- Nuked the storage_gworld and party_template_gworld. Monster, terrain, and PC graphics are now drawn directly from their sheets of origin. This is partly tested, and seems to work fine.
- Removed the terrain_pic and terrain_blockage arrays, which were redundant (though shorter). - Cleaned out some of the commented code in boe.graphics.cpp and boe.graphutil.cpp - Added a templated get function to cOutdoors::cWandering. In the dialog engine: - Important fields are now initialized to default values, as they should be. - The absence of required attributes is now recognized as an error - Added stack element to the DTD; no code support yet - Added fore attribute to the dialog element to specify default text colour; DTD updated and code support added. - Likewise with the def-key attribute on other clickable items besides buttons (which already had it) - Updated stylesheet to fall back on the fore attribute when colour is unspecified - When drawing default monster graphics, it uses m_start_pic instead of num as the index. This should be right, though it's untested. Unfortunately, the dialog engine is still unstable. git-svn-id: http://openexile.googlecode.com/svn/trunk@100 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -233,7 +233,12 @@ void cControl::detachKey(){
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this->key.c = 0;
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}
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cControl::cControl(cDialog* p, eControlType t) : parent(p), type(t), visible(true) {}
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cControl::cControl(cDialog* p, eControlType t) : parent(p), type(t), visible(true) {
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// No key by default.
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key.spec = false;
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key.c = 0;
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key.mod = mod_none;
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}
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bool cControl::triggerClickHandler(cDialog& __attribute__((unused)), std::string __attribute__((unused)), eKeyMod __attribute__((unused)), Point __attribute__((unused))){
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return true;
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