Options: tabs Allgemein / Beute / Tastenbelegung with key bindings

- Options window in three tabs; the auto-pickup settings move to Beute;
  sliders move with their page; black sides like the save game screen.
- Tastenbelegung: every binding settable (click, press key; Esc cancels,
  Backspace unbinds), "Alle zurücksetzen" as a game button, saved on OK.
- Potions bindable (default unbound), named by the game's potion texts; the
  game's own potion hotkeys are off; bar tooltips show the bound key.
- Map (M), overview map (Tab, held) and labels (Alt, held) bindable; the
  game's own M / Tab / Alt handling is switched off.
- Save game key calls the game's save window code instead of a posted key.
- Teleportationstrank: fixed text replacement from startup (also the
  Ausdauertrank items, potion kind 5 as well).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
khallaandClaude Opus 5.5 committed 2026-10-19 00:38:34 +02:00
1 parent 72525cd5ba
commit 838b1aa491
27 files changed
+1423 -184

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@@ -23,6 +23,13 @@ void ReplaceInTexts(const std::wstring& from, const std::wstring& to);
// The game's text `id` without our changes (empty if there is none).
std::wstring GameText(uint32_t id);
// Text `id` as the game shows it, with our changes (without overrides).
std::wstring ShownText(uint32_t id);
// Shows `text` for the game's text `id` from now on (e.g. a tooltip naming a
// key binding); setting the same text again costs nothing.
void SetTextOverride(uint32_t id, const std::wstring& text);
// The game's text under key `key` (TextManager::GetTextByKey 0x672fd0), e.g.
// "UI_ATTRIB_STRENGTH"; empty if there is none.
std::wstring GameTextByKey(const char* key);