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Feature: Show the name of the NewGRF in the build vehicle window.
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@ -928,6 +928,14 @@ int DrawVehiclePurchaseInfo(int left, int right, int y, EngineID engine_number,
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/* Additional text from NewGRF */
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/* Additional text from NewGRF */
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y = ShowAdditionalText(left, right, y, engine_number);
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y = ShowAdditionalText(left, right, y, engine_number);
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/* The NewGRF's name which the vehicle comes from */
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const GRFConfig *config = GetGRFConfig(e->GetGRFID());
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if (_settings_client.gui.show_newgrf_name && config != nullptr)
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{
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DrawString(left, right, y, config->GetName(), TC_BLACK);
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y += FONT_HEIGHT_NORMAL;
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}
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return y;
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return y;
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}
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}
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@ -1312,6 +1312,8 @@ STR_CONFIG_SETTING_POPULATION_IN_LABEL :Show town popul
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STR_CONFIG_SETTING_POPULATION_IN_LABEL_HELPTEXT :Display the population of towns in their label on the map
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STR_CONFIG_SETTING_POPULATION_IN_LABEL_HELPTEXT :Display the population of towns in their label on the map
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STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS :Thickness of lines in graphs: {STRING2}
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STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS :Thickness of lines in graphs: {STRING2}
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STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS_HELPTEXT :Width of the line in the graphs. A thin line is more precisely readable, a thicker line is easier to see and colours are easier to distinguish
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STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS_HELPTEXT :Width of the line in the graphs. A thin line is more precisely readable, a thicker line is easier to see and colours are easier to distinguish
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STR_CONFIG_SETTING_SHOW_NEWGRF_NAME :Show the NewGRF's name in the build vehicle window
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STR_CONFIG_SETTING_SHOW_NEWGRF_NAME_HELPTEXT :Add a line to the build vehicle window, showing which NewGRF the selected vehicle comes from.
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STR_CONFIG_SETTING_LANDSCAPE :Landscape: {STRING2}
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STR_CONFIG_SETTING_LANDSCAPE :Landscape: {STRING2}
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STR_CONFIG_SETTING_LANDSCAPE_HELPTEXT :Landscapes define basic gameplay scenarios with different cargos and town growth requirements. NewGRF and Game Scripts allow finer control though
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STR_CONFIG_SETTING_LANDSCAPE_HELPTEXT :Landscapes define basic gameplay scenarios with different cargos and town growth requirements. NewGRF and Game Scripts allow finer control though
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@ -1566,6 +1566,7 @@ static SettingsContainer &GetSettingsTree()
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interface->Add(new SettingEntry("gui.timetable_in_ticks"));
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interface->Add(new SettingEntry("gui.timetable_in_ticks"));
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interface->Add(new SettingEntry("gui.timetable_arrival_departure"));
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interface->Add(new SettingEntry("gui.timetable_arrival_departure"));
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interface->Add(new SettingEntry("gui.expenses_layout"));
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interface->Add(new SettingEntry("gui.expenses_layout"));
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interface->Add(new SettingEntry("gui.show_newgrf_name"));
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}
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}
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SettingsPage *advisors = main->Add(new SettingsPage(STR_CONFIG_SETTING_ADVISORS));
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SettingsPage *advisors = main->Add(new SettingsPage(STR_CONFIG_SETTING_ADVISORS));
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@ -145,6 +145,7 @@ struct GUISettings {
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uint8 graph_line_thickness; ///< the thickness of the lines in the various graph guis
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uint8 graph_line_thickness; ///< the thickness of the lines in the various graph guis
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uint8 osk_activation; ///< Mouse gesture to trigger the OSK.
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uint8 osk_activation; ///< Mouse gesture to trigger the OSK.
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byte starting_colour; ///< default color scheme for the company to start a new game with
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byte starting_colour; ///< default color scheme for the company to start a new game with
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bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window
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uint16 console_backlog_timeout; ///< the minimum amount of time items should be in the console backlog before they will be removed in ~3 seconds granularity.
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uint16 console_backlog_timeout; ///< the minimum amount of time items should be in the console backlog before they will be removed in ~3 seconds granularity.
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uint16 console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
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uint16 console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
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@ -3240,6 +3240,15 @@ strhelp = STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS_HELPTEXT
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strval = STR_JUST_COMMA
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strval = STR_JUST_COMMA
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proc = RedrawScreen
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proc = RedrawScreen
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[SDTC_BOOL]
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var = gui.show_newgrf_name
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flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
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def = false
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str = STR_CONFIG_SETTING_SHOW_NEWGRF_NAME
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strhelp = STR_CONFIG_SETTING_SHOW_NEWGRF_NAME_HELPTEXT
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proc = RedrawScreen
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cat = SC_ADVANCED
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; For the dedicated build we'll enable dates in logs by default.
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; For the dedicated build we'll enable dates in logs by default.
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[SDTC_BOOL]
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[SDTC_BOOL]
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ifdef = DEDICATED
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ifdef = DEDICATED
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