Behaviorally: This change makes it so that Enter will never cancel a dialog, unless that dialog only contains info to be read. Escape will never unpredictably be treated as Enter. And some dialogs without Escape to cancel, now can be canceled with Escape. A lot of this just refactors dialogs to define the cancel button at the top, not as a hotkey on a cancel button deep in the XML. I think this makes enter/escape behavior in dialogxml files more legible at a glance.
25 lines
1.3 KiB
XML
25 lines
1.3 KiB
XML
<?xml version='1.0' encoding='UTF-8' standalone='no'?>
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<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
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<dialog defbtn='okay' escbtn='okay'>
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<pict type='dlog' num='24' top='6' left='6'/>
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<text size='large' top='6' left='50' width='84' height='13'>Need a Hint?</text>
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<text relative='pos-in pos' rel-anchor='prev' top='10' left='0' width='474' height='25'>
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Can't get into the School of Magery?
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The Valley plague getting you down?
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Can't get to the end of the Za-Khazi Run in time?
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Help is available!
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</text>
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<text name='hints' relative='pos-in pos' rel-anchor='prev' top='6' left='16' colour='link' underline='true'>
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https://openboe.com/docs/game/Hints.html
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</text>
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<text size='large' relative='neg pos' rel-anchor='prev' top='5' left='16' width='131' height='18'>Bugs and Stuff:</text>
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<text relative='pos-in pos' rel-anchor='prev' top='10' left='0' width='475' height='25'>
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Alas, though we're trying, we haven't gotten all the bugs and typos out of Open Blades of Exile.
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Should you find one, open a ticket here:
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</text>
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<text name= 'issues' relative='pos-in pos' rel-anchor='prev' top='6' left='16' colour='link' underline='true'>
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https://github.com/calref/cboe/issues
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</text>
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<button name='okay' type='regular' top='142' left='471'>OK</button>
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</dialog>
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