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

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