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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
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
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@@ -515,6 +515,12 @@ void HandleMainMenuInput()
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SetMainMenuExitScreen( INIT_SCREEN );
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break;
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case 'm':
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gbHandledMainMenu = NEW_MP_GAME;
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gfMainMenuScreenExit = TRUE;
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SetMainMenuExitScreen( MP_JOIN_SCREEN );
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break;
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case 'i':
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SetPendingNewScreen( INTRO_SCREEN );
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gfMainMenuScreenExit = TRUE;
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@@ -7089,6 +7089,22 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
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StopAnyCurrentlyTalkingSpeech( );
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break;
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case TAB:
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// go to next tab in enhanced description box
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if( InItemDescriptionBox( ) && gGameSettings.fOptions[ TOPTION_ENHANCED_DESC_BOX ] == TRUE )
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{
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if ( gubDescBoxPage < 2 )
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{
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gubDescBoxPage++;
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}
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else
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{
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gubDescBoxPage = 0;
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}
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HandleItemDescTabButton( );
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}
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break;
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case F1:
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case F2:
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case F3:
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@@ -12457,40 +12457,31 @@ void DeletePool(ITEM_POOL *pItemPool)
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void ItemDescTabButtonCallback( GUI_BUTTON *btn, INT32 reason )
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{
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switch (btn->UserData[0])
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{
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case 0:
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gubDescBoxPage = 0;
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InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen );
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RenderItemDescriptionBox();
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gubDescBoxPage = btn->UserData[0];
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HandleItemDescTabButton( );
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}
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if (giItemDescAmmoButton > -1)
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MarkAButtonDirty( giItemDescAmmoButton ); // Required for tactical screen
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void HandleItemDescTabButton( )
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{
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InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen );
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RenderItemDescriptionBox();
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if (giItemDescAmmoButton > -1)
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MarkAButtonDirty( giItemDescAmmoButton ); // Required for tactical screen
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switch (gubDescBoxPage)
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{
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case 0:
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ItemDescTabButtonOn( 0 );
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ItemDescTabButtonOff( 1 );
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ItemDescTabButtonOff( 2 );
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break;
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case 1:
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gubDescBoxPage = 1;
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InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen );
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RenderItemDescriptionBox();
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if (giItemDescAmmoButton > -1)
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MarkAButtonDirty( giItemDescAmmoButton ); // Required for tactical screen
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ItemDescTabButtonOff( 0 );
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ItemDescTabButtonOn( 1 );
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ItemDescTabButtonOff( 2 );
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break;
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case 2:
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gubDescBoxPage = 2;
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InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen );
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RenderItemDescriptionBox();
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if (giItemDescAmmoButton > -1)
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MarkAButtonDirty( giItemDescAmmoButton ); // Required for tactical screen
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ItemDescTabButtonOff( 0 );
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ItemDescTabButtonOff( 1 );
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ItemDescTabButtonOn( 2 );
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@@ -254,6 +254,7 @@ void DeleteItemDescriptionBox( );
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extern BOOLEAN UseNASDesc(OBJECTTYPE *pObject);
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INT16 sNASXCorrection(OBJECTTYPE * pObject);
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INT16 sNASYCorrection(OBJECTTYPE * pObject);
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void HandleItemDescTabButton( );
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BOOLEAN InItemStackPopup( );
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BOOLEAN InitItemStackPopup( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight );
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@@ -2090,8 +2090,21 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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break;
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case TAB:
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// go to next tab in enhanced description box
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if( ( fCtrl ) && InItemDescriptionBox( ) && gGameSettings.fOptions[ TOPTION_ENHANCED_DESC_BOX ] == TRUE )
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{
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if ( gubDescBoxPage < 2 )
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{
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gubDescBoxPage++;
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}
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else
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{
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gubDescBoxPage = 0;
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}
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HandleItemDescTabButton( );
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}
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// nothing in hand and either not in SM panel, or the matching button is enabled if we are in SM panel
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if ( ( gpItemPointer == NULL ) &&
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else if ( ( gpItemPointer == NULL ) &&
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( ( gsCurInterfacePanel != SM_PANEL ) || ( ButtonList[ iSMPanelButtons[ UPDOWN_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
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{
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UIHandleChangeLevel( NULL );
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