Files
oboe/osx/scenedit/scen.fileio.h
Celtic Minstrel 41c3396aa3 Tear out most of the legacy code in the scenario editor - see below for details
- 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
2014-07-12 22:13:27 -04:00

28 lines
836 B
C++

void save_scenario();
//void load_scenario();
void augment_terrain(location to_create);
//void load_outdoors(location which_out,short mode);
//void load_town(short which_town);
void import_town(short which_town,fs::path temp_file_to_load);
void create_basic_scenario();
void make_new_scenario(std::string file_name,short out_width,short out_height,bool making_warriors_grove,
bool use_grass);
void oops_error(short error);
//short init_data(short flag);
//short town_s(short flag);
//short out_s(short flag);
//short str_size_1(short flag);
//short str_size_2(short flag);
//short str_size_3(short flag);
//short get_buf_ptr(short flag);
//bool check_p (short pword);
//bool check_p2 (short pword);
//bool check_p3 (short pword);
void reset_pwd();
void start_data_dump();
//bool import_check_p (short pword);
void scen_text_dump();