Commit Graph

3 Commits

Author SHA1 Message Date
6af129c277 - 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
2009-06-28 17:18:24 +00:00
78cd213972 In no particular order:
- Added some of the most basic dialogs
- Changed C-style <xxx.h> headers to C++-style <cxxx> headers
- Switched graphics to load from the PNG files in graphics.exd rather than from Blades of Exile Graphics (NOTE: Some graphics still don't work, probably because of incorrect source rects)
- Switched cursors to load from GIF files in graphics.exd rather than from Blades of Exile Graphics
- Moved Niemand's tileImage functions from boe.graphics.cpp to graphtool.cpp, so they can be used by all three programs.
- Added some string lists in .txt files
- Made cursors into an enum
- Rewrote the code for displaying the Edit Terrain dialog to use the new engine (not tested yet)
- Fixed some __attribute__((deprecated)) stuff
- Most graphics are now loaded just after the custom graphics. This means they will be overridden by a file of the same name in the scenario's .exr folder.
- Altered modes a little so that when at the startup screen you are in MODE_STARTUP rather than MODE_OUTDOORS.
- Switched from function pointers to boost::function – the Boost libraries are now required.
- Finished off the new dialog engine and made gess necessary
- Added status icons as another type that can be drawn in dialogs
- C Wrappers for Cocoa cursors based on an Apple example. This is tested, and works perfectly.
- Added a switch in the program for using Windows graphics; however, there is no way as yet to set this flag, and in fact there aren't even any Windows graphics to use.
- Added include guards to graphtool.h
- Made separate mac and win directories within sounds.exa, since the Mac and Windows sounds are mostly subtly different (with two completely different!)

git-svn-id: http://openexile.googlecode.com/svn/trunk@90 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-07 18:18:24 +00:00
8507a3302b First version of the new dialog engine added to the repository. It compiles, and links with one error. Because of this, it is untested as yet.
git-svn-id: http://openexile.googlecode.com/svn/trunk@73 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-26 03:17:17 +00:00