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='save'>
<button name='save' type='regular' top='54' left='240'>Save</button>
<button name='cancel' type='regular' def-key='esc' top='54' left='175'>Cancel</button>
<button name='revert' type='regular' top='54' left='109'>Open</button>
<pict type='dlog' num='16' top='6' left='6'/>
<text top='6' left='49' width='257' height='47'>
Do you save the changes to this town/outdoor section before loading a new one?
</text>
</dialog>