NewGRF GUI Window

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Ammler
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Re: NewGRF GUI Window

Post by Ammler »

Rubidium wrote:How does this look at 320x240 and 240x320? Is it useable at those resolutions?
With new Version from Tiberius it is possible to have it smaller then the original.

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Re: NewGRF GUI Window

Post by planetmaker »

Tiberius wrote:checked against r13638 and seems working fine.
err, yeah. Was a user error of sorts on my side :)
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Re: NewGRF GUI Window

Post by Tiberius »

updated to r13644, now you can remove a GRF with double-click.

resizing is still buggy now, don't try to resize it fast & small, or it will probably ...
I may implement/fix/tweak/eat/ditch it soon (or in distant future, if at all, so don't hold your breath).
If anyone want to be the one please implement it for us all 8)
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Re: NewGRF GUI Window

Post by Tiberius »

You want it small ? I made it SMALL ... though those description texts are not very 'descriptive' when it's large 8)
minimum size 236 x 156 ... even fits in a DS touchscreen.

EDIT: fixed the 'black line on left' in the screenshot.
Attachments
newgrf.png
newgrf.png (47.51 KiB) Viewed 5311 times
I may implement/fix/tweak/eat/ditch it soon (or in distant future, if at all, so don't hold your breath).
If anyone want to be the one please implement it for us all 8)
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Re: NewGRF GUI Window

Post by cmoiromain »

:bow: now that is just perfect, and really should go to trunk! Is the coding style and everything OK? Tiberius you should query an inclusion in trunk on flyspray, it would make a really useful enhancement to the game.
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Re: NewGRF GUI Window

Post by athanasios »

I agree. It is very pretty! :D
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Re: NewGRF GUI Window

Post by George »

I suggest to save windows size and positions and restore them on next open
It's boring to resize windows every time when you reopen them
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Re: NewGRF GUI Window

Post by Zhall »

I want my openttd to have stolen water and trees built in... can we get an upgrade. (no because legality this and legality that blah blah blah do it yourself you lazy peice of...)
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Re: NewGRF GUI Window

Post by planetmaker »

Sapphire united wrote:I want my openttd to have stolen water and trees built in... can we get an upgrade. (no because legality this and legality that blah blah blah do it yourself you lazy peice of...)
then just declare those grf as static grf in your cfg and you're done.
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Re: NewGRF GUI Window

Post by cmoiromain »

Sapphire united wrote:I want my openttd to have stolen water and trees built in... can we get an upgrade. (no because legality this and legality that blah blah blah do it yourself you lazy peice of...)
You are totally off topic. And so am I now because of you.
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Re: NewGRF GUI Window

Post by Tiberius »

A tiny update (one line) that correctly updates scrolling bar when removing GRFs with double-click ...

... along with a not-so-tiny update that displays new position of the GRF being dragged in real time, and make the dragged GRF 'follows' the cursor closer 8)

To George:
There's NO windows storing its size in OpenTTD yet, and it's also lacking a unified framework to determine screen size & suitable window size. Under the current framework the (hardcoded) initial size of a window is even independent of the resizing logic ... Ahh. I would really want something like wxFlexGridSizer ...

Well, in short, I chose to chicken out and not be the first one to introduce such kind of structural change.
Last edited by Tiberius on 10 Jul 2008 20:22, edited 1 time in total.
I may implement/fix/tweak/eat/ditch it soon (or in distant future, if at all, so don't hold your breath).
If anyone want to be the one please implement it for us all 8)
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Re: NewGRF GUI Window

Post by Gremnon »

BuildOTTD is having a little trouble with this. Unknown patch format, it says... then stopped working entirely.
I'll see if I can get it to give me some details, if that helps.

Edit: The last version that BOTTD accepted is the one against r13135. All after that come up with unknown patch format, and refuse to compile.
Last edited by Gremnon on 10 Jul 2008 14:55, edited 1 time in total.
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Re: NewGRF GUI Window

Post by Ammler »

Tiberius is using Mercurial or GIT, so his patches aren't compatible to BOTTD. You would need -p1 instead of -p0 what BOTTD uses.
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Re: NewGRF GUI Window

Post by Gremnon »

So, no workaround for now.
Oh well, I'll stick to the older version that worked... if it still works with the nightlies.
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Re: NewGRF GUI Window

Post by Tiberius »

Sorry, forgot the usual :%s/^\(---\|+++\) [ab]\//\1 / magic. Updated the one for r13673, see the post above. :wink:
I may implement/fix/tweak/eat/ditch it soon (or in distant future, if at all, so don't hold your breath).
If anyone want to be the one please implement it for us all 8)
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Re: NewGRF GUI Window

Post by Ammler »

Heya Tiberius

Your improvements to the NewGRF GUI are awesome, I can't even configure a game without it anymore, many thanks about.

Now, you guess, that isn't just a "thank you" post. ;-)

A small little cute additional request to the GUI I would have. ;-)

We have a problem, that it is not possible to add new cargos to a scenario or running game, because the costs won't take over. I made with help of SmatZ a little console patch, which includes a command to reset the economy.

Because the current console is abandoned, it won't be possible there. But it might be possible to add those 2 functions to the apply button in your GUI, as you should reset those anyway.

If that reset is to "hard", it might be possible to combine it with ctrl or a additional apply/reset button.

the patch, I am speaking about is posted on FS: http://bugs.openttd.org/task/2074
mainly there are those functions:
[*]StartupEconomy();
[*]InitializeLandscapeVariables(false);
also helpful would be adding the function from resetvehicles:
[*]StartupEngines()

Those 3 functions needs to be called, if you change cargo or vehicles. With the Economy, you do also reset the whole inflation, so that should be mentioned by those nice red windows, you get after apply. :-)

BTW: Did you already suggest this patch for trunk in FS?

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Edit: after discussing it on #openttd, there should still be possibility to add GRFs without reseting. So it would need a additional button.
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Re: NewGRF GUI Window

Post by Tiberius »

Ammler:
Done. Also bumped it up to a near-tip version :)
I may implement/fix/tweak/eat/ditch it soon (or in distant future, if at all, so don't hold your breath).
If anyone want to be the one please implement it for us all 8)
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Ammler
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Re: NewGRF GUI Window

Post by Ammler »

Tiberius wrote:Ammler:
Done. Also bumped it up to a near-tip version :)
and it works, thank you very much. :bow:

But as I mentioned in my edit, it is possible that some also like to change things without reseting, maybe it should be linked with a "ctrl-click" or a additional button?

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Re: NewGRF GUI Window

Post by Tiberius »

Updated to r13830, incorporated NewGRF presets function found in trunk.
Enjoy 8)

EDIT: Fixed the filename/name display assertion ...
I may implement/fix/tweak/eat/ditch it soon (or in distant future, if at all, so don't hold your breath).
If anyone want to be the one please implement it for us all 8)
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Re: NewGRF GUI Window

Post by Tiberius »

Now updated to r13836 that handles economy (inflation) in trunk.
Attachments
newgrf-gui_r13836.patch
(39.23 KiB) Downloaded 172 times
I may implement/fix/tweak/eat/ditch it soon (or in distant future, if at all, so don't hold your breath).
If anyone want to be the one please implement it for us all 8)
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