* Replace WindowClose() calls with Close method calls where possible
* Move WindowClose family into WindowManager
* Remove UpdateSceneryGroupIndexes hack
* Refactor windows to not share widget state
* First half of refactoring all the windows
* Refactor the remaining windows, compiles but has issues
* Fix drawing only every second widget
* Remove the need of an terminating widget
* Address WidgetIndex signedness issues; use kWidgetIndexNull more
* Address constexpr issue with Widget content union
* Fix tabs in scenery window
* Fix tabs in object selection window
* Adjust custom widget index for CustomTool events
* Use STR_NONE for default tooltip initialisation
* Adjustment for mingw compiler
* Fix bottom toolbar using the widget declaration not instance
* Remove pointless code in Guest window, handled by SetPage
* Prevent out of bounds crash
* Move scroll widgets initialization to SetPage in Cheats window
* Remove special logic in Options window
* Remove special logic in Park window
* Remove special logic for Player window
* Remove special logic for Research window
* Remove special logic for Ride window
* Remove special logic for Staff window
* Remove special logic for Finances window
* Remove special logic for MapGen window
* Remove special logic for editor objective options window
* Remove special logic for editor scenario options window
* Fix widgets not being set since page is initialized to 0
* Remove more redundant code
* Fix remaining access to widget declarations
* Remove unused variable
* Fix editor object selection tabs on successive windows
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Co-authored-by: Aaron van Geffen <aaron@aaronweb.net>
* Allow high image ids when rendering an inline sprite
* CustomWindow: refactor use of ImageId::FromUInt32
* Dropdown: refactor use of ImageId::FromUInt32, ToUInt32
* Remove ImageId::FromUInt32
* Fix typo in mechanic status string ids
* Rewrite InventoryFormatItem to not use inline sprites any more
* Widget: replace ImageId::ToUInt32 with ImageId::GetIndex
* Remove ImageId::ToUInt32
* Move dropdown functions to dropdown code
* Use a map for the colour tip
* Keep dropdownidx and colour seperated
* Allow number of rows to match vanilla
* Apply review comment
* Bump network version
* Setup for extended palette
* Define order for color picker cells
* Init G2 Palettes in ColoursInitMaps
* Add Glass Palettes
* Use special sprite for Invisible color
* Set up new cheat for special colors
* Add glass palettes to palette_to_g1_offset
* Add entries for new colors in TranslucentWindowPalettes
* Finish implementation of special colors cheat
* Some cleanup
* New colors almost work
* Correct g2 palette loading indices
* Invisible color sprite displays properly
* Repaint works with large scenery and walls
* Prevent random shop items from overflowing to junk palettes
* More cleanup
* Fix glass palettes
* Add mapping of new colors to original colors for UI themes
* Fix junk palettes for random shop items
* Fix missing highlight color in software renderer
* Convert small scenery support flag to allow use of new colors
* Progress on displaying new colors in software renderer
* Fix invisible color scheme sprite
* Formatting cleanup
* Resolve comparison of integer expressions of different signedness
* Index g2 palette maps to fix visible chain lift
* Progress on fixing new colors in software renderer
* Fix station and support colors
* Fix dropdown selected index
* Get invisible color (mostly) working in software renderer
* Use forceBmp for palette resources
* Remove test function definition left in by mistake
* Remove some obsolete range checks for original color values
* Add changelog entry
* Reorder color dropdown based on NE user feedback
* Some cleanup
* Further cleanup
* Formatting
* Add include for GetPaletteMapIndexForColour
* Fix a couple things I broke
* Fix function placement
* Revert "Add include for GetPaletteMapIndexForColour"
This reverts commit 0af9611e6656d792adb7a36efe7dbf3387a4a759.
* Use color constants for color order list
* Make remappable colors contiguous
* turn off clang format for ordered color list
* Appease clang
* Use all colors for random shop item animation
* Improvements to palette map resources
* Fix chain lifts again + adjustments to a few colors
* Update changelog and contributors.md
* Revert changes to S4 and S6 importers which are no longer needed
* Bump network, plugin, and minimum park versions
* Revert "Progress on displaying new colors in software renderer"
This reverts commit 337602e4a7.
* Remove unnecessary comment
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Co-authored-by: Trevor Finney <8711258+finneyt@users.noreply.github.com>
This already revealed some places where implicit conversions were done, including some where its use was nonsense (MouseInput.cpp).
The changes to the Intent class were necessary to keep things working, and this splits things up more neatly.