0f3518e71b
* Initial SplitScreen All are upside down and player 1, 5 player does 6 even... * Working version of splitscreen * black screen fix * te fix * Update race_gui.cpp * Change item * wrong way fix and refactorings * Fix icon scale, cleaning code for lap count * Remove tabs * Add settings option * Fix FOV Right now the FOV gradually decreases when going from 1,2,3,4 players. Then after 4 players it wont drop any lower. This behaviour can easily be replaced in the future * Prevent overflow * Unlimited splitscreen * Space out duplicate skins across additional players * Update stk_config.cpp * Update irr_driver.cpp * Update options_screen_ui.cpp * Update irr_driver.cpp * Update options_screen_ui.cpp * Update race_gui.cpp * Update irr_driver.cpp * Fix for empty pixels at edges * Fix referring to template not int * Fix compile errors * Progress towards fixing selection screen * Begin process for selections * Fix selection screen for >4 people Important GUI changes included * Disable changing rows/cols ingame * fix sp related crash * Styling fixes
274 lines
14 KiB
Plaintext
274 lines
14 KiB
Plaintext
<!--
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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 osme 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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-->
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<skin name="Forest" author="Benau">
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<!-- Stateless -->
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<element type="background" image="forest/background.jpg" />
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<element type="achievement-message" image="forest/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="forest/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="forest/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="forest/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="forest/glassbutton.png"
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left_border="13" 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="focused" image="forest/glassbutton_focused.png"
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left_border="13" 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="deactivated" image="forest/glassbutton_deactivated.png"
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left_border="13" 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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<!-- TODO : buttons could support 'pressed' state -->
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<element type="textbubble" state="neutral" image="forest/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="forest/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="forest/glasssgauge_fill.png"
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left_border="20" right_border="20" top_border="0" bottom_border="0"
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preserve_h_aspect_ratios="true" />
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<element type="progress" state="neutral" image="forest/scrollbar_bg.png"
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left_border="31" right_border="31" top_border="15" bottom_border="15"
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preserve_h_aspect_ratios="true" />
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<element type="tab" state="neutral" image="forest/glasstab.png"
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left_border="75" right_border="75" top_border="0" bottom_border="15"
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hborder_out_portion="0.2" />
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<element type="tab" state="focused" image="forest/glasstab_focus.png"
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left_border="75" right_border="75" top_border="0" bottom_border="15"
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hborder_out_portion="0.2" />
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<element type="tab" state="down" image="forest/glasstab_down.png"
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left_border="75" right_border="75" top_border="0" bottom_border="15"
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hborder_out_portion="0.2" />
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<!-- Stateless -->
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<element type="squareFocusHaloBW" image="forest/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="squareFocusHalo" image="forest/glass_square_focused.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" image="forest/glass_square_focused2.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" image="forest/glass_square_focused3.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" image="forest/glass_square_focused4.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="forest/bubble.png" />
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<element type="focusHalo" image="forest/glass_iconhighlight_focus.png" />
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<element type="spinner" state="neutral" image="forest/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="forest/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" image="forest/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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<!-- player name spinner color in multiplayer-->
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<element type="spinner1" state="neutral" image="forest/glass_square1.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" image="forest/glass_square2.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" image="forest/glass_square3.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" image="forest/glass_square4.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="forest/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="forest/glasscheckbox.png"/>
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<element type="checkbox" state="neutral+checked" image="forest/glasscheckbox_checked.png"/>
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<element type="checkbox" state="focused+unchecked" image="forest/glasscheckbox_focus.png"/>
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<element type="checkbox" state="focused+checked" image="forest/glasscheckbox_checked_focus.png"/>
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<element type="checkbox" state="deactivated+unchecked" image="forest/glasscheckbox_deactivated.png"/>
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<element type="checkbox" state="deactivated+checked" image="forest/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="forest/glasssgauge_fill.png" />
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<!-- Lists are always in neutral state for now -->
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<element type="list" image="forest/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="forest/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 not used here.
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-->
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<element type="scrollbar_background" image="forest/scrollbar_bg.png" />
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<element type="scrollbar_thumb" image="forest/scrollbar_thumb.png" />
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<element type="scrollbar_button" image="forest/scrollbar_btn.png" />
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<element type="scrollbar_button" state="down" image="forest/scrollbar_btn_down.png" />
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<element type="left_arrow" state="neutral" image="forest/left_arrow.png" />
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<element type="right_arrow" state="neutral" image="forest/right_arrow.png" />
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<element type="left_arrow" state="focus" image="forest/left_arrow_focus.png" />
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<element type="right_arrow" state="focus" image="forest/right_arrow_focus.png" />
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<element type="list_header" state="neutral" image="forest/table_header.png" />
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<element type="list_sort_up" state="neutral" image="forest/list_sort_up.png" />
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<element type="list_sort_down" state="neutral" image="forest/list_sort_down.png" />
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<element type="list_header" state="down" image="forest/table_header_down.png" />
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<!-- Stateless -->
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<element type="section" image="forest/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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<!-- Stateless -->
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<element type="rounded_section" image="forest/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" image="forest/dialog.png"
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left_border="7" right_border="7" top_border="50" bottom_border="50"
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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" image="forest/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 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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<!-- 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="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" image="forest/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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