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binaries/data/mods/public/gui/summary/summary.xml
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<!-- Needs the colors from summary.js --> | <!-- Needs the colors from summary.js --> | ||||
<script file="gui/summary/layout.js"/> | <script file="gui/summary/layout.js"/> | ||||
<object hotkey="summary"> | |||||
<action on="Press">continueButton();</action> | |||||
</object> | |||||
<object hotkey="summary.nextpanel"> | |||||
<action on="Press">nextPanel(1);</action> | |||||
</object> | |||||
ffffffff: also close summary on cancel. (ESC) | |||||
Not Done Inline ActionsClosing dialogs with escape is a good idea. elexis: Closing dialogs with escape is a good idea.
Closing stacked pages with escape like the ingame… | |||||
Not Done Inline Actionsso whats ur decision ffffffff: so whats ur decision | |||||
Not Done Inline ActionsIn the definition of the cancel hotkey it says "Close all dialogs". If we want a hotkey switching GUI pages as opposed to closing dialogs, then it should be a different hotkey (like shift+escape) with a custom description. We know that continueButton() closes the current GUI page if we're ingame and switches the GUI pages unrecoverably otherwise. So the cancel hotkey could close the summary page if isInGame and don't do anything otherwise. elexis: In the definition of the cancel hotkey it says "Close all dialogs".
A dialog is a GUI object or… | |||||
Not Done Inline Actionsaway with it ffffffff: away with it | |||||
Not Done Inline ActionsNot away. but if (g_GameData.gui.isInGame), newline, continueButton(); elexis: Not away. but `if (g_GameData.gui.isInGame)`, newline, `continueButton();` | |||||
<object hotkey="summary.prevpanel"> | |||||
<action on="Press">nextPanel(-1);</action> | |||||
</object> | |||||
<object name="summaryWindow" | <object name="summaryWindow" | ||||
type="image" | type="image" | ||||
style="ModernWindow" | style="ModernWindow" | ||||
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also close summary on cancel. (ESC)