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