Reconstruct readable C++ and organize cohesive source subsystems
Administrative source import: native x86 compilation passed for 423 authored units. Source placement and submission states are migrated separately; this commit does not imply peer acceptance.
Previous head: 35d2a8cb36
Payload SHA256: 592f016d2730c5593bb653aa054c1e5f76a6df72c8f5a09e66f74876e2e33dee
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parent
35d2a8cb36
commit
a47d20f8be
890 changed files with 11796 additions and 16664 deletions
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@ -1,83 +0,0 @@
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#include "UI/ShortcutControls.h"
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#include "UI/UIBitmapButton.h"
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#include "UI/UICheckBox.h"
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#include "UI/UIFrameWnd.h"
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#include <bit>
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#include <new>
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#define SHORTCUT_RESOURCE "\xC0\xAF\xC0\xFA\xC0\xCE\xC5\xCD\xC6\xE4\xC0\xCC\xBD\xBA"
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// OFFSET: 0x0092A190
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// FUNCTION: fn_12654
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ShortcutControls ShortcutControls::Create(
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UIFrameWnd& frame,
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UIWindowContext& windows,
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UIButtonContext& buttons,
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int bankOption,
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NormalItemSlot** slots,
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NormalItemSlot** itemSlots
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) {
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ShortcutControls result;
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frame.AddCloseButton(buttons, "F12", 0)
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->Move(std::bit_cast<int>(static_cast<unsigned>(frame.geometry.width) - 10u), 0);
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for (int index = 0; index < 36; ++index) {
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slots[index] = nullptr;
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}
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result.bank = new (std::nothrow) UICheckBox(windows, buttons);
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result.bank->SetSize(10, 26);
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result.bank->SetImages(
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"\xC0\xAF\xC0\xFA\xC0\xCE\xC5\xCD\xC6\xE4\xC0\xCC\xBD\xBA\\shortcut_2_bts.bmp",
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"\xC0\xAF\xC0\xFA\xC0\xCE\xC5\xCD\xC6\xE4\xC0\xCC\xBD\xBA\\shortcut_1_bts.bmp", ""
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);
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result.bank->SetId(549);
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result.bank->Move(3, 4);
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result.bank->SetChecked(bankOption);
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result.bank->SetTooltip(buttons.services.MessageText(3596));
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frame.AddChild(result.bank);
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const auto create = [&](
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int id, int x, int y, unsigned char disabled, unsigned char enabled, const char* normal,
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const char* over, const char* pressed, const char* unavailable
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) {
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UIBitmapButton* button = new UIBitmapButton(windows, buttons);
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button->SetBitmap(normal, 0, 0);
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button->SetBitmap(over, 1, 0);
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button->SetBitmap(pressed, 2, 0);
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if (unavailable) {
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button->SetBitmap(unavailable, 3, 0);
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}
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button->SetSize(button->BitmapWidth(), button->BitmapHeight());
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button->SetId(id);
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button->SetDisabled(disabled);
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button->Invalidate();
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button->Move(x, y);
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button->Enable(enabled);
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frame.AddChild(button);
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return button;
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};
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result.decrease = create(
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217, 276, 0, 0, 0, SHORTCUT_RESOURCE "\\Shortcut\\btn_minus_normal.bmp",
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SHORTCUT_RESOURCE "\\Shortcut\\btn_minus_over.bmp", SHORTCUT_RESOURCE "\\Shortcut\\btn_minus_press.bmp", nullptr
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);
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result.increase = create(
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216, 276, 19, 0, 1, SHORTCUT_RESOURCE "\\Shortcut\\btn_plus_normal.bmp",
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SHORTCUT_RESOURCE "\\Shortcut\\btn_plus_over.bmp", SHORTCUT_RESOURCE "\\Shortcut\\btn_plus_press.bmp",
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SHORTCUT_RESOURCE "\\Shortcut\\btn_plus_disable.bmp"
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);
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for (int index = 0; index < 9; ++index) {
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itemSlots[index] = nullptr;
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}
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result.showItems = create(
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588, 247, 33, 1, 0, SHORTCUT_RESOURCE "\\Shortcut\\btn_open_itemslot_normal.bmp",
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SHORTCUT_RESOURCE "\\Shortcut\\btn_open_itemslot_normal.bmp",
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SHORTCUT_RESOURCE "\\Shortcut\\btn_open_itemslot_press.bmp", nullptr
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);
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result.hideItems = create(
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589, 247, 33, 0, 1, SHORTCUT_RESOURCE "\\Shortcut\\btn_close_itemslot_normal.bmp",
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SHORTCUT_RESOURCE "\\Shortcut\\btn_close_itemslot_normal.bmp",
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SHORTCUT_RESOURCE "\\Shortcut\\btn_close_itemslot_press.bmp", nullptr
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);
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frame.SendMsg(nullptr, 23, 0, 0, 0, 0);
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return result;
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}
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