Merge branch 'master' into jgrpp

# Conflicts:
#	CMakeLists.txt
#	bin/ai/CMakeLists.txt
#	bin/game/CMakeLists.txt
#	src/ai/ai_info.cpp
#	src/company_base.h
#	src/economy.cpp
#	src/game/game_info.cpp
#	src/gfx_type.h
#	src/linkgraph/linkgraph_gui.cpp
#	src/palette.cpp
#	src/palette_func.h
#	src/saveload/saveload.h
#	src/saveload/vehicle_sl.cpp
#	src/ship_cmd.cpp
#	src/train_cmd.cpp
#	src/vehicle_base.h
#	src/window.cpp
#	src/window_func.h
This commit is contained in:
Jonathan G Rennison
2024-02-26 18:19:34 +00:00
115 changed files with 3467 additions and 2164 deletions

View File

@@ -48,7 +48,7 @@ public:
virtual void Draw(const Rect &full, const Rect &, bool, Colours bg_colour) const
{
if (this->masked) GfxFillRect(full, _colour_gradient[bg_colour][5], FILLRECT_CHECKER);
if (this->masked) GfxFillRect(full, GetColourGradient(bg_colour, SHADE_LIGHT), FILLRECT_CHECKER);
}
TextColour GetColour(bool sel) const
@@ -74,8 +74,8 @@ public:
void Draw(const Rect &full, const Rect &, bool, Colours bg_colour) const override
{
uint8_t c1 = _colour_gradient[bg_colour][3];
uint8_t c2 = _colour_gradient[bg_colour][7];
uint8_t c1 = GetColourGradient(bg_colour, SHADE_DARK);
uint8_t c2 = GetColourGradient(bg_colour, SHADE_LIGHTEST);
int mid = CenterBounds(full.top, full.bottom, 0);
GfxFillRect(full.left, mid - WidgetDimensions::scaled.bevel.bottom, full.right, mid - 1, c1);

View File

@@ -40,9 +40,9 @@ void DrawSliderWidget(Rect r, int min_value, int max_value, int value, const std
int wx1 = r.left + sw / 2;
int wx2 = r.right - sw / 2;
if (_current_text_dir == TD_RTL) std::swap(wx1, wx2);
const uint shadow = _colour_gradient[COLOUR_GREY][3];
const uint fill = _colour_gradient[COLOUR_GREY][6];
const uint light = _colour_gradient[COLOUR_GREY][7];
const uint shadow = GetColourGradient(COLOUR_GREY, SHADE_DARK);
const uint fill = GetColourGradient(COLOUR_GREY, SHADE_LIGHTER);
const uint light = GetColourGradient(COLOUR_GREY, SHADE_LIGHTEST);
const std::vector<Point> wedge{ Point{wx1, r.bottom - ha}, Point{wx2, r.top + ha}, Point{wx2, r.bottom - ha} };
GfxFillPolygon(wedge, fill);
GfxDrawLine(wedge[0].x, wedge[0].y, wedge[2].x, wedge[2].y, light, t);