Files
oboe/osx/tools/winutil.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

45 lines
867 B
C++

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