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

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<?xml version='1.0' encoding='UTF-8' standalone='no'?>
<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
<dialog defbtn='okay'>
<field name='num' top='64' left='209' width='75' height='16'/>
<pict type='dlog' num='16' top='8' left='8'/>
<button name='okay' type='regular' top='87' left='311'>OK</button>
<text size='large' top='6' left='50' width='256' height='17'>Set Special Number:</text>
<text top='25' left='50' width='323' height='27'>
Which special node should be called when this space is entered/examined?
</text>
<text top='64' left='120' width='84' height='16'>Special node:</text>
<button name='cancel' type='regular' def-key='esc' top='87' left='246'>Cancel</button>
</dialog>