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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@@ -25,7 +25,6 @@ bool load_outdoors(location which_out,cOutdoors& the_out);
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bool load_outdoors(location which_out, short mode, ter_num_t borders[4][50]);
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bool load_outdoor_str(location which_out, short which_str, char* str);
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void load_spec_graphics();
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std::vector<std::string> load_strings(std::string which);
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bool load_party(fs::path file_to_load);
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bool save_party(fs::path dest_file);
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