Files
oboe/osx/dialogxml/dialog.dtd
Celtic Minstrel 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

77 lines
2.0 KiB
DTD

<!ELEMENT dialog ((field | text | pict | button | led | group)*)>
<!ELEMENT field EMPTY>
<!ELEMENT br EMPTY>
<!ELEMENT text ((#PCDATA|br)*)>
<!ELEMENT pict EMPTY>
<!ELEMENT key EMPTY>
<!ELEMENT button (#PCDATA*|key)>
<!ELEMENT led (CDATA)>
<!ELEMENT group (led+)>
<!ENTITY % num 'NUMBER'>
<!ENTITY % bool '(true|false)'>
<!ENTITY % picttype '(blank|ter|teranim|monst|dlog|talk|scen|item|pc|field|boom|missile|full|map|status)'>
<!ENTITY % rect '
top %num; #REQUIRED
left %num; #REQUIRED
width %num; #IMPLIED
height %num; #IMPLIED'
>
<!ENTITY % font "
font (dungeon|geneva|silom|maidenword) 'silom'
size (small|large) 'small'
color CDATA '#000000'"
colour CDATA '#000000'"
>
<!ENTITY % btntype '(small|regular|large|help|left|right|up|down|tiny|done|tall|trait|push)'>
<!ENTITY % digit '(0|1|2|3|4|5|6|7|8|9)'>
<!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)'>
<!ENTITY % symbol '(`|-|=|[|]|\|;|'|,|.|/)'>
<!ENTITY % mod '((ctrl|shift|alt)*)'>
<!ENTITY % key '(%mod; (%digit;|%letter;|%symbol;|left|right|up|down|esc|enter|return|tab|help|space))'>
<!ATTLIST dialog
skin (light|dark) 'dark'
debug %bool; 'false'
>
<!ATTLIST field
name ID #IMPLIED
type (num|text) 'text'
%rect;
>
<!ATTLIST text
name ID #IMPLIED
framed %bool; 'true'
%font;
clickable %bool; 'false'
fromlist (none|CDATA) 'none'
%rect;
>
<!ATTLIST pict
name ID #IMPLIED
type %picttype; #REQUIRED
custom %bool; 'false'
size (small|wide|tall|large) #IMPLIED
clickable %bool; 'false'
num %num; #REQUIRED
%rect;
>
<!ATTLIST button
name ID #IMPLIED
type %btntype; #REQUIRED
wrap %bool; 'false'
def-key %key; 'none'
fromlist (none|CDATA) 'none'
%rect;
>
<!ATTLIST led
name ID #IMPLIED
state (red|green|off) 'off'
fromlist (none|CDATA) 'none'
%rect;
%font;
>
<!ATTLIST group
name ID #IMPLIED
fromlist (none|CDATA) 'none'
>