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https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-19 15:25:39 +00:00
Merge branch 'master' into save_ext
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commit
dd5e6eaa28
@ -229,7 +229,7 @@ struct DepotWindow : Window {
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VehicleID vehicle_over; ///< Rail vehicle over which another one is dragged, \c INVALID_VEHICLE if none.
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VehicleType type;
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bool generate_list;
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bool sell_hovered; ///< A vehicle is being dragged/hovered over the sell button.
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int hovered_widget; ///< Index of the widget being hovered during drag/drop. -1 if no drag is in progress.
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VehicleList vehicle_list;
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VehicleList wagon_list;
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uint unitnumber_digits;
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@ -244,7 +244,7 @@ struct DepotWindow : Window {
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this->sel = INVALID_VEHICLE;
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this->vehicle_over = INVALID_VEHICLE;
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this->generate_list = true;
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this->sell_hovered = false;
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this->hovered_widget = -1;
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this->type = type;
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this->num_columns = 1; // for non-trains this gets set in FinishInitNested()
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this->unitnumber_digits = 2;
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@ -870,21 +870,26 @@ struct DepotWindow : Window {
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this->vehicle_over = INVALID_VEHICLE;
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this->SetWidgetDirty(WID_D_MATRIX);
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if (this->sell_hovered) {
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this->SetWidgetLoweredState(WID_D_SELL, false);
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this->SetWidgetDirty(WID_D_SELL);
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this->sell_hovered = false;
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if (this->hovered_widget != -1) {
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this->SetWidgetLoweredState(this->hovered_widget, false);
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this->SetWidgetDirty(this->hovered_widget);
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this->hovered_widget = -1;
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}
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}
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virtual void OnMouseDrag(Point pt, int widget)
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{
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if (this->sel == INVALID_VEHICLE) return;
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bool is_sell_widget = widget == WID_D_SELL;
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if (is_sell_widget != this->sell_hovered) {
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this->sell_hovered = is_sell_widget;
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this->SetWidgetLoweredState(WID_D_SELL, is_sell_widget);
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this->SetWidgetDirty(WID_D_SELL);
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if (widget != this->hovered_widget) {
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if (this->hovered_widget == WID_D_SELL || this->hovered_widget == WID_D_SELL_CHAIN) {
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this->SetWidgetLoweredState(this->hovered_widget, false);
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this->SetWidgetDirty(this->hovered_widget);
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}
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this->hovered_widget = widget;
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if (this->hovered_widget == WID_D_SELL || this->hovered_widget == WID_D_SELL_CHAIN) {
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this->SetWidgetLoweredState(this->hovered_widget, true);
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this->SetWidgetDirty(this->hovered_widget);
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}
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}
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if (this->type != VEH_TRAIN) return;
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@ -975,7 +980,7 @@ struct DepotWindow : Window {
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this->SetDirty();
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break;
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}
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this->sell_hovered = false;
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this->hovered_widget = -1;
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_cursor.vehchain = false;
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}
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@ -2874,7 +2874,7 @@ STR_SPRITE_ALIGNER_GOTO_TOOLTIP :{BLACK}Go to th
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STR_SPRITE_ALIGNER_PREVIOUS_BUTTON :{BLACK}Previous sprite
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STR_SPRITE_ALIGNER_PREVIOUS_TOOLTIP :{BLACK}Proceed to the previous normal sprite, skipping any pseudo/recolour/font sprites and wrapping around from the first sprite to the last
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STR_SPRITE_ALIGNER_SPRITE_TOOLTIP :{BLACK}Representation of the currently selected sprite. The alignment is ignored when drawing this sprite
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STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}Move the sprite around, changing the X and Y offsets
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STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}Move the sprite around, changing the X and Y offsets. Ctrl+Click to move the sprite eight units at a time
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STR_SPRITE_ALIGNER_RESET_BUTTON :{BLACK}Reset relative
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STR_SPRITE_ALIGNER_RESET_TOOLTIP :{BLACK}Reset the current relative offsets
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STR_SPRITE_ALIGNER_OFFSETS_ABS :{BLACK}X offset: {NUM}, Y offset: {NUM} (Absolute)
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@ -2904,7 +2904,7 @@ STR_SPRITE_ALIGNER_GOTO_TOOLTIP :{BLACK}Va allo
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STR_SPRITE_ALIGNER_PREVIOUS_BUTTON :{BLACK}Precedente
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STR_SPRITE_ALIGNER_PREVIOUS_TOOLTIP :{BLACK}Procede al precedente sprite normale, saltanto qualsiasi sprite speciale, di ricoloramento o carattere e tornando all'ultimo se viene raggiunto il primo della lista
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STR_SPRITE_ALIGNER_SPRITE_TOOLTIP :{BLACK}Rappresentazione dello sprite corrente. L'allineamento viene ignorato in questa casella.
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STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}Sposta lo sprite, cambiando gli spiazzamenti X e Y
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STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}Sposta lo sprite, cambiando gli spiazzamenti X e Y. CTRL+clic sposta lo sprite di otto unità alla volta
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STR_SPRITE_ALIGNER_RESET_BUTTON :{BLACK}Reimposta posizione relativa
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STR_SPRITE_ALIGNER_RESET_TOOLTIP :{BLACK}Reimposta gli spiazzamenti relativi attuali
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STR_SPRITE_ALIGNER_OFFSETS_ABS :{BLACK}Posizione X: {NUM}, Y: {NUM} (assoluto)
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@ -2875,7 +2875,7 @@ STR_SPRITE_ALIGNER_GOTO_TOOLTIP :{BLACK}입력
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STR_SPRITE_ALIGNER_PREVIOUS_BUTTON :{BLACK}이전 스프라이트
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STR_SPRITE_ALIGNER_PREVIOUS_TOOLTIP :{BLACK}(위조/재색상/글씨 스프라이트를 제외한) 이전 보통 스프라이트로 이동하고, 첫 번째 스프라이트에 다다르면 마지막으로 돌아갑니다.
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STR_SPRITE_ALIGNER_SPRITE_TOOLTIP :{BLACK}현재 선택된 스프라이트를 표시합니다. 이 스프라이트가 그려졌을때의 정렬은 무시합니다.
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STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}X축이나 Y축 방향으로 스프라이트를 이동시킵니다.
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STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}X축이나 Y축 방향으로 스프라이트를 이동시킵니다. CTRL+클릭하면 한 번에 8씩 이동시킬 수 있습니다.
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STR_SPRITE_ALIGNER_RESET_BUTTON :{BLACK}상대값 초기화
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STR_SPRITE_ALIGNER_RESET_TOOLTIP :{BLACK}현재 상대값 좌표를 초기화
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STR_SPRITE_ALIGNER_OFFSETS_ABS :{BLACK}X 좌표: {NUM}, Y 좌표: {NUM} (절댓값)
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@ -3880,9 +3880,9 @@ STR_ORDER_STOP_LOCATION_FAR_END :[먼쪽]
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STR_ORDER_OUT_OF_RANGE :{RED} (다음 목적지가 항속거리제한을 벗어납니다.)
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STR_ORDER_CONDITIONAL_UNCONDITIONAL :[조건 경로] {COMMA}번째 경로로 건너뛰기
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STR_ORDER_CONDITIONAL_NUM :[조건 경로] {COMMA}번째 경로로 건너뛰기 ({STRING} {STRING} {COMMA} 일때)
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STR_ORDER_CONDITIONAL_TRUE_FALSE :[조건 경로] {COMMA}번째 경로로 건너뛰기 ({STRING}{STRING})
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STR_ORDER_CONDITIONAL_UNCONDITIONAL :[조건 경로] {COMMA}번 경로로 건너뛰기
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STR_ORDER_CONDITIONAL_NUM :[조건 경로] {COMMA}번 경로로 건너뛰기 ({STRING} {STRING} {COMMA} 일때)
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STR_ORDER_CONDITIONAL_TRUE_FALSE :[조건 경로] {COMMA}번 경로로 건너뛰기 ({STRING}{STRING})
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STR_INVALID_ORDER :{RED} (잘못된 행선지)
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@ -3054,7 +3054,7 @@ STR_SPRITE_ALIGNER_GOTO_TOOLTIP :{BLACK}Пере
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STR_SPRITE_ALIGNER_PREVIOUS_BUTTON :{BLACK}Предыдущий спрайт
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STR_SPRITE_ALIGNER_PREVIOUS_TOOLTIP :{BLACK}Перейти к предыдущему нормальному спрайту, пропуская изменяющие цвет, шрифтовые, псевдоспрайты. Переход из начала списка к последнему спрайту.
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STR_SPRITE_ALIGNER_SPRITE_TOOLTIP :{BLACK}Представление выбранного спрайта. Выравнивание не учитывается при прорисовке этого спрайта.
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STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}Двигайте спрайт, изменяя смещение по X и по Y
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STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}Двигайте спрайт, изменяя смещение по осям X и Y. С помощью Ctrl+щелчка можно сдвигать спрайты на 8 единиц.
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STR_SPRITE_ALIGNER_RESET_BUTTON :{BLACK}Сброс смещения
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STR_SPRITE_ALIGNER_RESET_TOOLTIP :{BLACK}Сбросить значения относительного смещения
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STR_SPRITE_ALIGNER_OFFSETS_ABS :{BLACK}Смещение X: {NUM}; смещение Y: {NUM} (абсолютное)
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@ -1263,14 +1263,14 @@ STR_CONFIG_SETTING_WARN_LOST_VEHICLE_HELPTEXT :Muestra mensaje
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STR_CONFIG_SETTING_ORDER_REVIEW :Revisar órdenes de vehículos: {STRING}
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STR_CONFIG_SETTING_ORDER_REVIEW_HELPTEXT :Cuando se activa, se comprueban periódicamente las órdenes de los vehículos, y los problemas que se encuentren se reportan con un mensaje
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STR_CONFIG_SETTING_ORDER_REVIEW_OFF :No
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STR_CONFIG_SETTING_ORDER_REVIEW_EXDEPOT :Sí, excluyendo los detenidos
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STR_CONFIG_SETTING_ORDER_REVIEW_ON :Todos
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STR_CONFIG_SETTING_ORDER_REVIEW_EXDEPOT :Sí, excluyendo a los vehículos detenidos
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STR_CONFIG_SETTING_ORDER_REVIEW_ON :Todos los vehículos
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STR_CONFIG_SETTING_WARN_INCOME_LESS :Avisar si las ganancias de un vehículo son negativas: {STRING}
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STR_CONFIG_SETTING_WARN_INCOME_LESS_HELPTEXT :Si se activa, se muestra un mensaje cuando un vehículo no haya obtenido ningún beneficio durante un año
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STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES :Los vehículos nunca caducan: {STRING}
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STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :Cuando se activa, todos los modelos de vehículos permanecen disponibles para siempre una vez han sido introducidos
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STR_CONFIG_SETTING_AUTORENEW_VEHICLE :Renovación automática de vehículos cuando se vuelven viejos: {STRING}
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STR_CONFIG_SETTING_AUTORENEW_VEHICLE_HELPTEXT :Cuando se activa, los vehículos que se acerquen al final de su vida útil serán reemplazados automáticamente cuando las condiciones de renovación se cumplan
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STR_CONFIG_SETTING_AUTORENEW_VEHICLE_HELPTEXT :Cuando se activa, los vehículos próximos al final de su vida útil serán reemplazados automáticamente; siempre y cuando se cumplan las condiciones de renovación
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STR_CONFIG_SETTING_AUTORENEW_MONTHS :Autorenueva el vehículo {STRING} de su edad máxima
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STR_CONFIG_SETTING_AUTORENEW_MONTHS_HELPTEXT :Edad relativa con la cual un vehículo debería de ser considerado para ser autorenovado
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STR_CONFIG_SETTING_AUTORENEW_MONTHS_VALUE_BEFORE :{COMMA} mes{P 0 "" es} antes
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@ -2875,7 +2875,7 @@ STR_SPRITE_ALIGNER_GOTO_TOOLTIP :{BLACK}Ir al sp
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STR_SPRITE_ALIGNER_PREVIOUS_BUTTON :{BLACK}Sprite anterior
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STR_SPRITE_ALIGNER_PREVIOUS_TOOLTIP :{BLACK}Saltar al sprite anterior (ignorando pseudosprites, sprites recoloreados y sprites de fuente) y pasar del primer al último sprite
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STR_SPRITE_ALIGNER_SPRITE_TOOLTIP :{BLACK}Representación del sprite seleccionado. Su alineamiento es ignorado al dibujarlo
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STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}Mover el sprite, cambiando los ajustes X e Y
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STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}Mover el sprite, cambiando los ajustes X e Y. Ctrl+Click mueve el sprite ocho unidades de una sola vez
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STR_SPRITE_ALIGNER_RESET_BUTTON :{BLACK}Reiniciar coordenadas relativas
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STR_SPRITE_ALIGNER_RESET_TOOLTIP :{BLACK}Reinicia las coordenadas relativas actuales
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STR_SPRITE_ALIGNER_OFFSETS_ABS :{BLACK}Coordenada X: {NUM}, Coordenada Y: {NUM} (Absoluta)
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@ -972,10 +972,11 @@ struct SpriteAlignerWindow : Window {
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this->offs_start_map.Insert(this->current_sprite, XyOffs(spr->x_offs, spr->y_offs));
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}
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switch (widget) {
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case WID_SA_UP: spr->y_offs--; break;
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case WID_SA_DOWN: spr->y_offs++; break;
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case WID_SA_LEFT: spr->x_offs--; break;
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case WID_SA_RIGHT: spr->x_offs++; break;
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/* Move ten units at a time if ctrl is pressed. */
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case WID_SA_UP: spr->y_offs -= _ctrl_pressed ? 8 : 1; break;
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case WID_SA_DOWN: spr->y_offs += _ctrl_pressed ? 8 : 1; break;
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case WID_SA_LEFT: spr->x_offs -= _ctrl_pressed ? 8 : 1; break;
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case WID_SA_RIGHT: spr->x_offs += _ctrl_pressed ? 8 : 1; break;
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}
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/* Of course, we need to redraw the sprite, but where is it used?
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* Everywhere is a safe bet. */
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