Files
oboe/osx/scenedit/scen.townout.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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881 B
C

void init_town(short size) __attribute__((deprecated));
void init_out() __attribute__((deprecated));
void edit_placed_monst(short which_m);
cCreature edit_placed_monst_adv(cCreature monst_record, class cDialog& parent);
void edit_sign(short which_sign,short picture);
void edit_out_strs();
void edit_town_strs();
short pick_town_num(short which_dlog,short def);
void change_ter(short *change_from,short *change_to,short *chance);
void edit_out_wand(short mode);
void outdoor_details();
void edit_town_details();
void edit_town_events();
void edit_advanced_town();
void edit_basic_dlog(short which_node);
void edit_talk_node(short which_node,short parent_num);
short pick_out(location default_loc);
short pick_import_town(short def,fs::path& temp_file_to_load);
bool new_town(short which_town);
void edit_placed_item(short which_i);
void delete_last_town();
void edit_town_wand();