Add item-monster selection palette which fills the same space as the terrain palette
- Removed the item/monster menus in the scenario editor (they weren't function anyway) - Scrollbars can now have a maximum value of 0; if this is the case, they do not draw a thumb
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@@ -205,7 +205,6 @@ void handle_menu_choice(eMenu item_hit) {
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current_terrain = scenario.outdoors[cur_out.x][cur_out.y];
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overall_mode = MODE_MAIN_SCREEN;
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change_made = false;
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update_item_menu();
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set_up_main_screen();
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}
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break;
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@@ -497,22 +496,6 @@ void handle_menu_choice(eMenu item_hit) {
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cChoiceDlog(helpDlog).show();
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}
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void handle_item_menu(int item_hit) {
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if(scenario.scen_items[item_hit].variety == eItemType::NO_ITEM) {
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giveError("This item has its Variety set to No Item. You can only place items with a Variety set to an actual item type.");
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return;
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}
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overall_mode = MODE_PLACE_ITEM;
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set_string("Place the item.","Select item location");
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mode_count = item_hit;
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}
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void handle_monst_menu(int item_hit) {
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overall_mode = MODE_PLACE_CREATURE;
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set_string("Place the monster.","Select monster location");
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mode_count = item_hit;
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}
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static void handleUpdateWhileScrolling(volatile bool& doneScrolling) {
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while(!doneScrolling) {
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sf::sleep(sf::milliseconds(10));
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