- Focus event split into focus and defocus
- Scroll event added but not yet properly implemented
Also:
- Remove the useless (and ignored) clickable attributes from the schema
- Pave the way for controls other than fields to be able to recieve keyboard focus
- It's now exposed in the schema with a new attribute, outline, on all elements that accept framed
- It now has four possible values: solid, outset, inset, double. Dashed or dotted may be added later; they're a lot harder.
- Second make scenario dialog uses a custom frame style
- Modifiers are now given in the def-key attribute, as originally intended
- Dialogs that have a help button now assign F1 to that button (replacing shift+/ in some cases)
- F1 also brings up help in the main game (in addition to shift+/)
Also:
- Use a scroll pane for the credits in the about dialog, so that new credits can be added without altering other elements
- Use a scroll pane for the list of sections to be deleted in the resize outdoors dialog
- New cContainer superclass for controls that contain other controls
- Scrollbars consider their maximum as part of their state
- Remove staticonhelp.png in favour of placing this information directly in the relevant help dialog definition
- New status icons for enlightenment, magic attract, forcecage, hyperactivity, flight, detect life, firewalk, stealth (replacing the BoA-sourced ones)
- Status icons for fear, drunkenness, charm (none of which are currently implemented as PC status effects)
Game changes:
- Remove support for playing a sound and displaying strings when a monster is first seen, since these behaviours can easily be obtained by using the special node called in the same context.
Dialog engine changes:
- Support for changing the font size of LEDs
- When setting the page, a stack now applies a default value if the map is missing the required data
- Add utility "addPage" method to stacks
- If reducing the page count means the current page is deleted, a stack now switches to the last page