In effect, this is a combination of two of the previous pickers:
the location picker, and the editable string picker.
This required quite a significant rework of how the tilemap places its children.
Currently it's only used in special node editing.
I plan to add its use in many other places too though.
It's used not only in special node editing (for Event Happens and If Event Happened?)
but also in the Townperson Advanced, Talk Node, and Quest editors.
This just implements the guts of the dialog, without using it for anything yet.
It also fixes a bug that caused a blank page to appear in the string picker if the total number of strings was an exact multiple of 40.
Closes#563
With the new format, Author and Contact info are formatted onto the first line in the scenario picker display. The scenario designer gets 1 line to write a teaser.
Fix#593
Also fix a bug where scenario ratings were appearing as integers ingame instead of the correct "G", "PG", etc.
Better editing for talk node keys
* The fields start out empty, and it is *allowed* to keep *one of them* empty. (A node only needs one key to be useful, right?
* When the node is saved, empty strings are replaced with `" "`. If this is not harmless to the game logic, then I'll need to make the game aware that either key might be `" "`.
* You cannot type more than 4 characters in these fields (unless there's a way to insert characters I'm not aware of).
* If you put 'buy' in a field, it automatically becomes 'purc'.
* There is a note next to the response keys (kind of squished in the corner) enumerating the special logic of the in-game Buy and Sell buttons.
Refactor Debug Keys
* Collect debug keys into a central location so that the debug help dialog can automatically list every defined debug key.
* Add buttons so that debug actions can be taken directly from the debug help dialog.
* Add new debug keys to immediately fight an encounter from the current outdoor section.
Quality of life: Spellcasting
This makes changes to the spellcasting UI.
* M or P to recast will no longer default to Light or Minor Bless/Minor Heal. You need to cast something before recast becomes available. This fixes#535 and I think it's disorienting when I've just started the game and M casts Light in a town that's fully lit, so the change is generally good I'd say.
* I implemented a recasting hint in the text bar, which was one of the things I mentioned in my quality-of-life checklist https://github.com/NQNStudios/cboe/issues/16. It replaces the status icons in combat mode.
* Sometimes when my eyes glaze over, I think I'm casting the spell on the wrong side of the LED. I thought there was a bug when I cast Long Light instead of Dumbfound (even though I know the distance between the two is pretty large -- I wasn't paying much attention). I thought it would be nice to highlight the name of the selected spell. Light green seemed to make more sense than red for that, because the LED turns green. Then I made the caster/target selection texts also use light green instead of red, to match. Uncastable spells are grey.
Scenedit Quality of life: be helpful when scrolling past boundaries
I've implemented 2 features here:
* When scrolling past the boundaries of the current outdoor section, you will get a yes/no prompt which can load the adjacent section for you at the corresponding center position.
* When scrolling past the boundaries (literal, not the changeable rectangle) of the current town, the editor will ask if you want to jump to the town's entrance in the outdoors. If there are more than one, you can choose.
I did this because I need to be able to find town entrances in the built-in scenarios so I can debug things.
This makes it so arrow keys/numpad can control screen shift when it's available.
When this preference is enabled, #482 will not be an issue (Fix#482). But the player will also miss out on cases where adjacent targeting would be a good thing. I haven't done anything smart to determine whether one mode or the other is better on a case-by-case basis.