Implement [lock_view] and [unlock_view] WML actions
They are trivial wrappers for the wesnoth.lock_view() function in Lua. Neither takes any parameters. There is no wrapper for wesnoth.view_locked() yet until I decide on its name and usefulness factor.
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@ -273,6 +273,9 @@ Version 1.11.0-svn:
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* [scroll_to] and [scroll_to_unit] now accept an optional boolean immediate=
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attribute (defaults to false) specifying whether to ignore the scroll
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speed setting in Preferences and instantly warp to the selected location
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* Added [lock_view] and [unlock_view] WML actions, for locking and unlocking
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gamemap view scrolling (so the user cannot scroll, while WML/Lua actions
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still can, i.e. for cutscenes)
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* Miscellaneous and bug fixes:
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* Fix wrong preferences path suffix (1.1 instead of 1.10) on Linux and other
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platforms using XDG layout (no compiled-in preferences path override,
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@ -359,6 +359,14 @@ function wml_actions.scroll_to_unit(cfg)
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wesnoth.scroll_to_tile(u.x, u.y, cfg.check_fogged, cfg.immediate)
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end
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function wml_actions.lock_view(cfg)
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wesnoth.lock_view(true)
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end
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function wml_actions.unlock_view(cfg)
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wesnoth.lock_view(false)
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end
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function wml_actions.select_unit(cfg)
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local u = wesnoth.get_units(cfg)[1]
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if not u then return end
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