- Clipboard support
- Text will now wrap when a word is longer than the width of the destination rect (doesn't just apply to text fields, but is most relevant there)
- Edit menu stub added in scenario editor code
- Rich text keys (eg cut, copy, paste, select all) are no longer processed by the dialog itself; only the text field processes them; this just means that if they were set as button equivalents they would no longer work (you'd have to set the raw equivalent instead, eg ctrl+C instead of copy).
- Text fields now rely on SFML's TextEntered event for actual input - the practical result of this is that your keyboard layout is honoured (though non-ASCII characters just display as boxes).
- In a similar vein, shift is not auto-applied to the input keys, so you'd have to set shift+2 instead of @ as the key equivalent (this actually fixes some stuff, such as in the spellcasting dialog, since I was already setting shift+2 instead of @).
- 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