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
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@@ -1,13 +1,13 @@
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void init_directories();
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void save_scenario();
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//void load_scenario();
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void augment_terrain(location to_create);
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//void load_outdoors(location which_out,short mode);
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//void load_town(short which_town);
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void import_town(short which_town,FSSpec temp_file_to_load);
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void import_town(short which_town,fs::path temp_file_to_load);
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void create_basic_scenario();
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void make_new_scenario(Str255 file_name,short out_width,short out_height,short making_warriors_grove,
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short use_grass);
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void make_new_scenario(std::string file_name,short out_width,short out_height,bool making_warriors_grove,
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bool use_grass);
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void oops_error(short error);
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//short init_data(short flag);
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