Refactor rendering to use an SFML view for placing the main UI within the overall interface
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@@ -55,6 +55,7 @@ short on_spell_menu[2][62];
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short on_monst_menu[256];
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extern bool map_visible;
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extern sf::View mainView;
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std::string scenario_temp_dir_name = "scenario";
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@@ -71,7 +72,6 @@ bool finished_init = false;
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sf::RenderWindow mini_map;
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short which_item_page[6] = {0,0,0,0,0,0}; // Remembers which of the 2 item pages pc looked at
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location ul = {28,10};
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short current_ground = 0;
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eStatMode stat_screen_mode;
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short anim_step = -1;
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@@ -320,6 +320,7 @@ void Mouse_Pressed() {
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if(overall_mode != MODE_STARTUP) {
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location mousePos(event.mouseButton.x, event.mouseButton.y);
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mousePos = mainPtr.mapPixelToCoords(mousePos, mainView);
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volatile bool doneScrolling = false;
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if(mousePos.in(text_sbar->getBounds())) {
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mainPtr.setActive(false);
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@@ -625,10 +626,11 @@ static cursor_type get_mode_cursor(){
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void change_cursor(location where_curs) {
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cursor_type cursor_needed;
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location cursor_direction;
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rectangle world_screen = {23, 23, 346, 274};
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extern rectangle win_to_rects[6];
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rectangle world_screen = win_to_rects[WINRECT_TERVIEW];
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world_screen.inset(13, 13);
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where_curs.x -= ul.x;
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where_curs.y -= ul.y;
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where_curs = mainPtr.mapPixelToCoords(where_curs, mainView);
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if(!world_screen.contains(where_curs))
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cursor_needed = sword_curs;
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