Commit Graph

17104 Commits

Author SHA1 Message Date
adam-bloom 793eba68d1 add additional comments on SDL resolution 2021-10-09 15:00:30 -06:00
adam-bloom 3efae5bff7 minor changes and point at alpha dependencies 2021-10-09 14:59:58 -06:00
Michał Janiszewski 6067048fd5 Reduce inclusion of NewsItem.h 2021-10-09 22:12:18 +02:00
Michał Janiszewski 1b4875e528 Extract math-related functions from common.h to Math.hpp
Saves wide inclusion of <stdexcept> header, which pulls in <string>
2021-10-09 21:43:06 +02:00
Michał Janiszewski b8c751e300 Drop some unnecessary includes 2021-10-09 21:30:24 +02:00
Michael Steenbeek 15897c23a1
Merge pull request #15498 from duncanspumpkin/sceneryWindow
Backport scenery window from NSF
2021-10-09 17:13:36 +02:00
ζeh Matt 05e58cda11
Merge pull request #15538 from ZehMatt/feature/parallel-draw
Implement multithreaded drawing
2021-10-09 05:53:48 -07:00
seanmajorpayne e8b6e24498
Fix #15451: Guest List name filter remains after group selection 2021-10-09 12:49:26 +02:00
Gaven Rendell 86cf0dc916 Remove Windows check 2021-10-08 21:27:48 +01:00
Gaven Rendell 33fa31e6d0 Exclude Win/Mac from ignoring mod key 2021-10-08 21:25:36 +01:00
Gaven Rendell 7787bb46e0 Handle mod key edge-cases in tiling WMs
This commit ignores keypresses when the mod key is held.

The reasoning is that an odd interaction happens between SDL applications and
tiling window managers. Tiling window managers like Xmonad and i3 usually use
the mod ("windows") key and a number to change workspaces. When changing
workspaces, however, the WMs still send the number key through instead of
"eating" it. It's not clear why, exactly, but it seems universal.

Mod+1 -> Goes to workspace #1
Mod+2 -> Goes to workspace #2
...
Mod+9 -> Goes to workspace #9

Most applications don't even see the number key being sent, so if you move to
workspace 1, Firefox won't type "1" into the browser bar, Vim won't type "1"
into your file, etc. But SDL applications, for whatever reason, DO see this
keydown. Of course, they'll handle it like a regular key press. So if you move
to workspace 1, which contains OpenRCT, it inadvertently toggles x-ray mode.

I first found this bug in another SDL game, The Powder Toy. After some
discussion with the devs, they fixed it like this, by ignoring keydown events
when the mod key is pressed, since the mod key is reserved for the window
manager anyway. It works well and should be in the next release.

c7619387ac...93b920a57f

I did the same thing here.
2021-10-08 21:25:33 +01:00
Ted John 6b965074ec
Merge pull request #15527 from hjort96/refactor-window-ViewClipping
Close #13813 : Refactor window to class: ViewClipping
2021-10-08 13:57:25 +01:00
seanmajorpayne 25419bb4e3
Fix #15197: Cannot place flat ride after removing it in construction
Demolishing a flat ride (using the bulldozer icon in the construction menu) will now reopen the construction window to it's default state.
2021-10-08 00:13:04 +02:00
hjort96 dba34d2c17 Removed a line 2021-10-07 22:38:12 +02:00
Duncan fd18ac7f85
Modify StaffSetPatrolAreaAction to have three modes (#15494)
* Modify StaffSetPatrolAreaAction to have three modes

* Actually serialise mode

* Apply review comments

* Increment network version

* Apply review comment

* Update replay
2021-10-07 18:02:24 +01:00
hjort96 9d57e93df9 Add suggestions from review. 2021-10-07 16:21:19 +02:00
Michael Steenbeek 5563139ed1
Fix #15503: Freeze when doing specific merges 2021-10-06 23:00:06 +02:00
ζeh Matt a0e7752f26
Pass rct_drawpixelinfo explicit to avoid races 2021-10-06 23:48:07 +03:00
duncanspumpkin d7053784f2 Fix unresearched scenery groups showing 2021-10-06 17:11:08 +01:00
ζeh Matt c054967230
Merge pull request #15530 from ZehMatt/refactor/wallplaceaction-result
Refactor action result passing for WallPlaceAction
2021-10-06 08:50:57 -07:00
Bepso c44d1151c2
Close #13766 : Refactor Clear Scenery to class (#15481)
* Add CleanScenery class
2021-10-06 16:46:01 +01:00
duncanspumpkin 9e227c1e2f Add const where possible 2021-10-06 16:44:07 +01:00
duncanspumpkin fea69cc86c Backport scenery window from NSF
Co-authored-by: IntelOrca <IntelOrca@users.noreply.github.com>
Co-authored-by: Gymnasiast <Gymnasiast@users.noreply.github.com>
2021-10-06 16:44:05 +01:00
ζeh Matt 976d15ce10
Merge pull request #15529 from ZehMatt/refactor/smallsceneryplaceaction-result
Refactor action result passing for SmallSceneryPlaceAction
2021-10-06 08:32:16 -07:00
ζeh Matt aa50809a85
Merge pull request #15528 from ZehMatt/refactor/staffhireaction-result
Refactor action result passing for StaffHireNewAction
2021-10-06 08:32:00 -07:00
ζeh Matt d2ffeaa7b0
Refactor action result passing for WallPlaceAction 2021-10-06 18:31:09 +03:00
ζeh Matt 911f168f8f
Mark two palettes thread_local for parallel drawing support 2021-10-06 17:28:37 +03:00
ζeh Matt fa340cb5a1
Add parallel drawing if engine allows it 2021-10-06 17:24:39 +03:00
ζeh Matt 6ad4150085
Introduce rendering engine flag for parallel drawing 2021-10-06 17:15:40 +03:00
ζeh Matt 9cb26f7b02
Refactor action result passing for SmallSceneryPlaceAction 2021-10-06 16:12:37 +03:00
Hielke Morsink 782220b42b
Show "Update available" in all game-options dropdowns
Co-authored-by: Michael Steenbeek <m.o.steenbeek@gmail.com>
2021-10-06 15:02:35 +02:00
Duncan 6cac668447
Fix incorrect staff costumes being available (#15499)
Noticed this when trying to fix an NSF scenery window issue. The previous code meant that if any single scenery item in a set was researched then the costume was available but I'm pretty sure its meant to be tied to if the whole scenery set is invented.
2021-10-06 12:32:17 +01:00
hjort96 763c31ce5b Fix clang-format 2021-10-05 20:06:17 +02:00
Silent 5fcbc3a53d
Fix #15299: Breakpad crash dumps are created in game directory 2021-10-05 18:23:06 +02:00
Soham Roy 4d27417fd2
Fix #11354: Coding style causes undefined behaviour
An underscore followed by a capital letter used as a prefix might cause
undefined behaviour
2021-10-05 13:58:50 +02:00
Jonathan Hjorth 9a2a12af98 Cleaning code 2021-10-05 11:09:37 +02:00
Jonathan Hjorth 0195ce45a2 Added OnToolUpdate, OnToolDrag, OnToolUp, OnPrepareDraw to new window 2021-10-05 10:54:15 +02:00
Jonathan Hjorth 4fe21e3274 OnToolUpdate, OnToolDrag, OnToolUp now being used 2021-10-05 10:53:40 +02:00
Jonathan Hjorth 0a392841c2 Added functions OnToolUpdate, OnToolDrag, OnToolUp to rct_window 2021-10-05 10:52:44 +02:00
Jonathan Hjorth dbe07554c9 Added OnOpen() to ViewClippingWindow 2021-10-05 10:52:14 +02:00
Jonathan Hjorth 762005f25a Fixed crash caused by window not being properly initialized 2021-10-05 10:51:24 +02:00
Jonathan Hjorth 419201f476 Work on refactoring ViewClipping.cpp to the new window framework. 2021-10-05 10:50:47 +02:00
ζeh Matt 8effeb26b0
Refactor action result passing for StaffHireNewAction 2021-10-04 17:01:27 +03:00
Michael Steenbeek 233b1e99b4
Fix Windows compilation of OrcaStream 2021-10-03 22:41:55 +02:00
Michael Steenbeek 7530a03b8e
Merge pull request #15508 from Broxzier/refactor/widget-references
Use (const) references to widgets and scrolls where possible
2021-10-03 21:07:31 +02:00
Silent 445fb747bf
Fix Scenario description missing when loading a park from a save file
Saved games do not have a valid info chunk,
so scenario names/descriptions did not load.
2021-10-03 20:57:17 +02:00
ζeh Matt cf7b4ded08
Move static declaration into cpp file 2021-10-03 21:13:04 +03:00
ζeh Matt dc44d1f79d
Merge pull request #15511 from ZehMatt/refactor/ridecreateaction-result
Refactor RideCreateAction result data passing
2021-10-03 07:55:14 -07:00
ζeh Matt 24ec2e1b67
Merge pull request #15510 from ZehMatt/refactor/largescenerayplace-result
Refactor LargeSceneryPlaceAction result data passing
2021-10-03 07:54:59 -07:00
Hielke Morsink b246a4919d
Fix #15514: Two “quit to menu” menu items available in track designer 2021-10-03 15:20:45 +02:00