Quest dialogs: stay centred, clickable, closable with Esc
- Quest dialogs are tooltips. A tooltip now keeps the offset it gets when it becomes visible (the hovered window's, or centred for dialogs) and records it for hit tests; its own event handler is shifted too. Hidden windows no longer count as hovered. - Esc closes a visible dialog the way its answer buttons do: hide, then cDialogManager::Answer with no answer (ends the input lock, nothing chosen). - Autotest can select a save game row (-Save). - Names for the UI manager, tooltip and dialog functions. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -167,3 +167,10 @@
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0x00536f20 cCreature::DistanceTo # (object id)
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0x00ad1c60 g_nearbyCreatures # {object id, ?} x g_nearbyCreatureCount, creatures near the player
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0x00ad1b48 g_nearbyCreatureCount
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0x0049a090 cDialogManager::Answer # (owner, answer): cEvent_creature 0x10c to all heroes (ends the dialog lock); answers < 100000 -> quest script 0x46bd80
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0x006e7120 cUI_Tooltip::HandleEvent # dialog answers: click on an entry (+0x2188 list) -> hide, cDialogManager::Answer
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0x0075a870 cUI_Manager::TooltipCreate # a panel from the pool at +0x124
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0x00756ba0 cUI_Manager::HandleEsc
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0x00731ee0 cUI_Control2::ClearFlags # (flags): bit 0 = visible (hide)
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0x00aaaf00 g_dialogManager
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0x006360e0 cRecordCache::Get # map at +0xde5c, LRU (see docs/performance.md)
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