Tear out most of the legacy code in the scenario editor - see below for details

- All Carbon code is gone
- Many dialogs converted; some are still left unimplemented since they still need to be converted
- Menus converted to a xib file
- The giant arrays specifying the configuration of the special node dialog for each special node type have been replaced with maps and sets.

Changes to dialogs:
- pict choice dialog can now show picts of differing types; this was required for picking a monster graphic, as monsters of all sizes need to be shown in the same dialog
- string choice dialog can set the title, and properly shows the currently selected string
- LEDs now accept font format
- Fixed LED group's calculation of its rect
- Fixed LED group crashing if it has no selection
- Tabbing between text fields now works
- Fix display of larger monster graphics in dialogs
- Fix the script element content showing in the browser preview
This commit is contained in:
2014-07-12 22:13:27 -04:00
parent bbc9667c88
commit 41c3396aa3
80 changed files with 7983 additions and 4005 deletions

View File

@@ -135,13 +135,6 @@ short store_current_pc = 0;
//stored_items_list_type stored_items[3];
//stored_outdoor_maps_type o_maps;
// System key
#ifdef __APPLE__
bool sf::Event::KeyEvent::*const systemKey = &sf::Event::KeyEvent::system;
#else
bool sf::Event::KeyEvent::*const systemKey = &sf::Event::KeyEvent::control;
#endif
sf::Clock animTimer;
// Special stuff booleans