mirror of https://github.com/OpenTTD/OpenTTD
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@ -449,6 +449,7 @@ if(WIN32)
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psapi
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psapi
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winhttp
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winhttp
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bcrypt
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bcrypt
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xinput
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)
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)
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endif()
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endif()
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@ -75,6 +75,7 @@ void HandleTextInput(std::string_view str, bool marked = false,
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std::optional<size_t> insert_location = std::nullopt, std::optional<size_t> replacement_end = std::nullopt);
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std::optional<size_t> insert_location = std::nullopt, std::optional<size_t> replacement_end = std::nullopt);
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void HandleCtrlChanged();
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void HandleCtrlChanged();
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void HandleMouseEvents();
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void HandleMouseEvents();
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void HandleGamepadScrolling(int stick_x, int stick_y, int max_axis_value);
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void UpdateWindows();
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void UpdateWindows();
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void ChangeGameSpeed(bool enable_fast_forward);
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void ChangeGameSpeed(bool enable_fast_forward);
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@ -1700,6 +1700,25 @@ STR_CONFIG_SETTING_SCROLLWHEEL_ZOOM :Zoom map
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STR_CONFIG_SETTING_SCROLLWHEEL_SCROLL :Scroll map
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STR_CONFIG_SETTING_SCROLLWHEEL_SCROLL :Scroll map
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STR_CONFIG_SETTING_SCROLLWHEEL_OFF :Off
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STR_CONFIG_SETTING_SCROLLWHEEL_OFF :Off
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STR_CONFIG_SETTING_GAMEPAD_STICK_SELECTION :Gamepad stick for scrolling: {STRING2}
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STR_CONFIG_SETTING_GAMEPAD_STICK_SELECTION_HELPTEXT :Select which analog stick to use for map scrolling
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###length 3
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STR_CONFIG_SETTING_GAMEPAD_STICK_DISABLED :Disabled
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STR_CONFIG_SETTING_GAMEPAD_STICK_LEFT :Left stick
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STR_CONFIG_SETTING_GAMEPAD_STICK_RIGHT :Right stick
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STR_CONFIG_SETTING_GAMEPAD_DEADZONE :Gamepad deadzone: {STRING2}%
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STR_CONFIG_SETTING_GAMEPAD_DEADZONE_HELPTEXT :Minimum stick movement required before scrolling starts (0-100%)
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STR_CONFIG_SETTING_GAMEPAD_SENSITIVITY :Gamepad sensitivity: {STRING2}
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STR_CONFIG_SETTING_GAMEPAD_SENSITIVITY_HELPTEXT :Control the sensitivity of gamepad analog stick scrolling
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STR_CONFIG_SETTING_GAMEPAD_INVERT_X :Invert gamepad X-axis: {STRING2}
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STR_CONFIG_SETTING_GAMEPAD_INVERT_X_HELPTEXT :Invert the horizontal axis movement of the gamepad analog stick
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STR_CONFIG_SETTING_GAMEPAD_INVERT_Y :Invert gamepad Y-axis: {STRING2}
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STR_CONFIG_SETTING_GAMEPAD_INVERT_Y_HELPTEXT :Invert the vertical axis movement of the gamepad analog stick
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STR_CONFIG_SETTING_OSK_ACTIVATION :On screen keyboard: {STRING2}
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STR_CONFIG_SETTING_OSK_ACTIVATION :On screen keyboard: {STRING2}
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STR_CONFIG_SETTING_OSK_ACTIVATION_HELPTEXT :Select the method to open the on screen keyboard for entering text into editboxes only using the pointing device. This is meant for small devices without actual keyboard
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STR_CONFIG_SETTING_OSK_ACTIVATION_HELPTEXT :Select the method to open the on screen keyboard for entering text into editboxes only using the pointing device. This is meant for small devices without actual keyboard
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###length 4
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###length 4
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@ -697,8 +697,11 @@ STR_GRAPH_CARGO_TOOLTIP_DISABLE_ALL :{BLACK}Ne mutas
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STR_GRAPH_CARGO_PAYMENT_TOGGLE_CARGO :{BLACK}Adott rakomány grafikonjának mutatása be/ki
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STR_GRAPH_CARGO_PAYMENT_TOGGLE_CARGO :{BLACK}Adott rakomány grafikonjának mutatása be/ki
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STR_GRAPH_CARGO_PAYMENT_CARGO :{TINY_FONT}{BLACK}{STRING}
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STR_GRAPH_CARGO_PAYMENT_CARGO :{TINY_FONT}{BLACK}{STRING}
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STR_GRAPH_INDUSTRY_CAPTION :{WHITE}{INDUSTRY} - Rakománytörténet
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STR_GRAPH_INDUSTRY_RANGE_PRODUCED :Előállított
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STR_GRAPH_INDUSTRY_RANGE_PRODUCED :Előállított
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STR_GRAPH_INDUSTRY_RANGE_TRANSPORTED :Szállítva
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STR_GRAPH_INDUSTRY_RANGE_TRANSPORTED :Szállítva
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STR_GRAPH_INDUSTRY_RANGE_DELIVERED :Leszállítva
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STR_GRAPH_INDUSTRY_RANGE_WAITING :Várakozik
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STR_GRAPH_PERFORMANCE_DETAIL_TOOLTIP :{BLACK}Részletes teljesítményértékelés mutatása
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STR_GRAPH_PERFORMANCE_DETAIL_TOOLTIP :{BLACK}Részletes teljesítményértékelés mutatása
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@ -4087,6 +4090,8 @@ STR_INDUSTRY_VIEW_PRODUCTION_LAST_MONTH_TITLE :{BLACK}Múlt ha
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STR_INDUSTRY_VIEW_PRODUCTION_LAST_MINUTE_TITLE :{BLACK}Termelés az elmúlt percben:
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STR_INDUSTRY_VIEW_PRODUCTION_LAST_MINUTE_TITLE :{BLACK}Termelés az elmúlt percben:
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STR_INDUSTRY_VIEW_TRANSPORTED :{YELLOW}{CARGO_LONG}{STRING}{BLACK} ({COMMA}% elszállítva)
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STR_INDUSTRY_VIEW_TRANSPORTED :{YELLOW}{CARGO_LONG}{STRING}{BLACK} ({COMMA}% elszállítva)
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STR_INDUSTRY_VIEW_LOCATION_TOOLTIP :{BLACK}A fő nézetet a gazdasági épületre állítja. Ctrl+kattintással új nézet nyílik a gazdasági épület helyzeténél
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STR_INDUSTRY_VIEW_LOCATION_TOOLTIP :{BLACK}A fő nézetet a gazdasági épületre állítja. Ctrl+kattintással új nézet nyílik a gazdasági épület helyzeténél
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STR_INDUSTRY_VIEW_CARGO_GRAPH :{BLACK}Rakomány grafikon
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STR_INDUSTRY_VIEW_CARGO_GRAPH_TOOLTIP :{BLACK}Megmutatja az iparág rakománytörténetének grafikonját
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STR_INDUSTRY_VIEW_PRODUCTION_LEVEL :{BLACK}Termelési szint: {YELLOW}{COMMA}%
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STR_INDUSTRY_VIEW_PRODUCTION_LEVEL :{BLACK}Termelési szint: {YELLOW}{COMMA}%
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STR_INDUSTRY_VIEW_INDUSTRY_ANNOUNCED_CLOSURE :{YELLOW}A gyár bejelentette a közelgő bezárását!
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STR_INDUSTRY_VIEW_INDUSTRY_ANNOUNCED_CLOSURE :{YELLOW}A gyár bejelentette a közelgő bezárását!
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@ -5062,6 +5067,7 @@ STR_ERROR_FLAT_LAND_REQUIRED :{WHITE}Sima tal
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STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION :{WHITE}Rossz irányba lejt a föld
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STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION :{WHITE}Rossz irányba lejt a föld
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STR_ERROR_CAN_T_DO_THIS :{WHITE}Nem teheted ezt...
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STR_ERROR_CAN_T_DO_THIS :{WHITE}Nem teheted ezt...
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STR_ERROR_BUILDING_MUST_BE_DEMOLISHED :{WHITE}Előbb le kell rombolnod az épületet
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STR_ERROR_BUILDING_MUST_BE_DEMOLISHED :{WHITE}Előbb le kell rombolnod az épületet
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STR_ERROR_BUILDING_IS_PROTECTED :{WHITE}... a(z) épület védett
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STR_ERROR_CAN_T_CLEAR_THIS_AREA :{WHITE}Nem tisztíthatod meg ezt a területet...
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STR_ERROR_CAN_T_CLEAR_THIS_AREA :{WHITE}Nem tisztíthatod meg ezt a területet...
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STR_ERROR_SITE_UNSUITABLE :{WHITE}... nem alkalmas rá a hely
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STR_ERROR_SITE_UNSUITABLE :{WHITE}... nem alkalmas rá a hely
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STR_ERROR_ALREADY_BUILT :{WHITE}... már van itt
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STR_ERROR_ALREADY_BUILT :{WHITE}... már van itt
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@ -437,6 +437,7 @@ STR_SETTINGS_MENU_NEWGRF_SETTINGS :NewGRFの設定
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STR_SETTINGS_MENU_TRANSPARENCY_OPTIONS :透過表示設定
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STR_SETTINGS_MENU_TRANSPARENCY_OPTIONS :透過表示設定
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STR_SETTINGS_MENU_TOWN_NAMES_DISPLAYED :街名を表示
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STR_SETTINGS_MENU_TOWN_NAMES_DISPLAYED :街名を表示
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STR_SETTINGS_MENU_STATION_NAMES_DISPLAYED :駅名を表示
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STR_SETTINGS_MENU_STATION_NAMES_DISPLAYED :駅名を表示
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STR_SETTINGS_MENU_STATION_NAMES_BUS :バス停
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STR_SETTINGS_MENU_WAYPOINTS_DISPLAYED :中継駅名を表示
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STR_SETTINGS_MENU_WAYPOINTS_DISPLAYED :中継駅名を表示
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STR_SETTINGS_MENU_SIGNS_DISPLAYED :標識を表示
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STR_SETTINGS_MENU_SIGNS_DISPLAYED :標識を表示
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STR_SETTINGS_MENU_SHOW_COMPETITOR_SIGNS :競争者の標識と名前を表示
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STR_SETTINGS_MENU_SHOW_COMPETITOR_SIGNS :競争者の標識と名前を表示
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@ -522,6 +523,7 @@ STR_ABOUT_MENU_ABOUT_OPENTTD :OpenTTDにつ
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STR_ABOUT_MENU_SPRITE_ALIGNER :スプライトを整列
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STR_ABOUT_MENU_SPRITE_ALIGNER :スプライトを整列
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STR_ABOUT_MENU_TOGGLE_BOUNDING_BOXES :バウンディングボックスの表示切替
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STR_ABOUT_MENU_TOGGLE_BOUNDING_BOXES :バウンディングボックスの表示切替
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STR_ABOUT_MENU_TOGGLE_DIRTY_BLOCKS :ダーティーブロックの色付け切替
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STR_ABOUT_MENU_TOGGLE_DIRTY_BLOCKS :ダーティーブロックの色付け切替
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STR_ABOUT_MENU_TOGGLE_WIDGET_OUTLINES :ウィジェットの枠線の表示切替
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###length 31
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###length 31
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STR_DAY_NUMBER_1ST :1
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STR_DAY_NUMBER_1ST :1
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@ -1203,12 +1205,14 @@ STR_CONFIG_SETTING_HORIZONTAL_POS_CENTER :中央
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STR_CONFIG_SETTING_HORIZONTAL_POS_RIGHT :右
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STR_CONFIG_SETTING_HORIZONTAL_POS_RIGHT :右
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STR_CONFIG_SETTING_INFINITE_MONEY :無限の資金: {STRING}
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STR_CONFIG_SETTING_INFINITE_MONEY_HELPTEXT :無制限の支出を許容し、会社の破産も無効にします
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STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN :初期の借入最大額: {STRING}
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STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN :初期の借入最大額: {STRING}
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STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_HELPTEXT :初期の借入限度額を設定します (インフレは考慮されません)
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STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_HELPTEXT :初期の借入限度額を設定します (インフレは考慮されません)。「借入金なし」に設定した場合、ゲームスクリプトか「無限の資金」オプションによる提供がない限り、資金は利用できなくなります。
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STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_VALUE :{CURRENCY_LONG}
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STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_VALUE :{CURRENCY_LONG}
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###setting-zero-is-special
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###setting-zero-is-special
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STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_DISABLED :借入金なし {RED}ゲームスクリプトで資金を受給する必要があります
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STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_DISABLED :借入金なし
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STR_CONFIG_SETTING_INTEREST_RATE :金利: {STRING}
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STR_CONFIG_SETTING_INTEREST_RATE :金利: {STRING}
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STR_CONFIG_SETTING_INTEREST_RATE_HELPTEXT :借入利率を設定します (インフレ設定を有効にしたときのインフレ率にも影響します)
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STR_CONFIG_SETTING_INTEREST_RATE_HELPTEXT :借入利率を設定します (インフレ設定を有効にしたときのインフレ率にも影響します)
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@ -1247,7 +1251,7 @@ STR_CONFIG_SETTING_TRAIN_REVERSING_HELPTEXT :設定を有効
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STR_CONFIG_SETTING_DISASTERS :災害: {STRING}
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STR_CONFIG_SETTING_DISASTERS :災害: {STRING}
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STR_CONFIG_SETTING_DISASTERS_HELPTEXT :設定を有効にすると時折、乗り物や交通インフラを遮断・破壊する災害が起きるようになります
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STR_CONFIG_SETTING_DISASTERS_HELPTEXT :設定を有効にすると時折、乗り物や交通インフラを遮断・破壊する災害が起きるようになります
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STR_CONFIG_SETTING_CITY_APPROVAL :議会の姿勢: {STRING}
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STR_CONFIG_SETTING_CITY_APPROVAL :地方自治体の姿勢: {STRING}
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STR_CONFIG_SETTING_CITY_APPROVAL_HELPTEXT :会社が街で引き起こした騒音(主に空港)や環境破壊がどの程度、街での評価や更なる建設行為に影響するかを設定します
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STR_CONFIG_SETTING_CITY_APPROVAL_HELPTEXT :会社が街で引き起こした騒音(主に空港)や環境破壊がどの程度、街での評価や更なる建設行為に影響するかを設定します
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STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT :マップ高さ限界: {STRING}
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STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT :マップ高さ限界: {STRING}
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@ -1351,10 +1355,10 @@ STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT_FULLSCREEN :する (フル
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STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT :する
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STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT :する
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STR_CONFIG_SETTING_AUTOSCROLL_EVERY_VIEWPORT :する (ビューポートでも有効)
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STR_CONFIG_SETTING_AUTOSCROLL_EVERY_VIEWPORT :する (ビューポートでも有効)
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STR_CONFIG_SETTING_BRIBE :議会の買収: {STRING}
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STR_CONFIG_SETTING_BRIBE :地方自治体の贈賄: {STRING}
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###length 2
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###length 2
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STR_CONFIG_SETTING_BRIBE_HELPTEXT :街で議会買収を企てられるようになります。成功すれば街での評判が良くなりますが、地元当局に事が発覚した場合罰金を受けた上評判が悪くなり、その上その街では半年間何もできなくなります
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STR_CONFIG_SETTING_BRIBE_HELPTEXT :地方自治体への贈賄を企てられるようにします。もし当局に事が発覚した場合、贈賄を試みた会社は当該自治体では半年間何もできなくなります
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STR_CONFIG_SETTING_BRIBE_HELPTEXT_MINUTES :会社が議会買収を企てられるようにします。もし当局に事が発覚した場合、買収した会社は当該自治体では半年間何もできなくなります
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STR_CONFIG_SETTING_BRIBE_HELPTEXT_MINUTES :地方自治体への贈賄を企てられるようにします。もし当局に事が発覚した場合、贈賄を試みた会社は当該自治体では半年間何もできなくなります
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STR_CONFIG_SETTING_ALLOW_EXCLUSIVE :独占運送契約の締結: {STRING}
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STR_CONFIG_SETTING_ALLOW_EXCLUSIVE :独占運送契約の締結: {STRING}
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###length 2
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###length 2
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@ -1424,6 +1428,7 @@ STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :有効にする
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###setting-zero-is-special
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###setting-zero-is-special
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STR_CONFIG_SETTING_CARGO_SCALE_VALUE :{NUM}%
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STR_CONFIG_SETTING_AUTORENEW_VEHICLE :老朽車両の自動交換: {STRING}
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STR_CONFIG_SETTING_AUTORENEW_VEHICLE :老朽車両の自動交換: {STRING}
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STR_CONFIG_SETTING_AUTORENEW_VEHICLE_HELPTEXT :有効にすると、耐用年数を越えた輸送機器は自動で更新されるようになります(交換には一度格納施設に戻る必要があります)。具体的な交換時期は下の設定で変更できます。
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STR_CONFIG_SETTING_AUTORENEW_VEHICLE_HELPTEXT :有効にすると、耐用年数を越えた輸送機器は自動で更新されるようになります(交換には一度格納施設に戻る必要があります)。具体的な交換時期は下の設定で変更できます。
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@ -1858,7 +1863,7 @@ STR_CONFIG_SETTING_ALLOW_TOWN_ROADS_HELPTEXT :街の自治体
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STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS :街路との平面交差を許可: {STRING}
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STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS :街路との平面交差を許可: {STRING}
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STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS_HELPTEXT :有効にすると、会社が作る道路と街路とが交差できるようになります
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STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS_HELPTEXT :有効にすると、会社が作る道路と街路とが交差できるようになります
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STR_CONFIG_SETTING_NOISE_LEVEL :空港建設に対する街の騒音レベル規制: {STRING}
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STR_CONFIG_SETTING_NOISE_LEVEL :騒音レベルに基づいた空港建設の制限: {STRING}
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STR_CONFIG_SETTING_NOISE_LEVEL_HELPTEXT :この設定を無効にすると、街に作れる空港は最大2つまでになります。有効にした場合は、各空港の騒音レベルの総和が街の騒音許容レベル以下になるようにしか建てられません。騒音レベルは空港の大きさ・街からの距離により、騒音許容レベルは街の人口により左右されます
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STR_CONFIG_SETTING_NOISE_LEVEL_HELPTEXT :この設定を無効にすると、街に作れる空港は最大2つまでになります。有効にした場合は、各空港の騒音レベルの総和が街の騒音許容レベル以下になるようにしか建てられません。騒音レベルは空港の大きさ・街からの距離により、騒音許容レベルは街の人口により左右されます
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STR_CONFIG_SETTING_TOWN_FOUNDING :ゲーム中での街新設: {STRING}
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STR_CONFIG_SETTING_TOWN_FOUNDING :ゲーム中での街新設: {STRING}
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@ -1936,9 +1941,9 @@ STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER :初期の都市
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STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER_HELPTEXT :ゲーム開始時に都市が普通の街に比べて平均して何倍の人口規模になるかを設定します
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STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER_HELPTEXT :ゲーム開始時に都市が普通の街に比べて平均して何倍の人口規模になるかを設定します
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STR_CONFIG_SETTING_LINKGRAPH_RECALC_INTERVAL :行先分配グラフを{STRING}秒毎に更新
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STR_CONFIG_SETTING_LINKGRAPH_RECALC_INTERVAL :行先分配グラフを{STRING}秒毎に更新
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||||||
STR_CONFIG_SETTING_LINKGRAPH_RECALC_INTERVAL_HELPTEXT :行先分配グラフの更新の間の待ち時間。各更新はグラフの一部だけのルートを再計算します。即ち、この設定を〇〇秒に指定する場合、全グラフが〇〇秒毎に更新されるのではありません。間隔が短ければ短いほどCPU時間を消費します。長ければ長いほど貨物流通の新規ルートの行先分配に時間がかかります。
|
STR_CONFIG_SETTING_LINKGRAPH_RECALC_INTERVAL_HELPTEXT :行先分配グラフの再計算間隔。各計算タイミングでは一部のグラフのみが再計算されます。よって、ここ設定した X 秒ごとにグラフ全体が更新されるというわけではありません。再計算の間隔が短ければ短いほどCPU時間を消費します。長ければ長いほど貨物流通の新規ルートの行先分配に時間がかかります。
|
||||||
STR_CONFIG_SETTING_LINKGRAPH_RECALC_TIME :行先分配の更新に{STRING}秒を割り当て
|
STR_CONFIG_SETTING_LINKGRAPH_RECALC_TIME :行先分配の更新に{STRING}秒を割り当て
|
||||||
STR_CONFIG_SETTING_LINKGRAPH_RECALC_TIME_HELPTEXT :行先分配グラフの更新に割り当てられる時間。更新が始まると、スレッドが生成されて、指定の時間に実行させられます。短ければ短いほど間に合わない可能性が高まります。その場合、ゲームは停止して計算完了を待ちます。長ければ長いほどルート変更の際に行先分配の更新に時間がかかります。
|
STR_CONFIG_SETTING_LINKGRAPH_RECALC_TIME_HELPTEXT :行先分配グラフの再計算に割り当てられる時間。再計算が始まると、グラフの処理のために指定した生存秒数だけ実行可能なスレッドが作られます。生存秒数が短ければ短いほど再計算が間に合わない可能性が高まります。その際、ゲームは一時停止して計算完了を待ちます。生存秒数が長ければ長いほど、ルート変更の際に行先分配の更新に時間がかかります。
|
||||||
|
|
||||||
STR_CONFIG_SETTING_DISTRIBUTION_PAX :旅客の行先分配法: {STRING}
|
STR_CONFIG_SETTING_DISTRIBUTION_PAX :旅客の行先分配法: {STRING}
|
||||||
STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :旅客がどのように行き先別に分配されるかを設定します。「対称」ではAからBへ向かう乗客とほぼ同数が、BからAに向かうようになります。 「非対称」ではそれぞれの方向に向かう旅客数は独立に決められます。「無効」では行き先別分配をしなくなります。
|
STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :旅客がどのように行き先別に分配されるかを設定します。「対称」ではAからBへ向かう乗客とほぼ同数が、BからAに向かうようになります。 「非対称」ではそれぞれの方向に向かう旅客数は独立に決められます。「無効」では行き先別分配をしなくなります。
|
||||||
|
@ -1954,7 +1959,7 @@ STR_CONFIG_SETTING_DISTRIBUTION_ASYMMETRIC :非対称
|
||||||
STR_CONFIG_SETTING_DISTRIBUTION_SYMMETRIC :対称
|
STR_CONFIG_SETTING_DISTRIBUTION_SYMMETRIC :対称
|
||||||
|
|
||||||
STR_CONFIG_SETTING_LINKGRAPH_ACCURACY :分配精度: {STRING}
|
STR_CONFIG_SETTING_LINKGRAPH_ACCURACY :分配精度: {STRING}
|
||||||
STR_CONFIG_SETTING_LINKGRAPH_ACCURACY_HELPTEXT :この値を高くすると、リンクグラフ演算の為CPUへの負荷が大きくなります。演算に時間がかかりすぎると、目に見えてタイムラグが起こる場合があります。しかし低い値に設定すると、分配が不正確になり、望まれる場所に貨物が送られなくなる場合があります
|
STR_CONFIG_SETTING_LINKGRAPH_ACCURACY_HELPTEXT :この設定値を高く設定すればするほど、行先分配グラフの計算に要するCPU時間が長くなります。計算に時間がかかりすぎると遅延が発生する可能性があります。一方、設定値を低く設定すると分配が不正確になり、荷物が意図された場所に送られない場合があります。
|
||||||
|
|
||||||
STR_CONFIG_SETTING_DEMAND_DISTANCE :距離効果: {STRING}
|
STR_CONFIG_SETTING_DEMAND_DISTANCE :距離効果: {STRING}
|
||||||
STR_CONFIG_SETTING_DEMAND_DISTANCE_HELPTEXT :0より大きい値に設定すると、ある貨物の生産先Aと受取可能先Bとの距離がAからBへ送られる貨物量に影響を及ぼすようになります。高い値を設定すればするほど、遠い施設に送られる貨物量は少なくなり、近場の施設に送られる量が大きくなります
|
STR_CONFIG_SETTING_DEMAND_DISTANCE_HELPTEXT :0より大きい値に設定すると、ある貨物の生産先Aと受取可能先Bとの距離がAからBへ送られる貨物量に影響を及ぼすようになります。高い値を設定すればするほど、遠い施設に送られる貨物量は少なくなり、近場の施設に送られる量が大きくなります
|
||||||
|
@ -2058,8 +2063,10 @@ STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND :{WHITE}ファ
|
||||||
# Video initalization errors
|
# Video initalization errors
|
||||||
STR_VIDEO_DRIVER_ERROR :{WHITE}ビデオ設定にエラーがあります...
|
STR_VIDEO_DRIVER_ERROR :{WHITE}ビデオ設定にエラーがあります...
|
||||||
STR_VIDEO_DRIVER_ERROR_NO_HARDWARE_ACCELERATION :{WHITE}... 対応する GPU が見つかりません。ハードウェアアクセラレーションは無効になります。
|
STR_VIDEO_DRIVER_ERROR_NO_HARDWARE_ACCELERATION :{WHITE}... 対応する GPU が見つかりません。ハードウェアアクセラレーションは無効になります。
|
||||||
|
STR_VIDEO_DRIVER_ERROR_HARDWARE_ACCELERATION_CRASH :{WHITE}... GPUドライバーがゲームをクラッシュさせました。ハードウェアアクセラレーションは無効になりました
|
||||||
|
|
||||||
# Intro window
|
# Intro window
|
||||||
|
STR_INTRO_CAPTION :{WHITE}OpenTTD
|
||||||
|
|
||||||
STR_INTRO_NEW_GAME :{BLACK}新しいゲーム
|
STR_INTRO_NEW_GAME :{BLACK}新しいゲーム
|
||||||
STR_INTRO_LOAD_GAME :{BLACK}ロード
|
STR_INTRO_LOAD_GAME :{BLACK}ロード
|
||||||
|
@ -2070,6 +2077,7 @@ STR_INTRO_MULTIPLAYER :{BLACK}マル
|
||||||
|
|
||||||
STR_INTRO_GAME_OPTIONS :{BLACK}基本設定
|
STR_INTRO_GAME_OPTIONS :{BLACK}基本設定
|
||||||
STR_INTRO_HIGHSCORE :{BLACK}ハイスコア
|
STR_INTRO_HIGHSCORE :{BLACK}ハイスコア
|
||||||
|
STR_INTRO_HELP :{BLACK}ヘルプとマニュアル
|
||||||
STR_INTRO_ONLINE_CONTENT :{BLACK}オンラインコンテンツの確認
|
STR_INTRO_ONLINE_CONTENT :{BLACK}オンラインコンテンツの確認
|
||||||
STR_INTRO_QUIT :{BLACK}終了
|
STR_INTRO_QUIT :{BLACK}終了
|
||||||
|
|
||||||
|
@ -2121,14 +2129,14 @@ STR_HELP_WINDOW_COMMUNITY :{BLACK}コミ
|
||||||
STR_CHEATS :{WHITE}サンドボックスのオプション
|
STR_CHEATS :{WHITE}サンドボックスのオプション
|
||||||
STR_CHEAT_MONEY :{LTBLUE}預金残高を{CURRENCY_LONG}増やす
|
STR_CHEAT_MONEY :{LTBLUE}預金残高を{CURRENCY_LONG}増やす
|
||||||
STR_CHEAT_CHANGE_COMPANY :{LTBLUE}会社: {ORANGE}{COMMA}を乗っ取ってプレイする
|
STR_CHEAT_CHANGE_COMPANY :{LTBLUE}会社: {ORANGE}{COMMA}を乗っ取ってプレイする
|
||||||
STR_CHEAT_EXTRA_DYNAMITE :{LTBLUE}魔法のブルドーザー(産業拠点等、何でも撤去できる): {ORANGE}{STRING}
|
STR_CHEAT_EXTRA_DYNAMITE :{LTBLUE}魔法のブルドーザー(産業拠点など何でも撤去可能): {ORANGE}{STRING}
|
||||||
STR_CHEAT_CROSSINGTUNNELS :{LTBLUE}トンネルの平面交差を許容: {ORANGE}{STRING}
|
STR_CHEAT_CROSSINGTUNNELS :{LTBLUE}トンネルの平面交差を許容: {ORANGE}{STRING}
|
||||||
STR_CHEAT_NO_JETCRASH :{LTBLUE}ジェット機の小型空港での墜落率を減少: {ORANGE}{STRING}
|
STR_CHEAT_NO_JETCRASH :{LTBLUE}ジェット機の小型空港での墜落率を減少: {ORANGE}{STRING}
|
||||||
STR_CHEAT_EDIT_MAX_HL :{LTBLUE}マップの最高高度を変更: {ORANGE}{NUM}
|
STR_CHEAT_EDIT_MAX_HL :{LTBLUE}マップの最高高度を変更: {ORANGE}{NUM}
|
||||||
STR_CHEAT_EDIT_MAX_HL_QUERY_CAPT :{WHITE}マップの最大高度
|
STR_CHEAT_EDIT_MAX_HL_QUERY_CAPT :{WHITE}マップの最大高度
|
||||||
STR_CHEAT_CHANGE_DATE :{LTBLUE}日付を変更: {ORANGE}{DATE_SHORT}
|
STR_CHEAT_CHANGE_DATE :{LTBLUE}日付を変更: {ORANGE}{DATE_SHORT}
|
||||||
STR_CHEAT_CHANGE_DATE_QUERY_CAPT :{WHITE}現在日時を変更
|
STR_CHEAT_CHANGE_DATE_QUERY_CAPT :{WHITE}現在日時を変更
|
||||||
STR_CHEAT_SETUP_PROD :{LTBLUE}生産量変更: {ORANGE}{STRING}
|
STR_CHEAT_SETUP_PROD :{LTBLUE}産業の生産量の変更を有効化: {ORANGE}{STRING}
|
||||||
|
|
||||||
# Livery window
|
# Livery window
|
||||||
STR_LIVERY_CAPTION :{WHITE}{COMPANY} - 配色
|
STR_LIVERY_CAPTION :{WHITE}{COMPANY} - 配色
|
||||||
|
@ -2457,6 +2465,7 @@ STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH :リンクグラ
|
||||||
STR_NETWORK_MESSAGE_CLIENT_LEAVING :退出
|
STR_NETWORK_MESSAGE_CLIENT_LEAVING :退出
|
||||||
STR_NETWORK_MESSAGE_CLIENT_JOINED :*** {STRING} が参加してきました
|
STR_NETWORK_MESSAGE_CLIENT_JOINED :*** {STRING} が参加してきました
|
||||||
STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :*** {STRING} がゲームに参加してきました (クライアント #{NUM})
|
STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :*** {STRING} がゲームに参加してきました (クライアント #{NUM})
|
||||||
|
STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN :*** {0:STRING} が{STRING}の経営に参画してきました
|
||||||
STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE :*** {STRING} がゲームを観覧し始めました
|
STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE :*** {STRING} がゲームを観覧し始めました
|
||||||
STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW :*** {STRING} が新会社 (#{NUM}) を設立しました
|
STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW :*** {STRING} が新会社 (#{NUM}) を設立しました
|
||||||
STR_NETWORK_MESSAGE_CLIENT_LEFT :*** {STRING} が退出しました({STRING})
|
STR_NETWORK_MESSAGE_CLIENT_LEFT :*** {STRING} が退出しました({STRING})
|
||||||
|
@ -2672,6 +2681,7 @@ STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}道路
|
||||||
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}建設したい橋の種類をクリックしてください
|
STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}建設したい橋の種類をクリックしてください
|
||||||
STR_SELECT_BRIDGE_INFO_NAME :{GOLD}{STRING}
|
STR_SELECT_BRIDGE_INFO_NAME :{GOLD}{STRING}
|
||||||
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED :{GOLD}{STRING}{} {VELOCITY}
|
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED :{GOLD}{STRING}{} {VELOCITY}
|
||||||
|
STR_SELECT_BRIDGE_INFO_NAME_COST :{GOLD}{STRING}{} {WHITE}{CURRENCY_LONG}
|
||||||
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED_COST :{GOLD}{STRING}{} {VELOCITY} {WHITE}{CURRENCY_LONG}
|
STR_SELECT_BRIDGE_INFO_NAME_MAX_SPEED_COST :{GOLD}{STRING}{} {VELOCITY} {WHITE}{CURRENCY_LONG}
|
||||||
STR_BRIDGE_NAME_SUSPENSION_STEEL :吊橋(S造)
|
STR_BRIDGE_NAME_SUSPENSION_STEEL :吊橋(S造)
|
||||||
STR_BRIDGE_NAME_GIRDER_STEEL :桁橋(S造)
|
STR_BRIDGE_NAME_GIRDER_STEEL :桁橋(S造)
|
||||||
|
@ -3458,7 +3468,7 @@ STR_LOCAL_AUTHORITY_ACTION_ROAD_RECONSTRUCTION :道路補修に
|
||||||
STR_LOCAL_AUTHORITY_ACTION_STATUE_OF_COMPANY :社長の彫像を建設
|
STR_LOCAL_AUTHORITY_ACTION_STATUE_OF_COMPANY :社長の彫像を建設
|
||||||
STR_LOCAL_AUTHORITY_ACTION_NEW_BUILDINGS :市街地開発に出資
|
STR_LOCAL_AUTHORITY_ACTION_NEW_BUILDINGS :市街地開発に出資
|
||||||
STR_LOCAL_AUTHORITY_ACTION_EXCLUSIVE_TRANSPORT :独占運送契約を締結
|
STR_LOCAL_AUTHORITY_ACTION_EXCLUSIVE_TRANSPORT :独占運送契約を締結
|
||||||
STR_LOCAL_AUTHORITY_ACTION_BRIBE :議会を買収
|
STR_LOCAL_AUTHORITY_ACTION_BRIBE :地方自治体への贈賄
|
||||||
###next-name-looks-similar
|
###next-name-looks-similar
|
||||||
|
|
||||||
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_SMALL_ADVERTISING :{PUSH_COLOUR}{YELLOW}旅客と貨物を確保する為に、街で新聞広告を実施します。{}より多くの旅客と貨物が自社の交通網を利用するようになります。{}{POP_COLOUR}費用: {CURRENCY_LONG}
|
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_SMALL_ADVERTISING :{PUSH_COLOUR}{YELLOW}旅客と貨物を確保する為に、街で新聞広告を実施します。{}より多くの旅客と貨物が自社の交通網を利用するようになります。{}{POP_COLOUR}費用: {CURRENCY_LONG}
|
||||||
|
@ -3466,7 +3476,7 @@ STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_MEDIUM_ADVERTISING :{PUSH_COLOUR}{Y
|
||||||
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_LARGE_ADVERTISING :{PUSH_COLOUR}{YELLOW}旅客と貨物を確保する為に、街でTV-CMを開始します{}街の中心部の大範囲にある駅の評価が一時的に高まります。{}{POP_COLOUR}費用: {CURRENCY_LONG}
|
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_LARGE_ADVERTISING :{PUSH_COLOUR}{YELLOW}旅客と貨物を確保する為に、街でTV-CMを開始します{}街の中心部の大範囲にある駅の評価が一時的に高まります。{}{POP_COLOUR}費用: {CURRENCY_LONG}
|
||||||
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_STATUE_OF_COMPANY :{PUSH_COLOUR}{YELLOW}社を称える彫像を建設します{}この街の駅の評価を恒久的に高めます。{}{POP_COLOUR}費用: {CURRENCY_LONG}
|
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_STATUE_OF_COMPANY :{PUSH_COLOUR}{YELLOW}社を称える彫像を建設します{}この街の駅の評価を恒久的に高めます。{}{POP_COLOUR}費用: {CURRENCY_LONG}
|
||||||
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_NEW_BUILDINGS :{PUSH_COLOUR}{YELLOW}市街地の開発に出資します{}街の成長速度が一時的に早まります。{}{POP_COLOUR}費用: {CURRENCY_LONG}
|
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_NEW_BUILDINGS :{PUSH_COLOUR}{YELLOW}市街地の開発に出資します{}街の成長速度が一時的に早まります。{}{POP_COLOUR}費用: {CURRENCY_LONG}
|
||||||
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_BRIBE :{PUSH_COLOUR}{YELLOW}買収を行い、議会内の評判を高めます。注意: 露見した場合は処罰されます{}{POP_COLOUR}費用: {CURRENCY_LONG}
|
STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_BRIBE :{PUSH_COLOUR}{YELLOW}贈賄を通じて地方自治体内の評判を高めます。注意: 露見した場合は処罰されます{}{POP_COLOUR}費用: {CURRENCY_LONG}
|
||||||
|
|
||||||
# Goal window
|
# Goal window
|
||||||
STR_GOALS_CAPTION :{WHITE}{COMPANY} 目標
|
STR_GOALS_CAPTION :{WHITE}{COMPANY} 目標
|
||||||
|
@ -4374,6 +4384,7 @@ STR_ORDER_REFIT_STOP_ORDER :({STRING}に改
|
||||||
STR_ORDER_STOP_ORDER :(運用停止)
|
STR_ORDER_STOP_ORDER :(運用停止)
|
||||||
|
|
||||||
|
|
||||||
|
STR_ORDER_GO_TO_STATION :{STRING} {STATION}
|
||||||
STR_ORDER_GO_TO_STATION_CAN_T_USE_STATION :{PUSH_COLOUR}{RED}(駅を使用できません){POP_COLOUR} {STRING} {STATION}
|
STR_ORDER_GO_TO_STATION_CAN_T_USE_STATION :{PUSH_COLOUR}{RED}(駅を使用できません){POP_COLOUR} {STRING} {STATION}
|
||||||
|
|
||||||
STR_ORDER_IMPLICIT :(自動)
|
STR_ORDER_IMPLICIT :(自動)
|
||||||
|
@ -4432,6 +4443,7 @@ STR_TIMETABLE_TOOLTIP :{BLACK}ダイ
|
||||||
STR_TIMETABLE_NO_TRAVEL :運行計画無
|
STR_TIMETABLE_NO_TRAVEL :運行計画無
|
||||||
STR_TIMETABLE_NOT_TIMETABLEABLE :該当区間を運行 (次の手動指令により自動設定)
|
STR_TIMETABLE_NOT_TIMETABLEABLE :該当区間を運行 (次の手動指令により自動設定)
|
||||||
STR_TIMETABLE_TRAVEL_NOT_TIMETABLED :該当区間を運行 (ダイヤ設定無)
|
STR_TIMETABLE_TRAVEL_NOT_TIMETABLED :該当区間を運行 (ダイヤ設定無)
|
||||||
|
STR_TIMETABLE_TRAVEL_NOT_TIMETABLED_SPEED :最高速度{VELOCITY}で該当区間を運行 (ダイヤ設定無)
|
||||||
STR_TIMETABLE_TRAVEL_FOR :{STRING}で該当区間を運行
|
STR_TIMETABLE_TRAVEL_FOR :{STRING}で該当区間を運行
|
||||||
STR_TIMETABLE_TRAVEL_FOR_SPEED :{STRING}で該当区間を運行(最高速度{VELOCITY})
|
STR_TIMETABLE_TRAVEL_FOR_SPEED :{STRING}で該当区間を運行(最高速度{VELOCITY})
|
||||||
STR_TIMETABLE_TRAVEL_FOR_ESTIMATED :運行({0:STRING}・ダイヤ設定無)
|
STR_TIMETABLE_TRAVEL_FOR_ESTIMATED :運行({0:STRING}・ダイヤ設定無)
|
||||||
|
@ -4525,14 +4537,14 @@ STR_AI_CONFIG_MOVE_DOWN :{BLACK}下に
|
||||||
STR_AI_CONFIG_MOVE_DOWN_TOOLTIP :{BLACK}選択したAIの順位を下げる
|
STR_AI_CONFIG_MOVE_DOWN_TOOLTIP :{BLACK}選択したAIの順位を下げる
|
||||||
|
|
||||||
STR_AI_CONFIG_GAMESCRIPT :{SILVER}ゲームスクリプト
|
STR_AI_CONFIG_GAMESCRIPT :{SILVER}ゲームスクリプト
|
||||||
STR_AI_CONFIG_GAMESCRIPT_PARAM :{SILVER}パラメータ
|
STR_AI_CONFIG_GAMESCRIPT_PARAM :{SILVER}パラメーター
|
||||||
STR_AI_CONFIG_AI :{SILVER}AI
|
STR_AI_CONFIG_AI :{SILVER}AI
|
||||||
|
|
||||||
STR_AI_CONFIG_CHANGE_AI :{BLACK}AIを選択
|
STR_AI_CONFIG_CHANGE_AI :{BLACK}AIを選択
|
||||||
STR_AI_CONFIG_CHANGE_GAMESCRIPT :{BLACK}ゲームスクリプトを選択
|
STR_AI_CONFIG_CHANGE_GAMESCRIPT :{BLACK}ゲームスクリプトを選択
|
||||||
STR_AI_CONFIG_CHANGE_TOOLTIP :{BLACK}他のスクリプトをロードします。Ctrl+クリックで全ての利用可能バージョンを表示します
|
STR_AI_CONFIG_CHANGE_TOOLTIP :{BLACK}他のスクリプトをロードします。Ctrl+クリックで全ての利用可能バージョンを表示します
|
||||||
STR_AI_CONFIG_CONFIGURE :{BLACK}設定
|
STR_AI_CONFIG_CONFIGURE :{BLACK}設定
|
||||||
STR_AI_CONFIG_CONFIGURE_TOOLTIP :{BLACK}スクリプトのパラメータを設定します
|
STR_AI_CONFIG_CONFIGURE_TOOLTIP :{BLACK}スクリプトのパラメーターを設定します
|
||||||
|
|
||||||
# Available AIs window
|
# Available AIs window
|
||||||
STR_AI_LIST_CAPTION :{WHITE}使用可能な{STRING}
|
STR_AI_LIST_CAPTION :{WHITE}使用可能な{STRING}
|
||||||
|
@ -4556,8 +4568,8 @@ STR_SCREENSHOT_HEIGHTMAP_SCREENSHOT :{BLACK}ハイ
|
||||||
STR_SCREENSHOT_MINIMAP_SCREENSHOT :{BLACK}ミニマップのスクリーンショット
|
STR_SCREENSHOT_MINIMAP_SCREENSHOT :{BLACK}ミニマップのスクリーンショット
|
||||||
|
|
||||||
# Script Parameters
|
# Script Parameters
|
||||||
STR_AI_SETTINGS_CAPTION_AI :AI
|
STR_AI_SETTINGS_CAPTION_AI :{WHITE}AIのパラメーター
|
||||||
STR_AI_SETTINGS_CAPTION_GAMESCRIPT :ゲームスクリプト
|
STR_AI_SETTINGS_CAPTION_GAMESCRIPT :{WHITE}ゲームスクリプトのパラメーター
|
||||||
STR_AI_SETTINGS_RESET :{BLACK}リセット
|
STR_AI_SETTINGS_RESET :{BLACK}リセット
|
||||||
STR_AI_SETTINGS_SETTING :{STRING}: {ORANGE}{STRING}
|
STR_AI_SETTINGS_SETTING :{STRING}: {ORANGE}{STRING}
|
||||||
|
|
||||||
|
@ -4638,6 +4650,7 @@ STR_ERROR_SCREENSHOT_FAILED :{WHITE}スク
|
||||||
|
|
||||||
# Error message titles
|
# Error message titles
|
||||||
STR_ERROR_MESSAGE_CAPTION :{YELLOW}メッセージ
|
STR_ERROR_MESSAGE_CAPTION :{YELLOW}メッセージ
|
||||||
|
STR_ERROR_MESSAGE_CAPTION_OTHER_COMPANY :{YELLOW}{COMPANY}からのメッセージ
|
||||||
|
|
||||||
# Generic construction errors
|
# Generic construction errors
|
||||||
STR_ERROR_OFF_EDGE_OF_MAP :{WHITE}マップからはみ出します
|
STR_ERROR_OFF_EDGE_OF_MAP :{WHITE}マップからはみ出します
|
||||||
|
@ -4656,12 +4669,13 @@ STR_ERROR_TERRAFORM_LIMIT_REACHED :{WHITE}一度
|
||||||
STR_ERROR_CLEARING_LIMIT_REACHED :{WHITE}一度にできる撤去量を越えています
|
STR_ERROR_CLEARING_LIMIT_REACHED :{WHITE}一度にできる撤去量を越えています
|
||||||
STR_ERROR_TREE_PLANT_LIMIT_REACHED :{WHITE}木の本数が多すぎます
|
STR_ERROR_TREE_PLANT_LIMIT_REACHED :{WHITE}木の本数が多すぎます
|
||||||
STR_ERROR_NAME_MUST_BE_UNIQUE :{WHITE}名前は重複してはいけません
|
STR_ERROR_NAME_MUST_BE_UNIQUE :{WHITE}名前は重複してはいけません
|
||||||
|
STR_ERROR_GENERIC_OBJECT_IN_THE_WAY :{WHITE}{STRING}があります
|
||||||
STR_ERROR_NOT_ALLOWED_WHILE_PAUSED :{WHITE}ポーズ中にはできない行動です
|
STR_ERROR_NOT_ALLOWED_WHILE_PAUSED :{WHITE}ポーズ中にはできない行動です
|
||||||
|
|
||||||
# Local authority errors
|
# Local authority errors
|
||||||
STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS :{WHITE}{TOWN}議会が反対しています
|
STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS :{WHITE}{TOWN}の地方自治体が反対しています
|
||||||
STR_ERROR_LOCAL_AUTHORITY_REFUSES_AIRPORT :{WHITE}{TOWN}議会はこれ以上の空港建設を認可しない方針です
|
STR_ERROR_LOCAL_AUTHORITY_REFUSES_AIRPORT :{WHITE}{TOWN}の地方自治体はこれ以上の空港建設を許可しません
|
||||||
STR_ERROR_LOCAL_AUTHORITY_REFUSES_NOISE :{WHITE}{TOWN}の地元民が騒音公害を理由に空港建設に反対しています
|
STR_ERROR_LOCAL_AUTHORITY_REFUSES_NOISE :{WHITE}{TOWN}の地方自治体は騒音公害の懸念から空港建設を許可しません
|
||||||
STR_ERROR_BRIBE_FAILED :{WHITE}あなたの行った贈収賄が地元当局に露見しました!
|
STR_ERROR_BRIBE_FAILED :{WHITE}あなたの行った贈収賄が地元当局に露見しました!
|
||||||
|
|
||||||
# Levelling errors
|
# Levelling errors
|
||||||
|
@ -5535,3 +5549,8 @@ STR_SHIP :{BLACK}{SHIP}
|
||||||
|
|
||||||
STR_TOOLBAR_RAILTYPE_VELOCITY :{STRING} ({VELOCITY})
|
STR_TOOLBAR_RAILTYPE_VELOCITY :{STRING} ({VELOCITY})
|
||||||
|
|
||||||
|
STR_BADGE_CONFIG_MENU_TOOLTIP :バッジ設定を開く
|
||||||
|
STR_BADGE_CONFIG_RESET :リセット
|
||||||
|
STR_BADGE_CONFIG_ICONS :{WHITE}バッジのアイコン
|
||||||
|
STR_BADGE_CONFIG_FILTERS :{WHITE}バッジのフィルター
|
||||||
|
STR_BADGE_CONFIG_NAME :名前
|
||||||
|
|
|
@ -681,6 +681,11 @@ SettingsContainer &GetSettingsTree()
|
||||||
* Since it's also able to completely disable the scrollwheel will we display it on all platforms anyway */
|
* Since it's also able to completely disable the scrollwheel will we display it on all platforms anyway */
|
||||||
viewports->Add(new SettingEntry("gui.scrollwheel_scrolling"));
|
viewports->Add(new SettingEntry("gui.scrollwheel_scrolling"));
|
||||||
viewports->Add(new SettingEntry("gui.scrollwheel_multiplier"));
|
viewports->Add(new SettingEntry("gui.scrollwheel_multiplier"));
|
||||||
|
viewports->Add(new SettingEntry("gui.gamepad_stick_selection"));
|
||||||
|
viewports->Add(new SettingEntry("gui.gamepad_deadzone"));
|
||||||
|
viewports->Add(new SettingEntry("gui.gamepad_sensitivity"));
|
||||||
|
viewports->Add(new SettingEntry("gui.gamepad_invert_x"));
|
||||||
|
viewports->Add(new SettingEntry("gui.gamepad_invert_y"));
|
||||||
#ifdef __APPLE__
|
#ifdef __APPLE__
|
||||||
/* We might need to emulate a right mouse button on mac */
|
/* We might need to emulate a right mouse button on mac */
|
||||||
viewports->Add(new SettingEntry("gui.right_mouse_btn_emulation"));
|
viewports->Add(new SettingEntry("gui.right_mouse_btn_emulation"));
|
||||||
|
|
|
@ -140,6 +140,13 @@ enum ScrollWheelScrollingSetting : uint8_t {
|
||||||
SWS_OFF = 2 ///< Scroll wheel has no effect.
|
SWS_OFF = 2 ///< Scroll wheel has no effect.
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/** Settings related to gamepad stick selection. */
|
||||||
|
enum GamepadStickSelection : uint8_t {
|
||||||
|
GSS_DISABLED = 0, ///< Gamepad scrolling disabled.
|
||||||
|
GSS_LEFT_STICK = 1, ///< Use left analog stick for scrolling.
|
||||||
|
GSS_RIGHT_STICK = 2, ///< Use right analog stick for scrolling.
|
||||||
|
};
|
||||||
|
|
||||||
/** Settings related to the GUI and other stuff that is not saved in the savegame. */
|
/** Settings related to the GUI and other stuff that is not saved in the savegame. */
|
||||||
struct GUISettings {
|
struct GUISettings {
|
||||||
bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
|
bool sg_full_load_any; ///< new full load calculation, any cargo must be full read from pre v93 savegames
|
||||||
|
@ -183,6 +190,11 @@ struct GUISettings {
|
||||||
uint8_t right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
|
uint8_t right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
|
||||||
uint8_t scrollwheel_scrolling; ///< scrolling using the scroll wheel?
|
uint8_t scrollwheel_scrolling; ///< scrolling using the scroll wheel?
|
||||||
uint8_t scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
|
uint8_t scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
|
||||||
|
uint8_t gamepad_deadzone; ///< deadzone for gamepad analog sticks (0-100)
|
||||||
|
uint8_t gamepad_sensitivity; ///< sensitivity multiplier for gamepad scrolling
|
||||||
|
bool gamepad_invert_x; ///< invert X axis for gamepad scrolling?
|
||||||
|
bool gamepad_invert_y; ///< invert Y axis for gamepad scrolling?
|
||||||
|
uint8_t gamepad_stick_selection; ///< which stick to use for scrolling (left/right/disabled)
|
||||||
bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
|
bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
|
||||||
RightClickClose right_click_wnd_close; ///< close window with right click
|
RightClickClose right_click_wnd_close; ///< close window with right click
|
||||||
bool pause_on_newgame; ///< whether to start new games paused or not
|
bool pause_on_newgame; ///< whether to start new games paused or not
|
||||||
|
|
|
@ -912,3 +912,62 @@ post_cb = [](auto) { SetupWidgetDimensions(); ReInitAllWindows(true); }
|
||||||
cat = SC_BASIC
|
cat = SC_BASIC
|
||||||
startup = true
|
startup = true
|
||||||
|
|
||||||
|
[SDTC_VAR]
|
||||||
|
var = gui.gamepad_deadzone
|
||||||
|
type = SLE_UINT8
|
||||||
|
flags = SettingFlag::NotInSave, SettingFlag::NoNetworkSync
|
||||||
|
def = 10
|
||||||
|
min = 0
|
||||||
|
max = 100
|
||||||
|
interval = 5
|
||||||
|
str = STR_CONFIG_SETTING_GAMEPAD_DEADZONE
|
||||||
|
strhelp = STR_CONFIG_SETTING_GAMEPAD_DEADZONE_HELPTEXT
|
||||||
|
strval = STR_JUST_COMMA
|
||||||
|
cat = SC_BASIC
|
||||||
|
startup = true
|
||||||
|
|
||||||
|
[SDTC_VAR]
|
||||||
|
var = gui.gamepad_sensitivity
|
||||||
|
type = SLE_UINT8
|
||||||
|
flags = SettingFlag::NotInSave, SettingFlag::NoNetworkSync
|
||||||
|
def = 10
|
||||||
|
min = 1
|
||||||
|
max = 100
|
||||||
|
interval = 5
|
||||||
|
str = STR_CONFIG_SETTING_GAMEPAD_SENSITIVITY
|
||||||
|
strhelp = STR_CONFIG_SETTING_GAMEPAD_SENSITIVITY_HELPTEXT
|
||||||
|
strval = STR_JUST_COMMA
|
||||||
|
cat = SC_BASIC
|
||||||
|
startup = true
|
||||||
|
|
||||||
|
[SDTC_BOOL]
|
||||||
|
var = gui.gamepad_invert_x
|
||||||
|
flags = SettingFlag::NotInSave, SettingFlag::NoNetworkSync
|
||||||
|
def = false
|
||||||
|
str = STR_CONFIG_SETTING_GAMEPAD_INVERT_X
|
||||||
|
strhelp = STR_CONFIG_SETTING_GAMEPAD_INVERT_X_HELPTEXT
|
||||||
|
cat = SC_BASIC
|
||||||
|
startup = true
|
||||||
|
|
||||||
|
[SDTC_BOOL]
|
||||||
|
var = gui.gamepad_invert_y
|
||||||
|
flags = SettingFlag::NotInSave, SettingFlag::NoNetworkSync
|
||||||
|
def = false
|
||||||
|
str = STR_CONFIG_SETTING_GAMEPAD_INVERT_Y
|
||||||
|
strhelp = STR_CONFIG_SETTING_GAMEPAD_INVERT_Y_HELPTEXT
|
||||||
|
cat = SC_BASIC
|
||||||
|
startup = true
|
||||||
|
|
||||||
|
[SDTC_VAR]
|
||||||
|
var = gui.gamepad_stick_selection
|
||||||
|
type = SLE_UINT8
|
||||||
|
flags = SettingFlag::NotInSave, SettingFlag::NoNetworkSync, SettingFlag::GuiDropdown
|
||||||
|
def = GSS_LEFT_STICK
|
||||||
|
min = GSS_DISABLED
|
||||||
|
max = GSS_RIGHT_STICK
|
||||||
|
str = STR_CONFIG_SETTING_GAMEPAD_STICK_SELECTION
|
||||||
|
strhelp = STR_CONFIG_SETTING_GAMEPAD_STICK_SELECTION_HELPTEXT
|
||||||
|
strval = STR_CONFIG_SETTING_GAMEPAD_STICK_DISABLED
|
||||||
|
cat = SC_BASIC
|
||||||
|
startup = true
|
||||||
|
|
||||||
|
|
|
@ -20,6 +20,7 @@
|
||||||
#include "../fileio_func.h"
|
#include "../fileio_func.h"
|
||||||
#include "../framerate_type.h"
|
#include "../framerate_type.h"
|
||||||
#include "../window_func.h"
|
#include "../window_func.h"
|
||||||
|
#include "../zoom_func.h"
|
||||||
#include "sdl2_v.h"
|
#include "sdl2_v.h"
|
||||||
#include <SDL.h>
|
#include <SDL.h>
|
||||||
#ifdef __EMSCRIPTEN__
|
#ifdef __EMSCRIPTEN__
|
||||||
|
@ -524,6 +525,27 @@ bool VideoDriver_SDL_Base::PollEvent()
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
case SDL_CONTROLLERDEVICEADDED: {
|
||||||
|
Debug(driver, 1, "SDL2: Gamepad device added, index: {}", ev.cdevice.which);
|
||||||
|
/* Try to open the newly connected gamepad */
|
||||||
|
if (this->gamepad == nullptr) {
|
||||||
|
this->OpenGamepad();
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
case SDL_CONTROLLERDEVICEREMOVED: {
|
||||||
|
Debug(driver, 1, "SDL2: Gamepad device removed, instance ID: {}", ev.cdevice.which);
|
||||||
|
/* Close gamepad if it was removed */
|
||||||
|
if (this->gamepad != nullptr && ev.cdevice.which == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(this->gamepad))) {
|
||||||
|
Debug(driver, 1, "SDL2: Current gamepad was removed, closing and reopening");
|
||||||
|
this->CloseGamepad();
|
||||||
|
/* Try to open another gamepad if available */
|
||||||
|
this->OpenGamepad();
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
@ -539,6 +561,12 @@ static std::optional<std::string_view> InitializeSDL()
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) return SDL_GetError();
|
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) return SDL_GetError();
|
||||||
|
|
||||||
|
/* Initialize gamepad subsystem for gamepad scrolling support */
|
||||||
|
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) < 0) {
|
||||||
|
Debug(driver, 1, "SDL2: Failed to initialize gamepad subsystem: {}", SDL_GetError());
|
||||||
|
}
|
||||||
|
|
||||||
return std::nullopt;
|
return std::nullopt;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -590,6 +618,11 @@ std::optional<std::string_view> VideoDriver_SDL_Base::Start(const StringList &pa
|
||||||
SDL_StopTextInput();
|
SDL_StopTextInput();
|
||||||
this->edit_box_focused = false;
|
this->edit_box_focused = false;
|
||||||
|
|
||||||
|
/* Initialize gamepad for scrolling */
|
||||||
|
Debug(driver, 1, "SDL2: Attempting to initialize gamepad support");
|
||||||
|
Debug(driver, 1, "SDL2: Gamepad stick selection setting: {}", _settings_client.gui.gamepad_stick_selection);
|
||||||
|
this->OpenGamepad();
|
||||||
|
|
||||||
#ifdef __EMSCRIPTEN__
|
#ifdef __EMSCRIPTEN__
|
||||||
this->is_game_threaded = false;
|
this->is_game_threaded = false;
|
||||||
#else
|
#else
|
||||||
|
@ -601,6 +634,8 @@ std::optional<std::string_view> VideoDriver_SDL_Base::Start(const StringList &pa
|
||||||
|
|
||||||
void VideoDriver_SDL_Base::Stop()
|
void VideoDriver_SDL_Base::Stop()
|
||||||
{
|
{
|
||||||
|
this->CloseGamepad();
|
||||||
|
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||||
SDL_QuitSubSystem(SDL_INIT_VIDEO);
|
SDL_QuitSubSystem(SDL_INIT_VIDEO);
|
||||||
if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
|
if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
|
||||||
SDL_Quit(); // If there's nothing left, quit SDL
|
SDL_Quit(); // If there's nothing left, quit SDL
|
||||||
|
@ -629,6 +664,9 @@ void VideoDriver_SDL_Base::InputLoop()
|
||||||
(keys[SDL_SCANCODE_DOWN] ? 8 : 0);
|
(keys[SDL_SCANCODE_DOWN] ? 8 : 0);
|
||||||
|
|
||||||
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
|
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
|
||||||
|
|
||||||
|
/* Process gamepad input for scrolling */
|
||||||
|
this->ProcessGamepadInput();
|
||||||
}
|
}
|
||||||
|
|
||||||
void VideoDriver_SDL_Base::LoopOnce()
|
void VideoDriver_SDL_Base::LoopOnce()
|
||||||
|
@ -755,3 +793,84 @@ void VideoDriver_SDL_Base::UnlockVideoBuffer()
|
||||||
|
|
||||||
this->buffer_locked = false;
|
this->buffer_locked = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void VideoDriver_SDL_Base::OpenGamepad()
|
||||||
|
{
|
||||||
|
/* Don't open gamepad if already open or if gamepad scrolling is disabled */
|
||||||
|
if (this->gamepad != nullptr) {
|
||||||
|
Debug(driver, 1, "SDL2: Gamepad already open, skipping");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_settings_client.gui.gamepad_stick_selection == GSS_DISABLED) {
|
||||||
|
Debug(driver, 1, "SDL2: Gamepad scrolling disabled, not opening gamepad");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Check if any gamepads are available */
|
||||||
|
int num_gamepads = SDL_NumJoysticks();
|
||||||
|
Debug(driver, 1, "SDL2: Found {} joystick(s)", num_gamepads);
|
||||||
|
|
||||||
|
for (int i = 0; i < num_gamepads; i++) {
|
||||||
|
if (SDL_IsGameController(i)) {
|
||||||
|
Debug(driver, 1, "SDL2: Joystick {} is a gamepad, attempting to open", i);
|
||||||
|
this->gamepad = SDL_GameControllerOpen(i);
|
||||||
|
if (this->gamepad != nullptr) {
|
||||||
|
Debug(driver, 1, "SDL2: Opened gamepad: {}", SDL_GameControllerName(this->gamepad));
|
||||||
|
break;
|
||||||
|
} else {
|
||||||
|
Debug(driver, 1, "SDL2: Failed to open gamepad {}: {}", i, SDL_GetError());
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
Debug(driver, 1, "SDL2: Joystick {} is not a gamepad", i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (this->gamepad == nullptr) {
|
||||||
|
Debug(driver, 1, "SDL2: No gamepad opened");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void VideoDriver_SDL_Base::CloseGamepad()
|
||||||
|
{
|
||||||
|
if (this->gamepad != nullptr) {
|
||||||
|
SDL_GameControllerClose(this->gamepad);
|
||||||
|
this->gamepad = nullptr;
|
||||||
|
Debug(driver, 1, "SDL2: Closed gamepad");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void VideoDriver_SDL_Base::ProcessGamepadInput()
|
||||||
|
{
|
||||||
|
/* Skip if gamepad is not available */
|
||||||
|
if (this->gamepad == nullptr) {
|
||||||
|
static bool logged_no_gamepad = false;
|
||||||
|
if (!logged_no_gamepad) {
|
||||||
|
Debug(driver, 2, "SDL2: No gamepad available for input processing");
|
||||||
|
logged_no_gamepad = true;
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Check if gamepad is still connected */
|
||||||
|
if (!SDL_GameControllerGetAttached(this->gamepad)) {
|
||||||
|
Debug(driver, 1, "SDL2: Gamepad disconnected, closing and reopening");
|
||||||
|
this->CloseGamepad();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Get analog stick values based on stick selection */
|
||||||
|
Sint16 stick_x = 0, stick_y = 0;
|
||||||
|
if (_settings_client.gui.gamepad_stick_selection == GSS_LEFT_STICK) {
|
||||||
|
stick_x = SDL_GameControllerGetAxis(this->gamepad, SDL_CONTROLLER_AXIS_LEFTX);
|
||||||
|
stick_y = SDL_GameControllerGetAxis(this->gamepad, SDL_CONTROLLER_AXIS_LEFTY);
|
||||||
|
Debug(driver, 3, "SDL2: Left stick raw values: x={}, y={}", stick_x, stick_y);
|
||||||
|
} else if (_settings_client.gui.gamepad_stick_selection == GSS_RIGHT_STICK) {
|
||||||
|
stick_x = SDL_GameControllerGetAxis(this->gamepad, SDL_CONTROLLER_AXIS_RIGHTX);
|
||||||
|
stick_y = SDL_GameControllerGetAxis(this->gamepad, SDL_CONTROLLER_AXIS_RIGHTY);
|
||||||
|
Debug(driver, 3, "SDL2: Right stick raw values: x={}, y={}", stick_x, stick_y);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Use the common gamepad handling function */
|
||||||
|
HandleGamepadScrolling(stick_x, stick_y, 32767);
|
||||||
|
}
|
||||||
|
|
|
@ -14,6 +14,10 @@
|
||||||
|
|
||||||
#include "video_driver.hpp"
|
#include "video_driver.hpp"
|
||||||
|
|
||||||
|
/* Forward declaration of SDL_GameController */
|
||||||
|
struct _SDL_GameController;
|
||||||
|
typedef struct _SDL_GameController SDL_GameController;
|
||||||
|
|
||||||
/** The SDL video driver. */
|
/** The SDL video driver. */
|
||||||
class VideoDriver_SDL_Base : public VideoDriver {
|
class VideoDriver_SDL_Base : public VideoDriver {
|
||||||
public:
|
public:
|
||||||
|
@ -69,6 +73,13 @@ protected:
|
||||||
/** Create the main window. */
|
/** Create the main window. */
|
||||||
virtual bool CreateMainWindow(uint w, uint h, uint flags = 0);
|
virtual bool CreateMainWindow(uint w, uint h, uint flags = 0);
|
||||||
|
|
||||||
|
protected:
|
||||||
|
/** Gamepad support for map scrolling */
|
||||||
|
SDL_GameController *gamepad = nullptr; ///< Currently opened gamepad.
|
||||||
|
void OpenGamepad();
|
||||||
|
void CloseGamepad();
|
||||||
|
void ProcessGamepadInput();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void LoopOnce();
|
void LoopOnce();
|
||||||
void MainLoopCleanup();
|
void MainLoopCleanup();
|
||||||
|
|
|
@ -28,6 +28,7 @@
|
||||||
#include <windows.h>
|
#include <windows.h>
|
||||||
#include <imm.h>
|
#include <imm.h>
|
||||||
#include <versionhelpers.h>
|
#include <versionhelpers.h>
|
||||||
|
#include <xinput.h>
|
||||||
#if defined(_MSC_VER) && defined(NTDDI_WIN10_RS4)
|
#if defined(_MSC_VER) && defined(NTDDI_WIN10_RS4)
|
||||||
#include <winrt/Windows.UI.ViewManagement.h>
|
#include <winrt/Windows.UI.ViewManagement.h>
|
||||||
#endif
|
#endif
|
||||||
|
@ -984,6 +985,9 @@ void VideoDriver_Win32Base::InputLoop()
|
||||||
}
|
}
|
||||||
|
|
||||||
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
|
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
|
||||||
|
|
||||||
|
/* Process gamepad input for scrolling */
|
||||||
|
this->ProcessGamepadInput();
|
||||||
}
|
}
|
||||||
|
|
||||||
bool VideoDriver_Win32Base::PollEvent()
|
bool VideoDriver_Win32Base::PollEvent()
|
||||||
|
@ -1143,6 +1147,106 @@ void VideoDriver_Win32Base::UnlockVideoBuffer()
|
||||||
this->buffer_locked = false;
|
this->buffer_locked = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void VideoDriver_Win32Base::OpenGamepad()
|
||||||
|
{
|
||||||
|
/* Don't open gamepad if already open or if gamepad scrolling is disabled */
|
||||||
|
if (this->gamepad_user_index != XUSER_MAX_COUNT) {
|
||||||
|
Debug(driver, 1, "Win32: Gamepad already open, skipping");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_settings_client.gui.gamepad_stick_selection == GSS_DISABLED) {
|
||||||
|
Debug(driver, 1, "Win32: Gamepad scrolling disabled, not opening gamepad");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Check for any connected gamepads */
|
||||||
|
for (DWORD i = 0; i < XUSER_MAX_COUNT; i++) {
|
||||||
|
XINPUT_STATE state = {};
|
||||||
|
|
||||||
|
if (XInputGetState(i, &state) == ERROR_SUCCESS) {
|
||||||
|
this->gamepad_user_index = i;
|
||||||
|
Debug(driver, 1, "Win32: Opened gamepad at index {}", i);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void VideoDriver_Win32Base::CloseGamepad()
|
||||||
|
{
|
||||||
|
if (this->gamepad_user_index != XUSER_MAX_COUNT) {
|
||||||
|
this->gamepad_user_index = XUSER_MAX_COUNT;
|
||||||
|
Debug(driver, 1, "Win32: Closed gamepad");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void VideoDriver_Win32Base::ProcessGamepadInput()
|
||||||
|
{
|
||||||
|
/* Skip if gamepad scrolling is disabled */
|
||||||
|
if (_settings_client.gui.gamepad_stick_selection == GSS_DISABLED) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* If no gamepad is currently open, try to reconnect periodically */
|
||||||
|
if (this->gamepad_user_index == XUSER_MAX_COUNT) {
|
||||||
|
static bool logged_no_gamepad = false;
|
||||||
|
|
||||||
|
/* Only try to reconnect every 60 frames (~1 second at 60 FPS) to avoid spam */
|
||||||
|
if (this->gamepad_reconnect_timer > 0) {
|
||||||
|
this->gamepad_reconnect_timer--;
|
||||||
|
if (!logged_no_gamepad) {
|
||||||
|
Debug(driver, 2, "Win32: No gamepad available for input processing");
|
||||||
|
logged_no_gamepad = true;
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Try to open gamepad */
|
||||||
|
this->OpenGamepad();
|
||||||
|
|
||||||
|
/* If still no gamepad, set timer for next retry */
|
||||||
|
if (this->gamepad_user_index == XUSER_MAX_COUNT) {
|
||||||
|
this->gamepad_reconnect_timer = 60; /* Retry in ~1 second */
|
||||||
|
if (!logged_no_gamepad) {
|
||||||
|
Debug(driver, 2, "Win32: No gamepad available for input processing");
|
||||||
|
logged_no_gamepad = true;
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
} else {
|
||||||
|
/* Successfully reconnected */
|
||||||
|
logged_no_gamepad = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Get gamepad state */
|
||||||
|
XINPUT_STATE state = {};
|
||||||
|
|
||||||
|
if (XInputGetState(this->gamepad_user_index, &state) != ERROR_SUCCESS) {
|
||||||
|
Debug(driver, 1, "Win32: Gamepad disconnected, closing and will retry connection");
|
||||||
|
this->CloseGamepad();
|
||||||
|
this->gamepad_reconnect_timer = 60; /* Start retry timer */
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Get analog stick values based on stick selection
|
||||||
|
* Note: XInput uses SHORT values for stick positions, but we have to extend to INT
|
||||||
|
* to avoid overflow when inverting the Y-axis value */
|
||||||
|
INT stick_x = 0, stick_y = 0;
|
||||||
|
if (_settings_client.gui.gamepad_stick_selection == GSS_LEFT_STICK) {
|
||||||
|
stick_x = state.Gamepad.sThumbLX;
|
||||||
|
stick_y = state.Gamepad.sThumbLY;
|
||||||
|
Debug(driver, 3, "Win32: Left stick raw values: x={}, y={}", stick_x, stick_y);
|
||||||
|
} else if (_settings_client.gui.gamepad_stick_selection == GSS_RIGHT_STICK) {
|
||||||
|
stick_x = state.Gamepad.sThumbRX;
|
||||||
|
stick_y = state.Gamepad.sThumbRY;
|
||||||
|
Debug(driver, 3, "Win32: Right stick raw values: x={}, y={}", stick_x, stick_y);
|
||||||
|
}
|
||||||
|
stick_y = -stick_y; // Xinput Y-axis is inverted from other libraries
|
||||||
|
|
||||||
|
/* Use the common gamepad handling function */
|
||||||
|
HandleGamepadScrolling(stick_x, stick_y, 32767);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
static FVideoDriver_Win32GDI iFVideoDriver_Win32GDI;
|
static FVideoDriver_Win32GDI iFVideoDriver_Win32GDI;
|
||||||
|
|
||||||
|
@ -1158,6 +1262,11 @@ std::optional<std::string_view> VideoDriver_Win32GDI::Start(const StringList &pa
|
||||||
|
|
||||||
MarkWholeScreenDirty();
|
MarkWholeScreenDirty();
|
||||||
|
|
||||||
|
/* Initialize gamepad for scrolling */
|
||||||
|
Debug(driver, 1, "Win32: Attempting to initialize gamepad support");
|
||||||
|
Debug(driver, 1, "Win32: Gamepad stick selection setting: {}", _settings_client.gui.gamepad_stick_selection);
|
||||||
|
this->OpenGamepad();
|
||||||
|
|
||||||
this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread");
|
this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread");
|
||||||
|
|
||||||
return std::nullopt;
|
return std::nullopt;
|
||||||
|
@ -1165,6 +1274,7 @@ std::optional<std::string_view> VideoDriver_Win32GDI::Start(const StringList &pa
|
||||||
|
|
||||||
void VideoDriver_Win32GDI::Stop()
|
void VideoDriver_Win32GDI::Stop()
|
||||||
{
|
{
|
||||||
|
this->CloseGamepad();
|
||||||
DeleteObject(this->gdi_palette);
|
DeleteObject(this->gdi_palette);
|
||||||
DeleteObject(this->dib_sect);
|
DeleteObject(this->dib_sect);
|
||||||
|
|
||||||
|
@ -1472,6 +1582,11 @@ std::optional<std::string_view> VideoDriver_Win32OpenGL::Start(const StringList
|
||||||
|
|
||||||
MarkWholeScreenDirty();
|
MarkWholeScreenDirty();
|
||||||
|
|
||||||
|
/* Initialize gamepad for scrolling */
|
||||||
|
Debug(driver, 1, "Win32: Attempting to initialize gamepad support");
|
||||||
|
Debug(driver, 1, "Win32: Gamepad stick selection setting: {}", _settings_client.gui.gamepad_stick_selection);
|
||||||
|
this->OpenGamepad();
|
||||||
|
|
||||||
this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread");
|
this->is_game_threaded = !GetDriverParamBool(param, "no_threads") && !GetDriverParamBool(param, "no_thread");
|
||||||
|
|
||||||
return std::nullopt;
|
return std::nullopt;
|
||||||
|
@ -1479,6 +1594,7 @@ std::optional<std::string_view> VideoDriver_Win32OpenGL::Start(const StringList
|
||||||
|
|
||||||
void VideoDriver_Win32OpenGL::Stop()
|
void VideoDriver_Win32OpenGL::Stop()
|
||||||
{
|
{
|
||||||
|
this->CloseGamepad();
|
||||||
this->DestroyContext();
|
this->DestroyContext();
|
||||||
this->VideoDriver_Win32Base::Stop();
|
this->VideoDriver_Win32Base::Stop();
|
||||||
}
|
}
|
||||||
|
|
|
@ -14,6 +14,7 @@
|
||||||
#include <mutex>
|
#include <mutex>
|
||||||
#include <condition_variable>
|
#include <condition_variable>
|
||||||
#include <windows.h>
|
#include <windows.h>
|
||||||
|
#include <xinput.h>
|
||||||
|
|
||||||
/** Base class for Windows video drivers. */
|
/** Base class for Windows video drivers. */
|
||||||
class VideoDriver_Win32Base : public VideoDriver {
|
class VideoDriver_Win32Base : public VideoDriver {
|
||||||
|
@ -48,6 +49,13 @@ protected:
|
||||||
|
|
||||||
bool buffer_locked; ///< Video buffer was locked by the main thread.
|
bool buffer_locked; ///< Video buffer was locked by the main thread.
|
||||||
|
|
||||||
|
/** Gamepad support for map scrolling */
|
||||||
|
DWORD gamepad_user_index = XUSER_MAX_COUNT; ///< Index of currently opened gamepad (XUSER_MAX_COUNT = no gamepad).
|
||||||
|
uint32_t gamepad_reconnect_timer = 0; ///< Timer for retrying gamepad connection after disconnect.
|
||||||
|
void OpenGamepad();
|
||||||
|
void CloseGamepad();
|
||||||
|
void ProcessGamepadInput();
|
||||||
|
|
||||||
Dimension GetScreenSize() const override;
|
Dimension GetScreenSize() const override;
|
||||||
float GetDPIScale() override;
|
float GetDPIScale() override;
|
||||||
void InputLoop() override;
|
void InputLoop() override;
|
||||||
|
|
|
@ -3572,3 +3572,81 @@ void PickerWindowBase::Close([[maybe_unused]] int data)
|
||||||
ResetObjectToPlace();
|
ResetObjectToPlace();
|
||||||
this->Window::Close();
|
this->Window::Close();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Process gamepad analog stick input for viewport scrolling.
|
||||||
|
* This is a common function that can be used by any video driver that supports gamepads.
|
||||||
|
* @param stick_x Raw analog stick X value (typically -32768 to 32767 range)
|
||||||
|
* @param stick_y Raw analog stick Y value (typically -32768 to 32767 range)
|
||||||
|
* @param max_axis_value Maximum value for the analog stick axes (e.g., 32767 for SDL2)
|
||||||
|
*/
|
||||||
|
void HandleGamepadScrolling(int stick_x, int stick_y, int max_axis_value)
|
||||||
|
{
|
||||||
|
/* Skip if gamepad stick selection is disabled */
|
||||||
|
if (_settings_client.gui.gamepad_stick_selection == GSS_DISABLED) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Apply deadzone (convert percentage to axis range) */
|
||||||
|
const int deadzone = (_settings_client.gui.gamepad_deadzone * max_axis_value) / 100;
|
||||||
|
|
||||||
|
if (abs(stick_x) < deadzone) stick_x = 0;
|
||||||
|
if (abs(stick_y) < deadzone) stick_y = 0;
|
||||||
|
|
||||||
|
/* Skip if no movement after deadzone */
|
||||||
|
if (stick_x == 0 && stick_y == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Calculate scroll delta with sensitivity */
|
||||||
|
float sensitivity = _settings_client.gui.gamepad_sensitivity / 10.0f;
|
||||||
|
int delta_x = (int)(stick_x * sensitivity / (max_axis_value / 16)); // Scale down from axis range
|
||||||
|
int delta_y = (int)(stick_y * sensitivity / (max_axis_value / 16));
|
||||||
|
|
||||||
|
/* Apply axis inversion */
|
||||||
|
if (_settings_client.gui.gamepad_invert_x) delta_x = -delta_x;
|
||||||
|
if (_settings_client.gui.gamepad_invert_y) delta_y = -delta_y;
|
||||||
|
|
||||||
|
/* Skip if deltas are too small */
|
||||||
|
if (abs(delta_x) < 1 && abs(delta_y) < 1) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Apply scrolling based on cursor position */
|
||||||
|
if (_game_mode != GM_MENU && _game_mode != GM_BOOTSTRAP) {
|
||||||
|
Window *target_window = nullptr;
|
||||||
|
|
||||||
|
/* Check if cursor is over a window with a viewport */
|
||||||
|
Window *w = FindWindowFromPt(_cursor.pos.x, _cursor.pos.y);
|
||||||
|
if (w != nullptr && w->viewport != nullptr) {
|
||||||
|
/* Check if cursor is actually over the viewport area within the window */
|
||||||
|
Point pt = { _cursor.pos.x - w->left, _cursor.pos.y - w->top };
|
||||||
|
if (pt.x >= w->viewport->left - w->left &&
|
||||||
|
pt.x < w->viewport->left - w->left + w->viewport->width &&
|
||||||
|
pt.y >= w->viewport->top - w->top &&
|
||||||
|
pt.y < w->viewport->top - w->top + w->viewport->height) {
|
||||||
|
target_window = w;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/* If no viewport under cursor, use main window */
|
||||||
|
if (target_window == nullptr) {
|
||||||
|
target_window = GetMainWindow();
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Apply scrolling to the target viewport */
|
||||||
|
if (target_window != nullptr && target_window->viewport != nullptr) {
|
||||||
|
/* Check if the viewport is following a vehicle (similar to mouse scroll behavior) */
|
||||||
|
if (target_window == GetMainWindow() && target_window->viewport->follow_vehicle != VehicleID::Invalid()) {
|
||||||
|
/* If following a vehicle, center on it and stop following (like mouse scroll) */
|
||||||
|
const Vehicle *veh = Vehicle::Get(target_window->viewport->follow_vehicle);
|
||||||
|
ScrollMainWindowTo(veh->x_pos, veh->y_pos, veh->z_pos, true); // This also resets follow_vehicle
|
||||||
|
return; // Don't apply gamepad scroll, just like mouse scroll returns ES_NOT_HANDLED
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Apply the scroll using the same method as keyboard scrolling */
|
||||||
|
target_window->viewport->dest_scrollpos_x += ScaleByZoom(delta_x, target_window->viewport->zoom);
|
||||||
|
target_window->viewport->dest_scrollpos_y += ScaleByZoom(delta_y, target_window->viewport->zoom);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in New Issue