Enable UI scaling in the scenario and implement Linux menus
Patch from @x-qq Addresses #195 Note: UI scaling for the scenario editor still needs some work, but it's basically functional.
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@@ -1,43 +1,33 @@
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#include "scen.menus.hpp"
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#include <map>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include "scenario.hpp"
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#include "winutil.hpp"
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// This is the index of each menu on the menubar
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enum {
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FILE_MENU_POS = 0,
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EDIT_MENU_POS = 1,
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SCEN_MENU_POS = 2,
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TOWN_MENU_POS = 3,
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OUT_MENU_POS = 4,
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HELP_MENU_POS = 6,
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};
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#include <memory>
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#include "scen.menu.hpp"
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#include "undo.hpp"
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extern sf::RenderWindow mainPtr;
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extern cScenario scenario;
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std::map<int,eMenu> menuChoices;
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extern cUndoList undo_list;
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std::shared_ptr <OpenBoESceneditMenu> menu_ptr;
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void init_menubar() {
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menu_ptr.reset(new OpenBoESceneditMenu(mainPtr));
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}
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void shut_down_menus(short mode) {
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menu_ptr->update_for_mode(mode);
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}
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void update_edit_menu() {
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menu_ptr->update_edit_menu(undo_list);
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}
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#include "cursors.hpp"
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bool menuBarProcessEvent(const sf::Event& event) {
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return menu_ptr->handle_event(event);
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}
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#include "fileio.hpp"
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#include "scen.actions.hpp"
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void drawMenuBar() {
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menu_ptr->draw();
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}
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extern short cur_town;
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extern location cur_out;
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extern cTown* town;
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extern cOutdoors* current_terrain;
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extern bool change_made, ae_loading;
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void set_up_apple_events(int argc, char* argv[]) {
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}
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