This revision entails a consolidation of the dialog code and its dependencies into a single place.

Formerly there were three separate copies of the dialog code; now there's only one.

It's still quite rough around the edges, though – the edit terrain dialog causes the scenario editor to crash,
and for some reason the dialog controls are not drawn in the game or in the character editor. I am still working
to resolve this.

It can't be seen in the diff, since it involves a binary file, but the resources representing dialogs for the character editor were
altered. Basically, every text item with a label of "0_105" was changed to "0_150", and each one with a label of "0_106" was changed
to "0_151". The reason for this is a conflict between the meaning of those two labels in the character editor and in the scenario editor and
the game.

In addition to the consolidation of the dialog code, I have made alterations that should theoretically allow the scenario editor to draw
custom graphics in its dialogs. I am uncertain that this works, though, since the scenario editor is now failing to FIND the custom graphics.

git-svn-id: http://openexile.googlecode.com/svn/trunk@22 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-04-19 01:25:14 +00:00
parent ff7b0f43be
commit 632f1e7b32
79 changed files with 8047 additions and 7374 deletions

44
osx/misc/dlglowlevel.h Normal file
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/*
* dloglowlevel.h
* BoE
*
* Created by Celtic Minstrel on 16/04/09.
*
*/
#define IN_FRONT (WindowPtr)-1L
void process_new_window (WindowPtr hDlg);
short cd_get_indices(short dlg_num, short item_num, short *dlg_index, short *item_index);
short cd_get_dlg_index(short dlog_num);
short cd_find_dlog(WindowPtr window, short *dlg_num, short *dlg_key);
short cd_get_item_id(short dlg_num, short item_num);
Rect get_item_rect(WindowPtr hDlg, short item_num);
void frame_dlog_rect(GrafPtr hDlg, Rect rect, short val, short med_or_lt = 0);
void draw_dialog_graphic(GrafPtr hDlg, Rect rect, short which_g, short type_g, Boolean do_frame,short win_or_gworld);
void convert_pict(short& which_g, short& type_g,Rect& rect);
void draw_preset_ter_pic(short which_g,Rect& rect);
void draw_preset_anim_ter_pic(short which_g,Rect& rect);
void draw_preset_monst_pic_small(short which_g,Rect& rect);
void draw_preset_monst_pic_wide(short which_g,Rect& rect);
void draw_preset_monst_pic_tall(short which_g,Rect& rect);
void draw_preset_monst_pic_large(short which_g,Rect& rect);
void draw_preset_item_pic(short which_g,Rect& rect);
void draw_preset_dlg_pic(short which_g,Rect& rect);
void draw_preset_pc_pic(short which_g,Rect& rect);
void draw_preset_talk_pic(short which_g,Rect& rect);
void draw_item_info_help_pic(Rect& rect);
void draw_pc_info_help_pic(Rect& rect);
void draw_help_pic(short which_g,Rect& rect);
void draw_combat_ap_help_pic(Rect& rect);
void draw_pc_stat_help_pic(Rect& rect);
void draw_preset_scen_pic(short which_g,Rect& rect);
void draw_preset_field_pic(short which_g,Rect& rect);
void draw_custom_space_pic(short which_g,Rect& rect);
void draw_custom_monst_wide_pic(short which_g,Rect& rect);
void draw_custom_monst_tall_pic(short which_g,Rect& rect);
void draw_custom_monst_large_pic(short which_g,Rect& rect);
void draw_custom_dlg_pic_split(short which_g,Rect& rect);
void draw_custom_talk_pic_split(short which_g,Rect& rect);
void draw_preset_scen_pic_large(short which_g,Rect& rect);
void draw_preset_dlg_pic_large(short which_g,Rect& rect);