Fix up some minor issues with the special node editing dialog

- Also: merge "nuke monsters" and "destroy monster" nodes, since the action of the "destroy monster" node isn't what it sounds like; now it simply destroys a single monster on a specific space
This commit is contained in:
2015-01-21 22:36:00 -05:00
parent e689ed93ef
commit 5315655bc6
10 changed files with 110 additions and 235 deletions

View File

@@ -495,6 +495,36 @@ void cLedGroup::draw(){
void cButton::setBtnType(eBtnType newType){
if(type == BTN_LED || newType == BTN_LED) return; // can't change type
type = newType;
switch(newType) {
case BTN_SM:
frame.width() = 23;
frame.height() = 23;
break;
case BTN_REG: case BTN_DONE:
case BTN_LEFT: case BTN_RIGHT:
case BTN_UP: case BTN_DOWN:
frame.width() = 63;
frame.height() = 23;
break;
case BTN_LG:
frame.width() = 102;
frame.height() = 23;
break;
case BTN_HELP:
frame.width() = 16;
frame.height() = 13;
break;
case BTN_TALL:
case BTN_TRAIT:
frame.width() = 63;
frame.height() = 40;
break;
case BTN_PUSH:
frame.width() = 30;
frame.height() = 30;
break;
}
}
eBtnType cButton::getBtnType(){