From 2088a5ec1c5da3ceb3acb3757402232865be4d0e Mon Sep 17 00:00:00 2001
From: GriffinR
Date: Tue, 2 Jan 2024 12:40:04 -0500
Subject: [PATCH] Fix some typos / confusing text
---
CHANGELOG.md | 6 +++---
src/mainwindow.cpp | 13 ++++++-------
src/ui/customscriptseditor.cpp | 1 +
src/ui/projectsettingseditor.cpp | 3 +--
4 files changed, 11 insertions(+), 12 deletions(-)
diff --git a/CHANGELOG.md b/CHANGELOG.md
index 13db9ff2..cb19c2fa 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -11,7 +11,7 @@ The **"Breaking Changes"** listed below are changes that have been made in the d
- Add an editor window under `Options -> Project Settings...` to customize the project-specific settings in `porymap.project.cfg` and `porymap.user.cfg`.
- Add an editor window under `Options -> Custom Scripts...` for Porymap's API scripts.
- Add an `Open Recent Project` menu
-- Add a warning to warp events if they're on an incomaptible metatile behavior.
+- Add a warning to warp events if they're on an incompatible metatile behavior.
- Add settings for custom images, including the collision graphics, default event icons, and pokémon icons.
- Add settings to override any symbol or macro names Porymap expects to find.
- Add a zoom slider to the Collision tab.
@@ -21,14 +21,14 @@ The **"Breaking Changes"** listed below are changes that have been made in the d
### Changed
- `Script` dropdowns now include scripts from the current map's scripts file.
-- Encouter Rate now defaults to the most commonly used value, rather than 0.
+- Encounter Rate now defaults to the most commonly used value, rather than 0.
- The Collision tab now allows selection of any valid elevation/collision value.
- The Palette Editor now remembers the Bit Depth setting.
- The min/max levels on the Wild Pokémon tab will now adjust automatically if they invalidate each other.
- If the recent project directory doesn't exist Porymap will open an empty project instead of failing with a misleading error message.
- Settings under `Options` were relocated either to the `Preferences` window or `Options -> Project Settings`.
- Secret Base and Weather Trigger events are automatically disabled if their respective constants files fail to parse, instead of not opening the project.
-- If a Pokémon icon fails to load Porymap will attempt to predict its filepath. If this also fails it will appear with a placeholder icon, and won't disppear when edited.
+- If a Pokémon icon fails to load Porymap will attempt to predict its filepath. If this also fails it will appear with a placeholder icon, and won't disappear when edited.
- The bits in metatile attribute masks are now allowed to be non-contiguous.
- Porymap will now attempt to read metatile attribute masks from the project.
diff --git a/src/mainwindow.cpp b/src/mainwindow.cpp
index 2028f5b6..94b6937e 100644
--- a/src/mainwindow.cpp
+++ b/src/mainwindow.cpp
@@ -2777,15 +2777,14 @@ void MainWindow::on_actionProject_Settings_triggered() {
}
void MainWindow::onWarpBehaviorWarningClicked() {
- static const QString text = QString(
- "By default, Warp Events only function as exits if they're positioned on a metatile "
- "whose Metatile Behavior is treated specially in your project's code."
- );
+ static const QString text = QString("Warp Events only function as exits on certain metatiles");
static const QString informative = QString(
"
"
- "For instance, most floor metatiles in a cave have the behavior MB_CAVE, but the floor space in front of an "
- "exit will have MB_SOUTH_ARROW_WARP, which is treated specially and will allow a Warp Event to warp the player. "
- "You can see in the status bar what behavior a metatile has when you mouse over it, or by selecting it in the Tileset Editor."
+ "For instance, most floor metatiles in a cave have the metatile behavior MB_CAVE, but the floor space in front of an exit "
+ "will have MB_SOUTH_ARROW_WARP, which is treated specially in your project's code to allow a Warp Event to warp the player. "
+ "
"
+ "You can see in the status bar what behavior a metatile has when you mouse over it, or by selecting it in the Tileset Editor. "
+ "The warning will disappear when the warp is positioned on a metatile with a behavior known to allow warps."
"
"
"Note: Not all Warp Events that show this warning are incorrect! For example some warps may function "
"as a 1-way entrance, and others may have the metatile underneath them changed programmatically."
diff --git a/src/ui/customscriptseditor.cpp b/src/ui/customscriptseditor.cpp
index 1e72d268..31e2ad7a 100644
--- a/src/ui/customscriptseditor.cpp
+++ b/src/ui/customscriptseditor.cpp
@@ -244,6 +244,7 @@ void CustomScriptsEditor::refreshScripts() {
return;
this->save();
}
+ QToolTip::showText(ui->button_RefreshScripts->mapToGlobal(QPoint(0, 0)), "Refreshed!");
emit reloadScriptEngine();
}
diff --git a/src/ui/projectsettingseditor.cpp b/src/ui/projectsettingseditor.cpp
index 0d9f2aff..44d4b80b 100644
--- a/src/ui/projectsettingseditor.cpp
+++ b/src/ui/projectsettingseditor.cpp
@@ -609,11 +609,10 @@ QString ProjectSettingsEditor::stripProjectDir(QString s) {
void ProjectSettingsEditor::importDefaultPrefabsClicked(bool) {
// If the prompt is accepted the prefabs file will be created and its filepath will be saved in the config.
- // No need to set hasUnsavedChanges here.
BaseGameVersion version = projectConfig.stringToBaseGameVersion(ui->comboBox_BaseGameVersion->currentText());
if (prefab.tryImportDefaultPrefabs(this, version, ui->lineEdit_PrefabsPath->text())) {
ui->lineEdit_PrefabsPath->setText(projectConfig.getPrefabFilepath()); // Refresh with new filepath
- this->projectNeedsReload = true;
+ this->hasUnsavedChanges = true;
}
}