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

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<?xml version='1.0' encoding='UTF-8' standalone='no'?>
<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
<dialog defbtn='okay'>
<button name='okay' type='regular' top='143' left='252'>OK</button>
<button name='cancel' type='regular' def-key='esc' top='143' left='187'>Cancel</button>
<pict type='dlog' num='16' top='6' left='6'/>
<text top='6' left='49' width='271' height='66'>
You are about to delete the last town in your scenarios town list
(so if you have 10 towns in your scenario, the tenth will disappear).
This change will immediately be saved, and cant be undone.
</text>
<text top='127' left='49' width='268' height='14'>Are you sure you want to do this?</text>
<text top='73' left='49' width='276' height='53'>
Make sure to remove all outdoor entrances to the deleted town,
as well as all references to it in special encounters.
Failure to do so will result in scenario run-time errors.
</text>
</dialog>