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Minor terminology update in comments
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App/Views/READCOM.Views.Main.pas

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Original file line numberDiff line numberDiff line change
@@ -559,7 +559,7 @@ procedure TMainForm.StructureViewSelection(Sender: TObject; const Selection: TOb
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HUD.StructureVisible := false; //we want to hide the StructureView before zooming to the item selected
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ActiveStoryItem := TStoryItem(Selection); //Make active (will also zoom to it) - assuming this is a TStoryItem since StructureView was filtering for such class //also accepts "nil" (for no selection)
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//TODO: in EditMode should allow anything to become active, in StoryMode should only allow those items that are Activateable / have some ActivationOrder (maybe rename to FlowOrder and/or add different prescribed flows)
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//TODO: in EditMode should allow anything to become active, in StoryMode should only allow those items that are StoryPoints (and only show those)
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end;
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{$endregion}

App/Views/READCOM.Views.StoryItem.pas

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -592,7 +592,7 @@ class procedure TStoryItem.SetHomeStoryItem(const Value: IStoryItem);
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begin
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if (Value = FHomeStoryItem) then exit;
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if Assigned(Value) then //not checking if ActivationOrder <> -1, since an out-of-activation-order StoryItem may be activated directly via a target
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if Assigned(Value) then //note the Home (starting) StoryItem is not necesserily a StoryPoint //TODO: decide on this
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Value.Home := true //this will also deactivate the HomeStoryItem if any
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else {if Assigned(FHomeStoryItem) then} //if SetHomeStoryItem(nil) was called then deactivate HomeStoryItem (no need to check if it is Assigned [not nil], since the "Value = FHomeStoryItem" check above would have exited)
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FHomeStoryItem.Home := false;

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