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(svn r20565) -Update from WebTranslator v3.0:
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belarusian - 7 changes by KorneySan
simplified_chinese - 3 changes by pda1573
traditional_chinese - 5 changes by josesun
chuvash - 31 changes by mefisteron
dutch - 5 changes by habell
esperanto - 16 changes by Christopher
finnish - 4 changes by jpx_
french - 4 changes by glx
german - 6 changes by planetmaker
hungarian - 1 changes by norbert79
italian - 6 changes by lorenzodv
romanian - 2 changes by kkmic
russian - 13 changes by KorneySan, Lone_Wolf
slovenian - 4 changes by ntadej
spanish - 3 changes by Terkhen
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file newgrf_debug.h Functions/types related to NewGRF debugging. */
#ifndef NEWGRF_DEBUG_H
#define NEWGRF_DEBUG_H
#include "newgrf.h"
#include "core/smallvec_type.hpp"
#include "tile_type.h"
#include "vehicle_type.h"
/** Current state of spritepicker */
enum NewGrfDebugSpritePickerMode {
SPM_NONE,
SPM_WAIT_CLICK,
SPM_REDRAW,
};
/** Spritepicker of SpriteAligner */
struct NewGrfDebugSpritePicker {
NewGrfDebugSpritePickerMode mode; ///< Current state
void *clicked_pixel; ///< Clicked pixel (pointer to blitter buffer)
uint32 click_time; ///< Realtime tick when clicked to detect next frame
SmallVector<SpriteID, 256> sprites; ///< Sprites found
};
extern NewGrfDebugSpritePicker _newgrf_debug_sprite_picker;
/**
* Can we inspect the data given a certain feature and index.
* The index is normally an in-game location/identifier, such
* as a TileIndex or an IndustryID depending on the feature
* we want to inspect.
* @param feature The feature we want to inspect.
* @param index The index/identifier of the feature to inspect.
* @return true if there is something to show.
*/
bool IsNewGRFInspectable(GrfSpecFeature feature, uint index);
/**
* Show the inspect window for a given feature and index.
* The index is normally an in-game location/identifier, such
* as a TileIndex or an IndustryID depending on the feature
* we want to inspect.
* @param feature The feature we want to inspect.
* @param index The index/identifier of the feature to inspect.
*/
void ShowNewGRFInspectWindow(GrfSpecFeature feature, uint index);
/**
* Delete inspect window for a given feature and index.
* The index is normally an in-game location/identifier, such
* as a TileIndex or an IndustryID depending on the feature
* we want to inspect.
* @param feature The feature we want to delete the window for.
* @param index The index/identifier of the feature to delete.
*/
void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index);
/**
* Get the GrfSpecFeature associated with the tile.
* @return the GrfSpecFeature.
*/
GrfSpecFeature GetGrfSpecFeature(TileIndex tile);
/**
* Get the GrfSpecFeature associated with the vehicle.
* @return the GrfSpecFeature.
*/
GrfSpecFeature GetGrfSpecFeature(VehicleType type);
/**
* Show the window for aligning sprites.
*/
void ShowSpriteAlignerWindow();
#endif /* NEWGRF_DEBUG_H */
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