assign escbtn and defbtn appropriately

Behaviorally: This change makes it so that Enter will never cancel
a dialog, unless that dialog only contains info to be read. Escape
will never unpredictably be treated as Enter. And some dialogs without
Escape to cancel, now can be canceled with Escape.

A lot of this just refactors dialogs to define the cancel button
at the top, not as a hotkey on a cancel button deep in the XML.
I think this makes enter/escape behavior in dialogxml files more
legible at a glance.
This commit is contained in:
2025-03-27 13:34:44 -05:00
parent 8af5eb6c38
commit 500471bad1
157 changed files with 246 additions and 246 deletions

View File

@@ -1,12 +1,12 @@
<?xml version='1.0' encoding='UTF-8' standalone='no'?>
<!-- NOTE: This file should be updated to use relative positioning the next time it changes. -->
<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
<dialog defbtn='cancel'>
<dialog defbtn='quit' escbtn='cancel'>
<pict type='dlog' num='23' top='9' left='9'/>
<text top='5' left='51' width='255' height='72'>
Warning: If you terminate the special node sequence, the scenario may be left in an unexpected state.
It is recommended that you immediately reload from a saved game after doing this.
<br/> Are you sure you wish to proceed?</text>
<button name='cancel' type='regular' def-key='esc' top='86' left='178'>Not yet</button>
<button name='cancel' type='regular' top='86' left='178'>Not yet</button>
<button name='quit' type='regular' top='86' left='248'>Kill it!</button>
</dialog>