Files
oboe/osx/scenedit/scen.graphics.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

61 lines
2.2 KiB
C

void Set_up_win ();
void run_startup_g();
void load_graphics();
void load_main_screen();
void draw_main_screen();
void redraw_screen();
void draw_lb();
void draw_lb_slot (short which,short mode) ;
void draw_rb();
void draw_rb_slot (short which,short mode) ;
void set_up_terrain_buttons();
void draw_terrain();
void draw_monsts();
RECT get_item_template_rect (short type_wanted);
void draw_items();
void force_tiny_redraw();
void redraw_selected_ter();
void draw_one_terrain_spot (short i,short j,ter_num_t terrain_to_draw);
void draw_one_tiny_terrain_spot (short i,short j,ter_num_t terrain_to_draw);
void Draw_Some_Item(sf::Texture& src_gworld,RECT src_rect,sf::RenderTarget& targ_gworld,location target,sf::BlendMode mode = sf::BlendNone);
RECT get_template_rect (unsigned short type_wanted);
void draw_frames();
void place_location();
void place_just_location();
void set_string(const char *string,const char *string2);
bool is_special(short i,short j);
void take_special(short i,short j);
void make_special(short i,short j);
void sort_specials();
bool is_field_type(short i,short j,short field_type);
void make_field_type(short i,short j,short field_type);
void take_field_type(short i,short j,short field_type);
bool is_web(short i,short j);
void make_web(short i,short j);
void take_web(short i,short j);
bool is_crate(short i,short j);
void make_crate(short i,short j);
void take_crate(short i,short j);
bool is_barrel(short i,short j);
void make_barrel(short i,short j);
void take_barrel(short i,short j);
bool is_fire_barrier(short i,short j);
void make_fire_barrier(short i,short j);
void take_fire_barrier(short i,short j);
bool is_force_barrier(short i,short j);
void make_force_barrier(short i,short j);
void take_force_barrier(short i,short j);
bool is_sfx(short i,short j,short type);
void make_sfx(short i,short j,short type);
void take_sfx(short i,short j,short type);
bool is_quickfire(short i,short j);
void make_quickfire(short i,short j);
void take_quickfire(short i,short j);
bool container_there(location l);
bool is_spot(short i,short j);
//void get_str(const char* str,short i, short j);
short string_length(char *str);
RECT get_custom_rect (short which_rect);
void init_dialogs();
void record_display_strings();