- 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
45 lines
867 B
C++
45 lines
867 B
C++
//
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// winutil.h
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// BoE
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//
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// Created by Celtic Minstrel on 14-03-28.
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//
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//
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#ifndef BoE_boe_windows_h
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#define BoE_boe_windows_h
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#include <boost/filesystem/path.hpp>
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#include <SFML/Window.hpp>
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namespace fs = boost::filesystem; // TODO: Centralize this alias
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char keyToChar(sf::Keyboard::Key key, bool isShift);
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void makeFrontWindow(sf::Window& win);
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void setWindowFloating(sf::Window& win, bool floating);
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void init_fileio();
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fs::path nav_get_party();
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fs::path nav_put_party();
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fs::path nav_get_scenario();
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fs::path nav_put_scenario();
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class ModalSession {
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void* session;
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public:
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void pumpEvents();
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ModalSession(sf::Window& win);
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~ModalSession();
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};
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// System key
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#ifdef __APPLE__
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bool sf::Event::KeyEvent::*const systemKey = &sf::Event::KeyEvent::system;
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#else
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bool sf::Event::KeyEvent::*const systemKey = &sf::Event::KeyEvent::control;
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#endif
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#endif
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