pointless casts
- use the trinary operator where appropriate
- data types (uint[] -> AcceptedCargo, ...)
- if cascade -> switch
- if (ptr) -> if (ptr != NULL)
- DeMorgan's Law
- Fix some comments
- 0 -> '\0', change magic numbers to symbolic constants
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sprite list
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functions that don't change their pointer parameters
- change a lot of byte player types to PlayerID
- beautify header files, same "#endif /* filename */" ending
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disabled items
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failed to detect the most-right and most-bottom pixels of a widget. If scrollwheel is used on a not-found widget (such as the background of the toolbar), it will now fail correctly (glx)
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TileVirtXY
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request if the requested widget is invisible or otherwise not visible (type WWT_EMPTY)
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dedicated server (only reset _thd.pos, not the whole structure; as done in revision 2241 to fix another crash)
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highlighting. Without shutting down OpenTTD some possibly 'invalid' data in TileHighLightData (_thd) is left behind; reset it.
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- CodeChange: Use images as arrows in the scenario-date scroller, looks better
- Feature: Clicked buttons with images/text now visibly depress their contents when pressed (eg it really seems like the button is moving)
- Fix: Fix sprite offsets of the arrow sprites in openttd.grf
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- CodeChange: Introduction of SendWindowMessage() where a window can send another window a message (ala windows style msg, wparam, lparam). Messages can be sent by windowclass and by windowpointer.
- CodeChange: IsVitalWindow() simplifies a lot of checks for window handling that need to know what windows it can close, or be on top of, etc.
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not have "focus", keyinput went to game. A quick fix for the horrid inputkey-handling.
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(pkirchhofer)
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console/querybox/chatbox is open, all input goes there, if closed to game itself.
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MouseLoop from the new InitLoop() (more in the spirit of HandleKeypress()).
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bug with a sloppy termination of a string. When any editbox is open, scrolling is disabled. If any new types of editboxes come up, please use SET/CLRBIT of _no_scroll with its unique identifier (ttd.h)
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special action is needed, use the other events like WE_RESIZE or WE_DESTROY, etc.
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window receives the click
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appropriate warning flags in the Makefile
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end of function. Thanks for finding this tamlin.
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memory (tamlin)
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is open. This also happened for towns and the land information window
-Added DeleteWindowByClass() function that deletes all windows of a given class
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prevents reading of free'd memory (tamlin)
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with top5 companies for a given difficulty (select the difficulty in the menu)
-Added endgame score on 1 jan 2051 where you are added to the highscore if sufficiently large points have been accumulated. Game is paused while
-These values are saved in hs.dat; added read/write functions for it
-Added code to delete all windows to show charts. There is one issue left: somehow a news-gui pops up in front of the the chart at the end of the game.
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and Scrollbar2 now work independently. You can only scroll on list and scrollbar itself; scrollbar must be next widget of the list.
-Fix: updated the few gui's that didn't have the scrollbar right after the listbox.
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find out
how the system works. All useful windows are already made resizable. Enjoy :)
-Fix: fixed some GUI-glitches and flaws along the way
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macros for map querying.
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TILE_MAX_[XY]
While here replace one erroneous TILE_MAX_X with MapMaxY()
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This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once
ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the
vehicle overview windows
Note: autorenew is now autoreplace, but to the same engine type
Nice new features, that was added to make this possible
- windows can now have two independant vertical scrollbars
- CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with
estimated costs even if shift is pressed
- fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
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status bar and main bar remain)
-Fix: For everyone who tried to crash the game by opening a huge amount of windows and stickying all of them; bad luck. It's fixed now (thanks Tron for the helpful criticism). First all normal windows are a candidate for replacement, then if none are found, sticky windows. Then..well that should not happen :)
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