Age | Commit message (Collapse) | Author |
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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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user to set the window as undeletable and can only be closed by hand. As an example the viewport window has been stickied (thanks to Neko-San)
-To use the feature add WDF_STICKY_BUTTON to the widget description and update all widget-ID's since sticky button will be widget 2.
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map.c and map.h
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only hotkeys attached to the main toolbar are working if you have a textfield open.
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- to chat with all players press Return (or Shift-T) and type in the message
- Press Return again to send the message
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scrolling (r1063): now the centre of the mini-map window is the region of interest instead some arbitrary coordinate.
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Thanks to lvoge
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returned
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While here make clamping against the screen border a bit nicer
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Thanks to nzhook, who also proposed the original patch.
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This is inspired by [1063636].
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for your diligent fixing of warnings (and some possibly bugs) (Tron)
-CodeLayout: Remove trailing spaces and Windows linebreaks
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-Fix: any disabled button in a window doesn't receive WE_CLICK events
-Added network.h
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viewports. Zooming now will only occur if mousepointer is either in an extra viewport window, or main game-window (Dribbel)
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open a new viewport to have a quick look at your favorite map-positions. Independent zoom and quick jump to/from viewport (Dribbel)
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Press tab to open the console, more info in docs/console.txt
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(TrueLight)
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wrong position
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