8b5b68585c
Anything not provided or defined by a skin will be used from the defined base skin, if specified. For example, if a skin provides a base_theme of "cartoon", any icons/buttons/etc. not provided by the skin will be pulled from "cartoon".
358 lines
18 KiB
XML
358 lines
18 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<!--
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Forest skin is based on Ocean skin
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Ocean skin by Dakal and Marianne Gagnon, released under creative-commons BY-SA 3.0+
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Except background.jpg, by elisee
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Except stars, by s@f
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To make your own skin, I suggest simply duplicating this file and modifying it as needed.
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There are two types of images : some will be simply stretched as a whole, others will
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have non-stretchable borders (you cannot choose which one you must use, it's hardcoded
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for each element type; though, as you will see below, for all "advanced stretching" images
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you can easily fake "simple stretch")
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All elements will have at least 2 properties :
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type="X" sets what you're skinning with this entry
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image="skinDirectory/imageName.png" sets which image is used for this element
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Most elements also support states :
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state="neutral"
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state="focused"
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state="down"
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You can thus give different looks for different states. Not all widgets support all states,
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see entries and comments below to know what's supported.
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Note that checkboxes are an exception and have the following styles :
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"neutral+unchecked"
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"neutral+checked"
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"focused+unchecked"
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"focused+checked"
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"deactivated+unchecked"
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"deactivated+checked"
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"Advanced stretching" images are split this way :
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+----+--------------------+----+
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+----+--------------------+----+
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+----+--------------------+----+
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+----+--------------------+----+
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The center border will be stretched in all directions. The 4 corners will not stretch at all.
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Horizontal borders will stretch horizontally, verticallt borders will stretch vertically.
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Use properties left_border="X" right_border="X" top_border="X" bottom_border="X" to specify
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the size of each border in pixels (setting all borders to '0' makes the whole image scaled).
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In some cases, you may not want vertical stretching to occur (like if the left and right sides
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of the image must not be stretched vertically, e.g. for the spinner). In this case, pass
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parameter preserve_h_aspect_ratios="true" to make the left and right areas stretch by keeping
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their aspect ratio.
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Some components may fill the full inner area with stuff; others will only take a smaller
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area at the center. To adjust for this, there are properties "hborder_out_portion" and "vborder_out_portion"
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that take a float from 0 to 1, representing the percentage of each border that goes out of the widget's
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area (this might include stuff like shadows, etc.). The 'h' one is for horizontal borders,
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the 'v' one is for vertical borders.
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Finnally : the image is split, as shown above, into 9 areas. In some cases, you may not want
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all areas to be rendered. Then you can pass parameter areas="body+left+right+top+bottom"
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and explicitely specify which parts you want to see. The 4 corner areas are only visible
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when the border that intersect at this corner are enabled.
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When there is a common="y" with image tag, the image will be loaded only from data/skins/common in stk-code.
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Any information not specified in this theme will be inherited from the specified base theme,
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if any. To specify a base theme, add base_theme="themename" to the <skin> tag.
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To use an icon theme, place the replacement icons (PNG or SVG) into [skin folder]/data/gui/icons
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STK will prefer these icons first, if not found it will fallback to icons from the base theme(s).
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-->
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<skin name="Forest" author="Benau" base_theme="peach">
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<!--
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Here you can configure advanced theming rules for this skin
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For TTF specify the list like the following, for normal and digit ttf it will be added at the beginning of the
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font list in STK, so those TTF will be used first, and any missing characters will be rendered from the base
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theme font list. For color emoji ttf it will replace the base theme color emoji directly. You are not required
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to specify all types of ttf.
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<advanced normal_ttf="xxx.ttf yyy.ttf"
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digit_ttf="zzz.ttf"
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color_emoji_ttf="www.ttf"/>
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-->
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<!-- Stateless -->
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<element type="background" common="y" image="background.jpg" />
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<element type="bottom-bar" common="y" image="bottom_bar.png" />
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<element type="achievement-message" image="achievement.png"
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left_border="128" right_border="13" top_border="13" bottom_border="13"
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preserve_h_aspect_ratios="true" hborder_out_portion="0.3" vborder_out_portion="0"/>
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<element type="friend-message" image="friend.png"
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left_border="128" right_border="13" top_border="13" bottom_border="13"
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preserve_h_aspect_ratios="true" hborder_out_portion="0" vborder_out_portion="0"/>
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<element type="error-message" image="error.png"
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left_border="128" right_border="13" top_border="13" bottom_border="13"
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preserve_h_aspect_ratios="true" hborder_out_portion="0" vborder_out_portion="0"/>
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<element type="generic-message" image="generic.png"
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left_border="128" right_border="13" top_border="13" bottom_border="13"
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preserve_h_aspect_ratios="true" hborder_out_portion="0" vborder_out_portion="0"/>
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<element type="button" state="neutral" image="glassbutton.png"
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left_border="13" right_border="13" top_border="13" bottom_border="13"
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hborder_out_portion="0" vborder_out_portion="0"/>
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<element type="button" state="focused" image="glassbutton_focused.png"
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left_border="13" right_border="13" top_border="13" bottom_border="13"
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hborder_out_portion="0" vborder_out_portion="0"/>
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<element type="button" state="deactivated" common="y" image="glassbutton_deactivated.png"
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left_border="13" right_border="13" top_border="13" bottom_border="13"
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hborder_out_portion="0" vborder_out_portion="0"/>
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<!-- TODO : buttons could support 'pressed' state -->
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<element type="textbubble" state="neutral" image="textbubble.png"
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left_border="13" right_border="13" top_border="13" bottom_border="13"
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hborder_out_portion="0.7" vborder_out_portion="0.3" />
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<element type="textbubble" state="focused" image="textbubble2.png"
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left_border="13" right_border="13" top_border="13" bottom_border="13"
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hborder_out_portion="0.7" vborder_out_portion="0.3" />
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<element type="progress" state="fill" image="glasssgauge_fill.png"
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left_border="5" right_border="5" top_border="5" bottom_border="5" />
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<element type="progress" state="neutral" common="y" image="progress_bg.png"
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left_border="31" right_border="31" top_border="15" bottom_border="15" />
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<element type="tab" state="neutral" image="glasstab.png"
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left_border="11" right_border="11" top_border="6" bottom_border="10"
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preserve_h_aspect_ratios="false" hborder_out_portion="0.0" vborder_out_portion="0.0"
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h_inner_padding="0" v_inner_padding="0" h_margin="0" v_margin="0" />
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<element type="tab" state="focused" image="glasstab_focus.png"
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left_border="11" right_border="11" top_border="6" bottom_border="10"
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preserve_h_aspect_ratios="false" hborder_out_portion="0.0" vborder_out_portion="0.0"
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h_inner_padding="0" v_inner_padding="0" h_margin="0" v_margin="0" />
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<element type="tab" state="down" image="glasstab.png"
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left_border="11" right_border="11" top_border="6" bottom_border="10"
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preserve_h_aspect_ratios="false" hborder_out_portion="0.0" vborder_out_portion="0.0"
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h_inner_padding="0" v_inner_padding="0" h_margin="0" v_margin="0" />
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<element type="verticalTab" state="neutral" image="glasstab_vert.png"
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left_border="10" right_border="10" top_border="10" bottom_border="10"
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preserve_h_aspect_ratios="false" hborder_out_portion="0.0" vborder_out_portion="0.0"
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h_inner_padding="0" v_inner_padding="0" h_margin="0" v_margin="0" />
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<element type="verticalTab" state="focused" image="glasstab_vert_focus.png"
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left_border="10" right_border="10" top_border="10" bottom_border="10"
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preserve_h_aspect_ratios="false" hborder_out_portion="0.0" vborder_out_portion="0.0"
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h_inner_padding="0" v_inner_padding="0" h_margin="0" v_margin="0" />
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<element type="verticalTab" state="down" image="glasstab_vert.png"
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left_border="10" right_border="10" top_border="10" bottom_border="10"
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preserve_h_aspect_ratios="false" hborder_out_portion="0.0" vborder_out_portion="0.0"
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h_inner_padding="0" v_inner_padding="0" h_margin="0" v_margin="0" />
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<!-- Stateless -->
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<element type="squareFocusHaloBW" common="y" image="glass_square_focused_bw.png"
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left_border="6" right_border ="6" top_border="6" bottom_border="6"
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hborder_out_portion="1.0" />
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<element type="squareFocusHalo1" common="y" image="glass_square_focused_green.png"
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left_border="6" right_border ="6" top_border="6" bottom_border="6"
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hborder_out_portion="1.0" />
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<element type="squareFocusHalo2" common="y" image="glass_square_focused_yellow.png"
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left_border="6" right_border ="6" top_border="6" bottom_border="6"
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hborder_out_portion="1.0" />
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<element type="squareFocusHalo3" common="y" image="glass_square_focused_red.png"
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left_border="6" right_border ="6" top_border="6" bottom_border="6"
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hborder_out_portion="1.0" />
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<element type="squareFocusHalo4" common="y" image="glass_square_focused_cyan.png"
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left_border="6" right_border ="6" top_border="6" bottom_border="6"
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hborder_out_portion="1.0" />
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<element type="squareFocusHalo5" common="y" image="glass_square_focused_pink.png"
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left_border="6" right_border ="6" top_border="6" bottom_border="6"
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hborder_out_portion="1.0" />
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<!-- Stateless. No splitting into 9 areas is done; the image is just resized. -->
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<element type="selectionHalo" image="bubble.png" />
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<element type="focusHalo" image="glass_iconhighlight_focus.png" />
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<element type="spinner" state="neutral" common="y" image="glassspinner.png"
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left_border="110" right_border="110" top_border="0" bottom_border="36"
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preserve_h_aspect_ratios="true" hborder_out_portion="0.0" />
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<element type="spinner" state="focused" image="glassspinner_focus.png"
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left_border="110" right_border="110" top_border="0" bottom_border="36"
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preserve_h_aspect_ratios="true" hborder_out_portion="0.0" />
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<element type="spinner" state="deactivated" common="y" image="glassspinner_deactivated.png"
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left_border="110" right_border="110" top_border="0" bottom_border="36"
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preserve_h_aspect_ratios="true" hborder_out_portion="0.0" />
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<!-- color spinner in kart color selection -->
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<element type="spinner_rainbow" state="neutral" image="spinner_rainbow.png"
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left_border="104" right_border="104" top_border="0" bottom_border="36"
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preserve_h_aspect_ratios="true" hborder_out_portion="0.0" common="y"/>
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<element type="spinner_rainbow" state="focused" image="spinner_rainbow_focus.png"
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left_border="104" right_border="104" top_border="0" bottom_border="36"
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preserve_h_aspect_ratios="true" hborder_out_portion="0.0" common="y"/>
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<element type="spinner_rainbow" state="deactivated" image="spinner_rainbow_deactivated.png"
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left_border="104" right_border="104" top_border="0" bottom_border="36"
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preserve_h_aspect_ratios="true" hborder_out_portion="0.0" common="y"/>
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<!-- player name spinner color in multiplayer-->
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<element type="spinner1" state="neutral" common="y" image="glass_square_green.png"
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left_border="110" right_border="110" top_border="0" bottom_border="36"
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preserve_h_aspect_ratios="true" hborder_out_portion="0.0" />
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<element type="spinner2" state="neutral" common="y" image="glass_square_yellow.png"
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left_border="110" right_border="110" top_border="0" bottom_border="36"
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preserve_h_aspect_ratios="true" hborder_out_portion="0.0" />
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<element type="spinner3" state="neutral" common="y" image="glass_square_red.png"
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left_border="110" right_border="110" top_border="0" bottom_border="36"
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preserve_h_aspect_ratios="true" hborder_out_portion="0.0" />
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<element type="spinner4" state="neutral" common="y" image="glass_square_cyan.png"
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left_border="110" right_border="110" top_border="0" bottom_border="36"
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preserve_h_aspect_ratios="true" hborder_out_portion="0.0" />
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<element type="spinner5" state="neutral" common="y" image="glass_square_pink.png"
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left_border="110" right_border="110" top_border="0" bottom_border="36"
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preserve_h_aspect_ratios="true" hborder_out_portion="0.0" />
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<!-- This one is a bit special. Only area(s) LEFT and/or RIGHT will be rendered. They will be overlaid
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on top of the spinner's background -->
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<element type="spinner" state="down" image="glassspinner_down.png"
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left_border="110" right_border="110" top_border="0" bottom_border="36"
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preserve_h_aspect_ratios="true" hborder_out_portion="0.0" />
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<!-- For checkboxes, no splitting into 9 areas is done; the image is just stretched -->
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<element type="checkbox" state="neutral+unchecked" image="glasscheckbox.png"/>
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<element type="checkbox" state="neutral+checked" image="glasscheckbox_checked.png"/>
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<element type="checkbox" state="focused+unchecked" image="glasscheckbox_focus.png"/>
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<element type="checkbox" state="focused+checked" image="glasscheckbox_checked_focus.png"/>
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<element type="checkbox" state="deactivated+unchecked" common="y" image="glasscheckbox_deactivated.png"/>
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<element type="checkbox" state="deactivated+checked" common="y" image="glasscheckbox_checked_deactivated.png"/>
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<!-- are always in neutral state for now. No splitting into 9 areas is done; the image is just stretched.
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Note: the body of a guage is the same as for for spinners. -->
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<element type="gaugefill" image="glasssgauge_fill.png" />
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<element type="gaugefillrainbow" common="y" image="gauge_fill_rainbow.png" />
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<!-- Lists are always in neutral state for now -->
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<element type="list" common="y" image="glass_section.png"
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left_border="15" right_border="15" top_border="7" bottom_border="7"
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hborder_out_portion="0.0" vborder_out_portion="0.0" />
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<element type="listitem" state="focused" image="select.png"
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left_border="0" right_border="0" top_border="0" bottom_border="0"
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hborder_out_portion="0.0" vborder_out_portion="0.0" />
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<!-- Scrollbars. Background and thumb have no state (always neutral state).
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The buttons are the top and bottom arrows. Image must be top arrow, will
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be mirrorred for bottom. Buttons can be in neutral or down state.
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Advanced stretching is only used for the background and thumb. -->
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<element type="scrollbar_background" common="y" image="scrollbar_bg.png"
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left_border="7" right_border="7" top_border="7" bottom_border="7"
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hborder_out_portion="0.0" vborder_out_portion="0.0" />
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<element type="scrollbar_thumb" image="scrollbar_thumb.png"
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left_border="7" right_border="7" top_border="7" bottom_border="7"
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hborder_out_portion="-1.0" vborder_out_portion="-1.0" />
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<element type="scrollbar_button" common="y" image="scrollbar_btn.png" />
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<element type="scrollbar_button" state="down" image="scrollbar_btn_down.png" />
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<element type="left_arrow" state="neutral" common="y" image="left_arrow.png" />
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<element type="right_arrow" state="neutral" common="y" image="right_arrow.png" />
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<element type="left_arrow" state="focus" image="left_arrow_focus.png" />
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<element type="right_arrow" state="focus" image="right_arrow_focus.png" />
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<element type="list_header" state="neutral" common="y" image="table_header.png" />
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<element type="list_sort_up" state="neutral" common="y" image="list_sort_up.png" />
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<element type="list_sort_down" state="neutral" common="y" image="list_sort_down.png" />
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<element type="list_header" state="down" image="table_header_down.png" />
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<!-- Stateless -->
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<element type="section" common="y" image="glass_section.png"
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left_border="15" right_border="15" top_border="15" bottom_border="15"
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hborder_out_portion="0.0" vborder_out_portion="0.0" />
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<element type="section" state="selected" image="glassbutton_focused.png"
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left_border="15" right_border="15" top_border="15" bottom_border="15"
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hborder_out_portion="0.0" vborder_out_portion="0.0" />
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<!-- Stateless -->
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<element type="rounded_section" common="y" image="glass_rsection.png"
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left_border="15" right_border="15" top_border="15" bottom_border="15"
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hborder_out_portion="0.0" vborder_out_portion="0.0" />
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<!-- Stateless -->
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<element type="window" common="y" image="dialog.png"
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left_border="7" right_border="7" top_border="7" bottom_border="7"
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hborder_out_portion="1.0" vborder_out_portion="0.2" />
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<!-- Stateless -->
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<element type="tooltip" common="y" image="tooltip.png"
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left_border="10" right_border="10" top_border="10" bottom_border="10"
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hborder_out_portion="1.0" vborder_out_portion="1.0" />
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<!-- Colors -->
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<color type="text" state="neutral" r="0" g="0" b="0" />
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<color type="brighttext" state="neutral" r="0" g="160" b="70" />
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<!-- For highlighted items, e.g. in list -->
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<color type="text" state="focused" r="255" g="255" b="255" />
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<!-- Color used in the credits -->
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<color type="credits_text" state="neutral" r="0" g="55" b="0" />
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<!-- Color used for emphasized items in e.g. lists -->
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<color type="emphasis_text" state="neutral" r="0" g="0" b="180" />
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<color type="emphasis_text" state="focused" r="0" g="0" b="160" />
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<!-- Color used for red/blue items in list (e.g. player team color in networking) -->
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<color type="list_blue" state="neutral" r="0" g="0" b="255" />
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<color type="list_blue" state="focused" r="0" g="0" b="255" />
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<color type="list_red" state="neutral" r="255" g="0" b="0" />
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<color type="list_red" state="focused" r="255" g="0" b="0" />
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<!-- Color used to fade out background when a dialog is shown -->
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<color type="dialog_background" state="neutral" a="120" r="0" g="0" b="0" />
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<!-- Color used for tips in the loading screen -->
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<color type="tips_background" state="neutral" a="120" r="0" g="0" b="0" />
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<!-- Text field color -->
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<color type="text_field" state="background" a="255" r="200" g="200" b="200" />
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<color type="text_field" state="background_focused" a="255" r="223" g="250" b="245" />
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<color type="text_field" state="background_deactivated" a="255" r="200" g="200" b="200" />
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<color type="text_field" state="background_marked" a="128" r="30" g="80" b="40" />
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<color type="text_field" state="neutral" a="255" r="138" g="138" b="138" />
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<color type="text_field" state="focused" a="255" r="80" g="240" b="80" />
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<color type="text_field" state="deactivated" a="255" r="138" g="138" b="138" />
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<!-- Rating star image -->
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<element type="rating" state="neutral" common="y" image="rating_star.png" />
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<!-- Font color -->
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<color type="font" state="top" a="255" r="60" g="230" b="150" />
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<color type="font" state="bottom" a="255" r="80" g="190" b="0" />
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<color type="font" state="normal" a="255" r="100" g="160" b="130" />
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</skin>
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