Fixed a problem where the hotkeys intended for the game ...
...would overwrite those for the editor. Changed the current keybindings into more intuitive ones.
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parent
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0a1d6d33a8
2 changed files with 14 additions and 15 deletions
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@ -61,7 +61,7 @@ shift=no
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[hotkey]
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command="editsavemap"
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key="s"
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ctrl=no
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ctrl=yes
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alt=no
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shift=no
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[/hotkey]
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@ -69,15 +69,15 @@ shift=no
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[hotkey]
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command="editsaveas"
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key="s"
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ctrl=no
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alt=no
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shift=yes
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ctrl=yes
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alt=yes
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shift=no
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[/hotkey]
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[hotkey]
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command="editquit"
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key="q"
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ctrl=no
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ctrl=yes
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alt=no
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shift=no
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[/hotkey]
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@ -93,17 +93,17 @@ shift=no
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[hotkey]
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command="editnewmap"
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key="n"
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ctrl=no
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ctrl=yes
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alt=no
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shift=yes
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shift=no
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[/hotkey]
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[hotkey]
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command="editloadmap"
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key="l"
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ctrl=no
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ctrl=yes
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alt=no
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shift=yes
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shift=no
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[/hotkey]
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[resolution]
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@ -69,6 +69,10 @@ map_editor::map_editor(display &gui, gamemap &map, config &theme, config &game_c
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tup_.set_xy(gui.mapx() + size_specs_.button_x, size_specs_.top_button_y);
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tdown_.set_xy(gui.mapx() + size_specs_.button_x, size_specs_.bot_button_y);
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// Clear the current hotkeys. Alot of hotkeys are already set
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// through other configuration files (e.g. english.cfg) and we need
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// to clear these or they will overlap.
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hotkey::get_hotkeys().clear();
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hotkey::add_hotkeys(theme_, true);
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}
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@ -473,10 +477,7 @@ void map_editor::left_button_down(const int mousex, const int mousey) {
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get_tiles(map_, hex, brush_.selected_brush_size());
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for(std::vector<gamemap::location>::const_iterator it = locs.begin();
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it != locs.end(); ++it) {
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const gamemap::TERRAIN tmp_terrain = map_[it->x][it->y];
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if(palette_.selected_terrain() != tmp_terrain) {
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draw_terrain(palette_.selected_terrain(), *it);
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}
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draw_terrain(palette_.selected_terrain(), *it);
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}
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}
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@ -672,8 +673,6 @@ void map_editor::main_loop() {
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gui_.draw(false);
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palette_.draw();
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brush_.draw();
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//if(drawterrainpalette(gui_, tstart_, selected_terrain_, map_, size_specs_) == false)
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// scroll_palette_down();
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if(tup_.process(mousex,mousey,l_button_down)) {
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palette_.scroll_up();
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