mirror of
https://github.com/jmarshall23/CnC_Remastered_Collection.git
synced 2026-08-12 08:00:55 +02:00
Camera now moves correctly. Tmp hard coded keys for various camera movements.
This commit is contained in:
@@ -730,7 +730,7 @@ void Keyboard_Process(KeyNumType & input)
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** Center the map about the construction yard or construction vehicle
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** if one is present.
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*/
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if (key != 0 && key == Options.KeyBase) {
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if (key != 0 && key == VK_H) {
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Unselect_All();
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if (PlayerPtr->CurBuildings) {
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for (index = 0; index < Buildings.Count(); index++) {
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@@ -862,19 +862,19 @@ void Keyboard_Process(KeyNumType & input)
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** Scrolls the tactical map in the direction specified.
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*/
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int distance = CELL_LEPTON_W;
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if (key != 0 && key == Options.KeyScrollLeft) {
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if (key != 0 && key == VK_LEFT) {
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Map.Scroll_Map(DIR_W, distance, true);
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input = KN_NONE;
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}
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if (key != 0 && key == Options.KeyScrollRight) {
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if (key != 0 && key == VK_RIGHT) {
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Map.Scroll_Map(DIR_E, distance, true);
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input = KN_NONE;
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}
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if (key != 0 && key == Options.KeyScrollUp) {
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if (key != 0 && key == VK_UP) {
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Map.Scroll_Map(DIR_N, distance, true);
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input = KN_NONE;
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}
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if (key != 0 && key == Options.KeyScrollDown) {
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if (key != 0 && key == VK_DOWN) {
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Map.Scroll_Map(DIR_S, distance, true);
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input = KN_NONE;
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}
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+19
-16
@@ -562,24 +562,27 @@ short const * DisplayClass::Text_Overlap_List(char const * text, int x, int y) c
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*=============================================================================================*/
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void DisplayClass::Set_View_Dimensions(int x, int y, int width, int height)
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{
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if (width == -1) {
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TacLeptonWidth = Pixel_To_Lepton(SeenBuff.Get_Width()-x);
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} else {
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TacLeptonWidth = width * CELL_LEPTON_W;
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}
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//if (width == -1) {
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// TacLeptonWidth = Pixel_To_Lepton(SeenBuff.Get_Width()-x);
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//} else {
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// TacLeptonWidth = width * CELL_LEPTON_W;
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//}
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TacLeptonWidth = Pixel_To_Lepton(SeenBuff.Get_Width() - x);
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// ST - 3/1/2019 12:05PM
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// Made the below code more consistent with the width calculation. This is needed if we aren't going to draw the tabs at the top of the screen
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//
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if (height == -1) {
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TacLeptonHeight = Pixel_To_Lepton(SeenBuff.Get_Height() - y);
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//height = (SeenBuff.Get_Height()-y) / CELL_PIXEL_H;
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}
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else {
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TacLeptonHeight = height * CELL_LEPTON_H;
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}
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//if (height == -1) {
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// TacLeptonHeight = Pixel_To_Lepton(SeenBuff.Get_Height() - y);
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// //height = (SeenBuff.Get_Height()-y) / CELL_PIXEL_H;
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//}
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//else {
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// TacLeptonHeight = height * CELL_LEPTON_H;
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//}
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//TacLeptonHeight = height * CELL_LEPTON_H;
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TacLeptonHeight = Pixel_To_Lepton(SeenBuff.Get_Height() - y);
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/*
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** Adjust the tactical cell if it is now in an invalid position
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** because of the changed dimensions.
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@@ -4228,11 +4231,11 @@ void DisplayClass::Set_Tactical_Position(COORDINATE coord)
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/*
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** Bound the desired location to fit the legal map edges.
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*/
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int xx = 0;// (int)Coord_X(coord) - (int)Cell_To_Lepton(MapCellX);
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int yy = 0;// (int)Coord_Y(coord) - (int)Cell_To_Lepton(MapCellY);
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int xx = (int)Coord_X(coord) - (int)Cell_To_Lepton(MapCellX);
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int yy = (int)Coord_Y(coord) - (int)Cell_To_Lepton(MapCellY);
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Confine_Rect(&xx, &yy, TacLeptonWidth, TacLeptonHeight, Cell_To_Lepton(MapCellWidth) + GlyphXClientSidebarWidthInLeptons, Cell_To_Lepton(MapCellHeight)); // Needed to accomodate Glyphx client sidebar. ST - 4/12/2019 5:29PM
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// Confine_Rect(&xx, &yy, TacLeptonWidth, TacLeptonHeight, Cell_To_Lepton(MapCellWidth), Cell_To_Lepton(MapCellHeight));
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// Confine_Rect(&xx, &yy, TacLeptonWidth, TacLeptonHeight, Cell_To_Lepton(MapCellWidth) + GlyphXClientSidebarWidthInLeptons, Cell_To_Lepton(MapCellHeight)); // Needed to accomodate Glyphx client sidebar. ST - 4/12/2019 5:29PM
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Confine_Rect(&xx, &yy, TacLeptonWidth, TacLeptonHeight, Cell_To_Lepton(MapCellWidth), Cell_To_Lepton(MapCellHeight));
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coord = XY_Coord(xx + Cell_To_Lepton(MapCellX), yy + Cell_To_Lepton(MapCellY));
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if (ScenarioInit) {
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+7
-4
@@ -120,6 +120,9 @@ class WWKeyboardClass
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int Tail;
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};
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#define RA_SCANCODE_MASK (1<<30)
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#define RA_SCANCODE_TO_KEYCODE(X) (X | RA_SCANCODE_MASK)
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#define VK_NONE 0x00
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#define VK_LBUTTON 0x01
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#define VK_RBUTTON 0x02
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@@ -157,10 +160,10 @@ class WWKeyboardClass
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#define VK_NEXT 0x22
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#define VK_END 0x23
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#define VK_HOME 0x24
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#define VK_LEFT 0x25
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#define VK_UP 0x26
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#define VK_RIGHT 0x27
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#define VK_DOWN 0x28
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#define VK_LEFT 80
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#define VK_UP 82
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#define VK_RIGHT 79
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#define VK_DOWN 81
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#define VK_SELECT 0x29
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#define VK_PRINT 0x2A
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#define VK_EXECUTE 0x2B
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+6
-2
@@ -228,6 +228,10 @@ char const * Map_Selection(void)
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bool done = 0;
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MouseType shape = MOUSE_NORMAL;
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while (!done) {
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KeyNumType _key;
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int _flags = 0;
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WWSDL_ProcessEvents(_key, _flags);
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#ifdef WIN32
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/*
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** If we have just received input focus again after running in the background then
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@@ -255,8 +259,8 @@ char const * Map_Selection(void)
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timer = delay;
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Set_Mouse_Cursor(xspot, yspot, Extract_Shape(MouseClass::MouseShapes, start + frame));
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}
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if (Keyboard->Check()) {
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if ((Keyboard->Get() & 0x10FF) == KN_LMOUSE) {
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if (_flags == KN_LMOUSE) {
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{
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if (choice != -1) {
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done = 1;
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selection = choice;
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