From: Erik V. <eri...@xs...> - 2012-02-03 20:28:35
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I have pushed another commit regarding the handling of nonmodal dialogs, which has changed quite a lot. Many dialogs now derive from the NonModalDialog abstract class. All such dialogs have a key (or name), which must be unique in the context of one game. That key is used to recognize the dialogs for postprocessing, rather than the combination of dialog type and action type that was used so far in many cases. The keys should have a sensible name, so that recognition of which code handles which dialog should now be much easier. In particular a look at GameUIManager_18EU and GameUIManager should reveal how it all works, and how different dialogs can be chained easily. This mail is also intended to be a response to Martin's request to get a hand to deal with his 1880 dialogs. Hopefully a look at the current code will give him an easier start. Erik |