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
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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
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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
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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
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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
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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
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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
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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 )
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* 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
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Refactor action result passing for WallPlaceAction
2021-10-06 08:50:57 -07:00
Bepso
c44d1151c2
Close #13766 : Refactor Clear Scenery to class ( #15481 )
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* 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
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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
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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
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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
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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 )
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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
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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
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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
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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
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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
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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