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Redesign the sector map buttons and windows
- redo the hyperjump planner from a separate module to a part of the system map module, so that its position and size could be controlled by system map module - add a button bar on the right - add handler functions for the zooming and rotation buttons to the SectorView class, and LuaSectorView.cpp - add the actual measurement of the size of the windows, or rather their simplified counterparts (dummies) to precisely align the windows relative to each other - add button for centering on the selected object - add function SwitchToPath, that only selects the system or also moves to it, depending on the settings - replace "SetHyperSpaceTarget" function to "SwitchToPath" function, when player click "Set As Navigation Target" in mission briefing - draw legs for all systems in the route - draw lines to the selected system from the current system and from the end of the route - set visibility params from button states every game start Bold decisions to simplify the interface: - remove the description of the current system and the hyperjump target, now there is a description of only the selected system - hyperjump is done *only* to the next waypoint - not a system is remembered in the route, but a specific star, and the jump is carried out on it
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