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@ -230,10 +230,89 @@ DEFINE_GET_FOCUS_STRING_HANDLER(dwarfmode)
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newFocusString = baseFocus;
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newFocusString = baseFocus;
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newFocusString += "/ViewSheets";
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newFocusString += "/ViewSheets";
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newFocusString += '/' + enum_item_key(game->main_interface.view_sheets.active_sheet);
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newFocusString += '/' + enum_item_key(game->main_interface.view_sheets.active_sheet);
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if (game->main_interface.view_sheets.active_sheet == df::view_sheet_type::BUILDING) {
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switch (game->main_interface.view_sheets.active_sheet) {
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auto bld = df::building::find(game->main_interface.view_sheets.viewing_bldid);
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case df::view_sheet_type::UNIT:
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if (bld)
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switch (game->main_interface.view_sheets.active_sub_tab) {
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case 0: newFocusString += "/Overview"; break;
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case 1: newFocusString += "/Items"; break;
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case 2:
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newFocusString += "/Health";
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switch (game->main_interface.view_sheets.unit_health_active_tab) {
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case 0: newFocusString += "/Status"; break;
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case 1: newFocusString += "/Wounds"; break;
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case 2: newFocusString += "/Treatment"; break;
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case 3: newFocusString += "/History"; break;
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case 4: newFocusString += "/Description"; break;
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default: break;
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}
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break;
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case 3:
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newFocusString += "/Skills";
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switch (game->main_interface.view_sheets.unit_skill_active_tab) {
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case 0: newFocusString += "/Labor"; break;
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case 1: newFocusString += "/Combat"; break;
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case 2: newFocusString += "/Social"; break;
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case 3: newFocusString += "/Other"; break;
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case 4:
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newFocusString += "/Knowledge";
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if (game->main_interface.view_sheets.skill_description_raw_str.size())
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newFocusString += "/Details";
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else
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newFocusString += "/Default";
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break;
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default: break;
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}
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break;
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case 4: newFocusString += "/Rooms"; break;
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case 5:
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newFocusString += "/Labor";
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switch (game->main_interface.view_sheets.unit_labor_active_tab) {
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case 0: newFocusString += "/WorkDetails"; break;
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case 1: newFocusString += "/Workshops"; break;
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case 2: newFocusString += "/Locations"; break;
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case 3: newFocusString += "/WorkAnimals"; break;
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default: break;
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}
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break;
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case 6: newFocusString += "/Relations"; break;
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case 7: newFocusString += "/Groups"; break;
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case 8:
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newFocusString += "/Military";
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switch (game->main_interface.view_sheets.unit_military_active_tab) {
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case 0: newFocusString += "/Squad"; break;
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case 1: newFocusString += "/Uniform"; break;
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case 2: newFocusString += "/Kills"; break;
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default: break;
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}
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break;
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case 9:
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newFocusString += "/Thoughts";
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switch (game->main_interface.view_sheets.thoughts_active_tab) {
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case 0: newFocusString += "/Recent"; break;
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case 1: newFocusString += "/Memories"; break;
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default: break;
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}
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break;
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case 10:
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newFocusString += "/Personality";
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switch (game->main_interface.view_sheets.personality_active_tab) {
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case 0: newFocusString += "/Traits"; break;
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case 1: newFocusString += "/Values"; break;
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case 2: newFocusString += "/Preferences"; break;
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case 3: newFocusString += "/Needs"; break;
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default: break;
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}
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break;
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default:
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break;
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}
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break;
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case df::view_sheet_type::BUILDING:
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if (auto bld = df::building::find(game->main_interface.view_sheets.viewing_bldid))
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newFocusString += '/' + enum_item_key(bld->getType());
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newFocusString += '/' + enum_item_key(bld->getType());
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break;
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default:
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break;
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}
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}
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focusStrings.push_back(newFocusString);
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focusStrings.push_back(newFocusString);
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}
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}
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