Files
oboe/rsrc/dialogs/set-sdf.xml
Nat Quayle Nelson 500471bad1 assign escbtn and defbtn appropriately
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.
2025-03-30 11:51:12 -05:00

21 lines
1.2 KiB
XML

<?xml version='1.0' encoding='UTF-8' standalone='no'?>
<!-- NOTE: This file should be updated to use relative positioning the next time it changes. -->
<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
<dialog defbtn='set' escbtn='exit'>
<pict type='dlog' num='7' top='8' left='8'/>
<text size='large' top='8' left='50' width='200' height='17'>Edit Stuff Done</text>
<text top='30' left='50' width='200' height='50'>
Here you can edit all the game data that lets the scenario know what you've done.
You can very easily mess up your game by doing this, so be sure you know what you're doing first.
</text>
<text top='105' left='8' width='100' height='16'>SDF Part A:</text>
<field name='x' top='103' left='110' width='80' height='16'/>
<text top='125' left='8' width='100' height='16'>SDF Part B:</text>
<field name='y' top='123' left='110' width='80' height='16'/>
<text top='145' left='8' width='100' height='16'>Value:</text>
<field name='val' top='143' left='110' width='80' height='16'/>
<text name='feedback' top='165' left='8' width='230' height='16'/>
<button name='exit' type='regular' top='185' left='122'>Exit</button>
<button name='set' type='regular' top='185' left='187'>Set</button>
</dialog>