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