Several tweaks and fixes

Bugs:
- Arrow keys activated the arrow buttons in the list-mode edit string dialog
- Graphics classification was not saved correctly in some cases
- Contact info was not correctly saved/loaded
- Place Monster node didn't have a choose button for the monster type
- Alt-Backspace and Alt-Delete did not work correctly in dialog text fields
- When clicking Edit Terrain Types, sometimes the list of items or monsters would appear instead
- Fix monster 0 being selectable in the choose monster dialog
- Fix the hotspots of all the cursors to be more intuitive

New:
- When interrupting a special node sequence with Cmd-. / Ctrl-C, the dialog that appears is more relevant.
- In the choose sound dialog, the sound now plays when you select a choice, so you can hear what it will sound like
- Added a tiny icon so you can distinguish fire and force barriers in the editor
This commit is contained in:
2015-06-04 15:43:16 -04:00
parent 49ec6278d3
commit 6c5e2b5118
19 changed files with 95 additions and 52 deletions

View File

@@ -119,9 +119,8 @@ static void writeScenarioToXml(ticpp::Printer&& data) {
data.PushElement("version", scenario.format_scen_version());
data.PushElement("language", "en-US");
data.OpenElement("author");
data.PushElement("name", scenario.contact_info);
// TODO: Store name and email in separate fields.
data.PushElement("email", "");
data.PushElement("name", scenario.contact_info[0]);
data.PushElement("email", scenario.contact_info[1]);
data.CloseElement("author");
data.OpenElement("text");
data.PushElement("teaser", scenario.who_wrote[0]);
@@ -313,7 +312,7 @@ static void writeScenarioToXml(ticpp::Printer&& data) {
if(!scenario.custom_graphics.empty()) {
data.OpenElement("graphics");
for(size_t i = 0; i < scenario.custom_graphics.size(); i++) {
if(scenario.custom_graphics[i] == PIC_FULL) continue;
if(scenario.custom_graphics[i] == PIC_FULL || scenario.custom_graphics[i] == 0) continue;
data.OpenElement("pic");
data.PushAttribute("index", i);
data.PushText(scenario.custom_graphics[i]);