Files
oboe/osx/scenedit/scen.core.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

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C

void init_scenario() __attribute__((deprecated));
short edit_ter_type(ter_num_t which_ter);
short edit_monst_type(short which_monst);
cMonster edit_monst_abil(cMonster starting_record,short parent_num);
short edit_item_type(short which_item);
cItemRec edit_item_abil(cItemRec starting_record,short parent_num);
void edit_spec_item(short which_item);
void edit_save_rects();
void edit_horses();
void edit_add_town();
void edit_item_placement();
void edit_scen_details();
short edit_make_scen_2(short *val_array);
short edit_make_scen_1(char *filename,char *title,short *grass);
void edit_scenario_events();
bool build_scenario();
void set_starting_loc();
void edit_boats();