Files
oboe/osx/dialogxml/dialog.css
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

155 lines
1.9 KiB
CSS

* {
position: absolute;
display: block;
margin: 0px;
}
.debug {
border: dotted black thin;
}
title {
display:none;
}
.dialog {
border: dashed green thin;
}
.text, .led, .button, .field {
overflow: hidden ! important;
}
.pict {
padding: 2px;
border: inset black thin;
background-repeat: no-repeat;
background-position: center;
}
.pict.dlog {
width: 36px;
height: 36px;
}
.pict.ter , .pict.teranim , .pict.item ,
.pict.monst , .pict.field , .pict.boom ,
.pict.pc {
width: 28px;
height: 36px;
}
.pict.scen , .pict.talk {
width: 32px;
height: 32px;
}
.pict.missile {
width: 18px;
height: 18px;
}
.pict.scen.large {
width: 64px;
height: 64px;
}
.pict.dlog.large {
width: 72px;
height: 72px;
}
.pict.status {
width: 12px;
height: 12px;
}
.pict.map {
width: 24px;
height: 24px;
}
.button , .led {
padding: 0px;
background-repeat: no-repeat;
background-position: center;
text-align: center;
font-size: 12px;
font-family: Silom;
vertical-align: middle;
padding-top: 6px;
}
.button.small {
width: 23px;
height: 23px;
}
.button.regular , .button.left , .button.right ,
.button.up , .button.down , .button.done {
width: 63px;
height: 23px;
}
.button.large {
width: 102px;
height: 23px;
}
.button.help {
width: 16px;
height: 13px;
}
.button.tiny , .led {
min-width: 14px;
height: 10px;
text-align: left;
background-position: left center;
padding-left: 18px;
padding-top: 0px;
padding-bottom: 5px;
font-family: Geneva;
font-size: 10px;
}
.button.tall , .button.trait {
width: 63px;
height: 40px;
padding-top: 22px;
}
.button.push {
min-width: 30px;
height: 30px;
background-position: top center;
padding-top: 30px;
}
.field {
padding: 2px;
border: solid black thin;
}
.field-inner {
background-color:white;
}
.text {
font-size: 10px;
font-family: Silom;
line-height: 12px;
}
.text.framed {
padding: 2px;
border: inset thin black;
}
.text.large {
font-size: 12px;
}
.text.plain {
font-family: Geneva;
}