Added features (by Buggler)

- 'Ctrl+Tab' for next tab in Enhanced Description Box at Strategic & Tactical Screen ('Tab' also possible in Strategic Screen as previously not in used)
- 'M' for Multiplayer in Main Menu Screen

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5668 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-11-05 09:12:14 +00:00
parent b9615ff597
commit 4c232c38c7
5 changed files with 51 additions and 24 deletions
+6
View File
@@ -515,6 +515,12 @@ void HandleMainMenuInput()
SetMainMenuExitScreen( INIT_SCREEN );
break;
case 'm':
gbHandledMainMenu = NEW_MP_GAME;
gfMainMenuScreenExit = TRUE;
SetMainMenuExitScreen( MP_JOIN_SCREEN );
break;
case 'i':
SetPendingNewScreen( INTRO_SCREEN );
gfMainMenuScreenExit = TRUE;
+16
View File
@@ -7089,6 +7089,22 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
StopAnyCurrentlyTalkingSpeech( );
break;
case TAB:
// go to next tab in enhanced description box
if( InItemDescriptionBox( ) && gGameSettings.fOptions[ TOPTION_ENHANCED_DESC_BOX ] == TRUE )
{
if ( gubDescBoxPage < 2 )
{
gubDescBoxPage++;
}
else
{
gubDescBoxPage = 0;
}
HandleItemDescTabButton( );
}
break;
case F1:
case F2:
case F3:
+14 -23
View File
@@ -12457,40 +12457,31 @@ void DeletePool(ITEM_POOL *pItemPool)
void ItemDescTabButtonCallback( GUI_BUTTON *btn, INT32 reason )
{
switch (btn->UserData[0])
{
case 0:
gubDescBoxPage = 0;
InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen );
RenderItemDescriptionBox();
gubDescBoxPage = btn->UserData[0];
HandleItemDescTabButton( );
}
if (giItemDescAmmoButton > -1)
MarkAButtonDirty( giItemDescAmmoButton ); // Required for tactical screen
void HandleItemDescTabButton( )
{
InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen );
RenderItemDescriptionBox();
if (giItemDescAmmoButton > -1)
MarkAButtonDirty( giItemDescAmmoButton ); // Required for tactical screen
switch (gubDescBoxPage)
{
case 0:
ItemDescTabButtonOn( 0 );
ItemDescTabButtonOff( 1 );
ItemDescTabButtonOff( 2 );
break;
case 1:
gubDescBoxPage = 1;
InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen );
RenderItemDescriptionBox();
if (giItemDescAmmoButton > -1)
MarkAButtonDirty( giItemDescAmmoButton ); // Required for tactical screen
ItemDescTabButtonOff( 0 );
ItemDescTabButtonOn( 1 );
ItemDescTabButtonOff( 2 );
break;
case 2:
gubDescBoxPage = 2;
InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen );
RenderItemDescriptionBox();
if (giItemDescAmmoButton > -1)
MarkAButtonDirty( giItemDescAmmoButton ); // Required for tactical screen
ItemDescTabButtonOff( 0 );
ItemDescTabButtonOff( 1 );
ItemDescTabButtonOn( 2 );
+1
View File
@@ -254,6 +254,7 @@ void DeleteItemDescriptionBox( );
extern BOOLEAN UseNASDesc(OBJECTTYPE *pObject);
INT16 sNASXCorrection(OBJECTTYPE * pObject);
INT16 sNASYCorrection(OBJECTTYPE * pObject);
void HandleItemDescTabButton( );
BOOLEAN InItemStackPopup( );
BOOLEAN InitItemStackPopup( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight );
+14 -1
View File
@@ -2090,8 +2090,21 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
break;
case TAB:
// go to next tab in enhanced description box
if( ( fCtrl ) && InItemDescriptionBox( ) && gGameSettings.fOptions[ TOPTION_ENHANCED_DESC_BOX ] == TRUE )
{
if ( gubDescBoxPage < 2 )
{
gubDescBoxPage++;
}
else
{
gubDescBoxPage = 0;
}
HandleItemDescTabButton( );
}
// nothing in hand and either not in SM panel, or the matching button is enabled if we are in SM panel
if ( ( gpItemPointer == NULL ) &&
else if ( ( gpItemPointer == NULL ) &&
( ( gsCurInterfacePanel != SM_PANEL ) || ( ButtonList[ iSMPanelButtons[ UPDOWN_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
{
UIHandleChangeLevel( NULL );