Fix icons of buttons under the minimap disappearing on closing a menu
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4 changed files with 19 additions and 5 deletions
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@ -70,6 +70,8 @@ Version 1.13.5+dev:
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* Added a tab to run the wmlxgettext tool to GUI.pyw
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* Fixed problem with Spectre's hitpoint bar positioning.
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* Show correct number of attacks in case of swarm weapon special (bug #24978)
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* Fixed bug that icons of buttons under the minimap disappeared when the player opened
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and closed a menu.
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Version 1.13.5:
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* Campaigns:
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@ -21,6 +21,8 @@ Version 1.13.5+dev:
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* Miscellaneous and bug fixes:
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* Fixed a stray ; character appearing pre-entered in the command console.
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* Show correct number of attacks in case of swarm weapon special (bug #24978)
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* Fixed bug that icons of buttons under the minimap disappeared when the player opened
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and closed a menu.
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Version 1.13.5:
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* Campaigns:
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@ -70,6 +70,11 @@ public:
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void set_scroll_down(bool on);
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void set_scroll_left(bool on);
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void set_scroll_right(bool on);
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/**
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* Get (optionally) a command executor to handle context menu events
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*/
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virtual hotkey::command_executor * get_hotkey_command_executor() { return nullptr; }
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protected:
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virtual bool is_browsing() const
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{ return false; }
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@ -92,11 +97,6 @@ protected:
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*/
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virtual plugins_context * get_plugins_context() { return nullptr; }
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/**
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* Get (optionally) a command executor to handle context menu events
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*/
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virtual hotkey::command_executor * get_hotkey_command_executor() { return nullptr; }
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/**
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* Derived classes should override this to return false when arrow keys
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* should not scroll the map, hotkeys not processed etc, for example
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@ -24,6 +24,7 @@
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#include "game_preferences.hpp"
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#include "gettext.hpp"
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#include "halo.hpp"
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#include "hotkey/command_executor.hpp"
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#include "language.hpp"
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#include "log.hpp"
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#include "marked-up_text.hpp"
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@ -2674,6 +2675,15 @@ void display::redraw_everything()
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create_buttons();
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}
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hotkey::command_executor* command_executor =
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resources::controller->get_hotkey_command_executor();
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if (command_executor != nullptr)
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{
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// This function adds button overlays,
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// it needs to be run after recreating the buttons.
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command_executor->set_button_state();
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}
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panelsDrawn_ = false;
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if (!gui::in_dialog()) {
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labels().recalculate_labels();
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