Rename programmable signals to programmable pre-signals

This is to make it less unclear what they actually are and do
This commit is contained in:
Jonathan G Rennison
2019-12-05 18:13:35 +00:00
parent 1e03482d30
commit 030e8bf762
20 changed files with 51 additions and 51 deletions

View File

@@ -253,12 +253,12 @@ static void GenericPlaceSignals(TileIndex tile)
if (_program_signal_button) {
if (IsPlainRailTile(tile) && HasTrack(tile, track) && HasSignalOnTrack(tile,track) && IsPresignalProgrammable(tile, track)) {
// Show program gui if there is a programmable signal
// Show program gui if there is a programmable pre-signal
ShowSignalProgramWindow(SignalReference(tile, track));
return;
}
// Don't display error here even though program-button is pressed and there is no programmable signal,
// Don't display error here even though program-button is pressed and there is no programmable pre-signal,
// instead just handle it normally. That way player can keep the program-button pressed all the time
// to build slightly faster.
}
@@ -1608,7 +1608,7 @@ struct BuildSignalWindow : public PickerWindowBase {
private:
Dimension sig_sprite_size; ///< Maximum size of signal GUI sprites.
int sig_sprite_bottom_offset; ///< Maximum extent of signal GUI sprite from reference point towards bottom.
bool progsig_ui_shown; ///< Whether programmable signal UI is shown
bool progsig_ui_shown; ///< Whether programmable pre-signal UI is shown
/**
* Draw dynamic a signal-sprite in a button in the signal GUI