- 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
77 lines
2.0 KiB
DTD
77 lines
2.0 KiB
DTD
<!ELEMENT dialog ((field | text | pict | button | led | group)*)>
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<!ELEMENT field EMPTY>
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<!ELEMENT br EMPTY>
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<!ELEMENT text ((#PCDATA|br)*)>
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<!ELEMENT pict EMPTY>
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<!ELEMENT key EMPTY>
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<!ELEMENT button (#PCDATA*|key)>
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<!ELEMENT led (CDATA)>
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<!ELEMENT group (led+)>
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<!ENTITY % num 'NUMBER'>
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<!ENTITY % bool '(true|false)'>
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<!ENTITY % picttype '(blank|ter|teranim|monst|dlog|talk|scen|item|pc|field|boom|missile|full|map|status)'>
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<!ENTITY % rect '
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top %num; #REQUIRED
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left %num; #REQUIRED
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width %num; #IMPLIED
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height %num; #IMPLIED'
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>
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<!ENTITY % font "
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font (dungeon|geneva|silom|maidenword) 'silom'
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size (small|large) 'small'
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color CDATA '#000000'"
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colour CDATA '#000000'"
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>
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<!ENTITY % btntype '(small|regular|large|help|left|right|up|down|tiny|done|tall|trait|push)'>
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<!ENTITY % digit '(0|1|2|3|4|5|6|7|8|9)'>
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<!ENTITY % letter '(a|b|c|d|e|f|g|h|i|j|k|l|m|n|o|p|q|r|s|t|u|v|w|x|y|z)'>
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<!ENTITY % symbol '(`|-|=|[|]|\|;|'|,|.|/)'>
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<!ENTITY % mod '((ctrl|shift|alt)*)'>
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<!ENTITY % key '(%mod; (%digit;|%letter;|%symbol;|left|right|up|down|esc|enter|return|tab|help|space))'>
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<!ATTLIST dialog
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skin (light|dark) 'dark'
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debug %bool; 'false'
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>
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<!ATTLIST field
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name ID #IMPLIED
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type (num|text) 'text'
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%rect;
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>
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<!ATTLIST text
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name ID #IMPLIED
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framed %bool; 'true'
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%font;
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clickable %bool; 'false'
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fromlist (none|CDATA) 'none'
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%rect;
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>
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<!ATTLIST pict
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name ID #IMPLIED
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type %picttype; #REQUIRED
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custom %bool; 'false'
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size (small|wide|tall|large) #IMPLIED
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clickable %bool; 'false'
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num %num; #REQUIRED
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%rect;
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>
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<!ATTLIST button
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name ID #IMPLIED
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type %btntype; #REQUIRED
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wrap %bool; 'false'
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def-key %key; 'none'
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fromlist (none|CDATA) 'none'
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%rect;
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>
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<!ATTLIST led
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name ID #IMPLIED
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state (red|green|off) 'off'
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fromlist (none|CDATA) 'none'
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%rect;
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%font;
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>
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<!ATTLIST group
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name ID #IMPLIED
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fromlist (none|CDATA) 'none'
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> |