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 Post subject: [Patch] quick goto (r14400)
PostPosted: Thu Apr 24, 2008 3:31 pm 
Traffic Manager
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Hey guys,

Creating orders for vehicles is much clicking. This patch makes things easier:
    - goto button is already active, if you open an orders window with less than two "goto station" entries
    - the goto button stays active until you click it again or hit Esc
    - ctrl+click
      - on a station makes a "full load any" entry
      - on a depot makes a "service" entry
      - on a waypoint makes a stop/nonstop entry (depending on the new_nonstop patch setting)

You will save many clicks. Example: you save 4 clicks creating these orders:
Code:
1: Go to Station#1 (Full Load)
2: Go to Station#2

This saves 2 clicks:
Code:
1: Go to Station#1
2: Go to Station#2

creating shared/copied orders saves 1 click.

There is a patch entry in the interface category.

This is the Flyspray Task.

(Old versions of) Quick Goto is available in
Roest's Patch Pack (including Windows Binaries)
Tib's Patch Pack (including Windows Binaries)


Attachments:
quickgoto_r14400.diff [8.73 KiB]
Downloaded 59 times


Last edited by sulai on Fri Sep 26, 2008 10:31 am, edited 18 times in total.
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 Post subject: Re: Patch: quick goto
PostPosted: Thu Apr 24, 2008 4:13 pm 
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The ctrl+click giving full load is good. The goto button stays active needs a patch option, but the goto already active should only happen if the order list is empty.


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 Post subject: Re: Patch: quick goto
PostPosted: Thu Apr 24, 2008 10:32 pm 
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!!

Some nice ideas!


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 Post subject: Re: Patch: quick goto
PostPosted: Fri Apr 25, 2008 10:21 am 
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Good points, Yexo! Thank you for feedback =)


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 Post subject: Re: Patch: quick goto
PostPosted: Fri Apr 25, 2008 12:09 pm 
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/me like! hi 5 (borat style)

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 Post subject: Re: Patch: quick goto
PostPosted: Fri Apr 25, 2008 10:09 pm 
Tycoon
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I don't like it...pause not (also borat style)

Very Nice! (borat style too)

Seriously, I think this patch is a great adittion to the game. I agree with Yexo's comments. If you implement those, I'm pretty sure that your patch will be inculeded in trunk (at least, I hope so!).

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 Post subject: Re: Patch: quick goto
PostPosted: Sat Apr 26, 2008 11:10 am 
Tycoon
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Very nice idea!

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 Post subject: Re: Patch: quick creation of vehicle orders
PostPosted: Sat Apr 26, 2008 6:53 pm 
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Just a little update:

* goto is already active only if there are no (or just one) orders
* there is a patch option now, which doesn't affect savegame format or network synchronization.

See first post for the .diff file.


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 Post subject: Re: Patch: quick creation of vehicle orders
PostPosted: Sat Apr 26, 2008 8:05 pm 
Engineer
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Couldn't you call the function that flags a train as having too few orders, and use that to determine whether or not the goto should start off active?

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 Post subject: Re: Patch: quick creation of vehicle orders
PostPosted: Sun Apr 27, 2008 7:34 am 
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This is a very useful addition, I like it.


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 Post subject: Re: Patch: quick creation of vehicle orders
PostPosted: Sun Apr 27, 2008 8:11 am 
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Thank you core! Good idea, vwspeedracer, I will check that!


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 Post subject: Re: Patch: quick creation of vehicle orders (quick goto)
PostPosted: Wed Apr 30, 2008 7:58 pm 
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Hi.

The Ctrl-Click for the full load enty is a really great idea. I'd made this a patch of it's own. I think that's very likely to get into trunk if coded to the coding guide lines. Nice work, btw.

Kind regards

Zombie


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 Post subject: Re: Patch: quick goto
PostPosted: Mon May 05, 2008 2:20 pm 
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Patch updated to latest revision. See first post.

vwspeedracer wrote:
Couldn't you call the function that flags a train as having too few orders, and use that to determine whether or not the goto should start off active?


I checked for that. The function that is responsible (order_cmd.cpp : CheckOrders()) depends on the "order_review_system" patch. Because of that you can't use that function for the check.

Anyway CheckOrders() inspired me to check only for "OT_GOTO_STATION" entries. If you have less than 2, the GoTo button will show up active if the orders window is opened.

Quote:
FOR_VEHICLE_ORDERS(v, order) {
    if (order->IsType(OT_GOTO_STATION)) {
      n_st++;
    }
}
if (n_st < 2) {
    // button active...
}


I also checked for the coding guide lines. Everything seems fine!


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 Post subject: Re: Patch: quick goto
PostPosted: Mon May 05, 2008 2:58 pm 
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is there any way to add a shortcut to create "Load any cargo" orders?

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 Post subject: Re: Patch: quick goto
PostPosted: Mon May 05, 2008 3:06 pm 
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May this could be done using a patch settings entry. You could select which type of order is created by "ctrl+click on station".

Another possibility: "ctrl + 2 clicks on station" cycles through full load, load any, ...


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 Post subject: Re: Patch: quick goto
PostPosted: Wed Jun 04, 2008 10:26 am 
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anyway ... small bump to r13377 ... one step closer to new patchset! :D


Attachments:
quick-goto_r13377.patch [6.58 KiB]
Downloaded 43 times

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 Post subject: Re: Patch: quick goto
PostPosted: Wed Jun 04, 2008 11:15 am 
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Tiberius wrote:
anyway ... small bump to r13377 ... one step closer to new patchset! :D

He, you made my work for the next edition of wwottdgd quite a bit easier, I guess. Thx mate.

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 Post subject: Re: Patch: quick goto
PostPosted: Wed Jun 04, 2008 12:24 pm 
Tycoon
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This patch is a great idea
I didn't tried this patch, if you have more than 1 order is this behavior activated? What about CTRL+Click on the GoTo button to make it "sticky"?
I hope is possible to extend it for building too, I wanted to do the same thing to build road stops because you can build only one of them per time
I already started to work on drag&drop lay out road stations, all in the same direction and possibly overwriting existent ones, like happen now with rail stations, this mainly because when you want to extend a road station adjacent to 2 rail stations you can't because you can't drag the road station as you can do with the rail one and happens that: 1) you can't build an adjacent station 2) you build a different adjacent station
ok I know I write like a sheep, when I'll be back at home I'll post some pictures as support :P

EDIT: Here is it


Attachments:
adjacent_roadstops.PNG
adjacent_roadstops.PNG [ 22.41 KiB | Viewed 3452 times ]

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 Post subject: Re: Patch: quick goto
PostPosted: Wed Jun 04, 2008 9:37 pm 
Tycoon
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Tiberius wrote:
anyway ... small bump to r13377 ... one step closer to new patchset! :D

hm... this patch doesn't apply the usual way with -p0 but with -p1 when in the trunk dir :S


Attachments:
File comment: usual svn diff applicable with -p0
quickgoto_r13378.diff [6.72 KiB]
Downloaded 51 times

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 Post subject: Re: Patch: quick goto
PostPosted: Thu Jun 05, 2008 2:56 am 
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sorry, I generated them with hg :(
will take care of this when releasing further patches ...

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