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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@@ -1,7 +1,7 @@
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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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<!--<!DOCTYPE dialog SYSTEM "dialog.dtd">-->
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<dialog skin='light' fore='black' debug='true'>
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<dialog skin='light' fore='black' debug='true' defbtn='done'>
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<text size='large' top='6' left='50' height='17' width='138'>Edit Terrain Type</text>
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<pict name='graphic' type='ter' num='0' top='8' left='8'/>
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<text top='8' left='222' height='14' width='111'>Terrain number:</text>
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