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-text.xml
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12
rsrc/dialogs/edit-text.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='text' type='text' top='34' left='55' width='293' height='98'/>
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<button name='left' type='left' def-key='left' top='141' left='6'/>
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<button name='right' type='right' def-key='right' top='141' left='69'/>
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<text name='num' top='8' left='315' width='40' height='14'/>
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<pict type='dlog' num='16' top='8' left='8'/>
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<text size='large' top='6' left='50' width='138' height='17'>Editing text:</text>
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<text top='8' left='197' width='111' height='14'>Text number:</text>
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<button name='okay' type='regular' top='141' left='279'>OK</button>
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</dialog>
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