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- all windows except for pregame\battles are now CWindowObject-based
- added simple scaling algorithm that works with indexed surfaces
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@@ -462,12 +462,10 @@ bool InfoBoxCustom::prepareMessage(std::string &text, CComponent **comp)
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return false;
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}
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CKingdomInterface::CKingdomInterface()
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CKingdomInterface::CKingdomInterface():
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CWindowObject(PLAYER_COLORED | BORDERED, conf.go()->ac.overviewBg)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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background = new CPicture(conf.go()->ac.overviewBg);
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background->colorize(LOCPLINT->playerID);
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pos = background->center();
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ui32 footerPos = conf.go()->ac.overviewSize * 116;
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tabArea = new CTabbedInt(boost::bind(&CKingdomInterface::createMainTab, this, _1), CTabbedInt::DestroyFunc(), Point(4,4));
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@@ -618,7 +616,7 @@ void CKingdomInterface::generateButtons()
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boost::bind(&CKingdomInterface::activateTab, this, 1),748,64+footerPos,"OVBUTN6.DEF", SDLK_t);
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btnExit = new CAdventureMapButton (CGI->generaltexth->allTexts[600],"",
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boost::bind(&CGuiHandler::popIntTotally,&GH, this),748,99+footerPos,"OVBUTN1.DEF", SDLK_RETURN);
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boost::bind(&CKingdomInterface::close, this),748,99+footerPos,"OVBUTN1.DEF", SDLK_RETURN);
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btnExit->assignedKeys.insert(SDLK_ESCAPE);
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btnExit->setOffset(3);
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