This allows list items to built from component parts as required, and additional
functionality is added:
* Icons and text can be positioned at the start or end of the space (templated.)
* Font size of text can be changed (templated.)
* Palette of sprites can be set (runtime.)
This simplifies processing nwidget parts as, unlike the remaining length, the pointer to the end of the list never changes. This is the same principle as we use(d) for tracking end instead of length for C-style strings.
And this removes 160~ instances of the lengthof() macro.
Most languages stick with the 3-letter latin currency codes in the name
string, however some translations are... clever... and use the currency
symbol instead. Whilst this may look nice, it can cause issues with fonts
as some scripts have a specific limited set of fonts which do not include
these symbols.
Instead, hard code the currency code list and add it when drawing the
currency name.
Having to choose between DropDownListStringItem, DropDownListCharStringItem, and DropDownListParamStringItem depending on whether to draw a StringID, a raw string, or a StringID with extra parameters was needlessly complex.
Instead, allow passing a StringID or raw string to DropDownListStringItem. This will preformat the StringID into a raw string, and can therefore accept parameters via the normal SetDParam mechanism.
This also means that strings no longer need to be formatted on every draw.
On first start-up, the game will ask if you want to participate
in our automated survey. You have to opt-in, and can easily opt-out
(via the Options) at any time.
When opt-in, whenever you exit a game, a JSON blob will be send
to the survey server hosted by OpenTTD. This JSON blob contains
information that gives a global picture of the game just played:
- What settings were used
- How many humans vs AIs
- How long the game has been played
- Basic information about the OS / CPU
All this information is kept very generic, so there is no
chance we send private information to our survey server.
Nothing in the JSON blob could identify you as a person; it
mostly tells about the game played. At any time you can see
what the JSON blob includes, by pressing the "Preview Survey
Results" button in-game.
This to prevent compilation issues between runs with and without precompiled
headers. Also remove the headers from the rest of the code base as they are
not needed there anymore, although they do relatively little harm.
There are two fundamental issues with autosave:
- When fast-forwarding, it saves way too often
- When paused, it never saves
Both makes no sense. Autosaves are meant to prevent you from
accidentally losing your work. The emphasis on "your" work.
To solve both issues, the autosave now works on real time. You
can select every 10 / 30 / 60 / 120 minutes, which are similar to
what the setting was in game-months.
When you pause, autosaving will stop. Unless you make any change
to the game; then it will continue to make autosaves, even so
the game is paused. Unpausing / pausing resets this mechanism.
Trying to update text widgets with free flowing multiline text during
UpdateWidgetSize(), as the final width is not yet known and so the
calculated height being incorrect, usually resulting in one or more
empty text lines.
The solution is to update the widget heights afterwards during
OnResize(), at which point the final widths are known. The window is
then resized if needed.
(Note this technique needs more attention if width can also change.)
TURN is a last resort, used only if all other methods failed.
TURN is a relay approach to connect client and server together, where
openttd.org (by default) is the middleman.
It is very unlikely either the client or server cannot connect to
the STUN server, as they are both already connected to the Game
Coordinator. But in the odd case it does fail, estabilishing the
connection fails without any further possibility to recover.
It is a lovely organicly grown enum, where it started off with
GUI-only flags, and after that a few flags got added that can be
considered GUI-only (the GUI disables/enables based on them), to
only have flags added that has nothing to do with the GUI.
So be less confusing, and rename them to what they do.
Additionally, I took this opportunity to rename 0ISDISABLED to
reflect what it really does.
Unfinished translations are not auto-picked from the locale.
In release builds, unfinished translations are not offered in the GUI.
Unfinished translations are available in non-release builds, or by editing openttd.cfg.
"Hardware acceleration" was not aligned with its checkbox. So instead
of drawing the labels left and the options right, now draw settings
one by one with a spacer between label and option to get the right
spacing.
Also, use SetPIP instead of repeating a SetPadding for all but
last element.