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INI File | 2000-06-13 | 15.8 KB | 434 lines |
- ;///////////////////////////////////////
- ;// GUIGUI SKIN INI FILE
- ;// FORMAT:
- ;// Each section refers to a specific UI element on the screen.
- ;// All sections have the same data key names. Which means (if you
- ;// are paying attention) is that you can define offsets and text
- ;// colors for radio buttons and etc (now what happens if you do this
- ;// depends on how the guigui lib is written).
- ;// Key data:
- ;// Graphic=filename the bitmap. Each UI type has a different number
- ;// of images in them.
- ;// or Graphic=filename1,filename2,... the bitmaps, one per each state.
- ;// ScalingMode=Edge|Stretch| if Edge, then EdgeMargins is used.
- ;// None defaults to Stretch, which scale to fit.
- ;// NOT used for radio, cheboxes, titlebar buttons
- ;// EdgeMargins=t,b,l,r if ScalingMode=Edge, then these values are used
- ;// to compute corners that are NOT scaled; the bits
- ;// in between are scaled to fit.
- ;// Offset=x,y If set, deviate from the Windows default offset for this item.
- ;// This is applied to the upper-left orgin of this object.
- ;// Exception: titlebar buttons are applied from the upper-RIGHT pos.
- ;// Adjustment=t,b,l,r If set, modify the top/bottom/left/right of the control's
- ;// rectangle by these amounts. Generally usefull for groupboxes.
- ;// TextColor-?=hexvalue If set, deviate from the Windows default color for
- ;// this text. The ? applies to the image index (display mode)
- ;// thus if the object has 2 images, -0 and -1 are used. If
- ;// 5 images, -0 through -4 are used. Not applied if the object
- ;// has no text. Note that for buttons that give you a focus
- ;// box, this will also affect the color of THAT dashed gizmo.
- ;// DrawMode=Transparent|Backcolor|Solid By default, Transparent is used so that the dialog
- ;// bitmap can be seen through - GUIgui will do a layered
- ;// draw with the background bitmap. If you have a graphic that
- ;// does not use the transparent color, or if you want
- ;// a performance increase, use Backcolor, which uses the
- ;// dialog background color, which for small transparent areas,
- ;// should be cool. Backcolor is not recommended for bitmaps
- ;// with large transparent areas, since they will show up icky.
- ;// If you have NO transparent colors in the bitmap, use Solid
- ;// for a performance increase.
- ;//
-
- [Skin]
- Name=G
- MinVersion=0.0
-
-
- ;// Pushbuttons have 5 images.
- ;// 0=normal, 1=pressed (down), 2=disabled, 3=has focus (selected, focus box),
- ;// 4=default button in dialog
- [Pushbutton]
- Graphic=./Ares/GButton.bmp
- ScalingMode=Edge
- ;ScalingMode=Stretch
- EdgeMargins=4,9,4,13
- TextColor-0=FFFFFF
- TextColor-1=EEEEEE
- TextColor-2=C0C0C0
- TextColor-3=FFFF90
- TextColor-4=90FFFF
-
-
- ;// Checkboxes have 4 images.
- ;// 0=unchecked, 1=checked, 2=disabled unchecked, 3=disabled checked.
- ;// Note that the disabled images are used when the user is transitioning from checked
- ;// to unchecked and vice-versa.
- ;// Tristate checkboxes are drawn with a 50% background blend of the checked state
- ;// Streching and scaling are not done here.
- ;// Note that we are using this one as a demo of how to do multiple images for the states.
- ;// This is a long line, so scroll over.
- [Checkbox]
- Graphic=./Ares/GCheck.bmp
- TextColor-0=806000
- TextColor-1=000000
-
-
- ;// Radiobuttons have 4 images.
- ;// 0=unselected, 1=selected, 2=disabled unselected, 3=disabled selected.
- ;// Note that the disabled images are used when the user is transitioning from selected
- ;// to unselected and vice-versa.
- ;// Streching and scaling are not done here.
- [Radiobutton]
- Graphic=./Ares/GRadio.bmp
- TextColor-0=806000
- TextColor-1=000000
-
-
- ;// Progress bars have 2 images.
- ;// 0=background (unfilled area), 1=progress (filled area)
- ;// Edge and scaling mode are used here, so if you have a beveled bar, you need
- ;// to define it right.
- ;// Progress bars do not have text.
- ;// You should always use Backcolor for progress bars to cut down on flicker
- [ProgressBar]
- Graphic=./Ares/GProgressBar.bmp
- ScalingMode=Edge
- ;ScalingMode=Stretch
- EdgeMargins=2,3,3,4
- DrawMode=Solid
-
- [ProgressBar-Ick]
- Graphic=./Ares/GProgressBar-Volume-Back.bmp,./Ares/GProgressBar-Volume-Front.bmp
- ScalingMode=Edge
- ;ScalingMode=Stretch
- EdgeMargins=2,2,2,2
-
-
-
- ;// Static text items do not have any bitmaps, but do have colors.
- ;// 0 is normal, 1 is disabled.
- ;// If you do not define them, it uses the default system colors.
- [Static text]
- TextColor-0=000000
- TextColor-1=7B5B7B
-
-
-
- ;// Groupboxes basically are a window frame, so we just treat it the same.
- ;// Groupboxes have two states: 0 is normal, 1 is disabled. They do not
- ;// have a focus style.
- ;// The text can be drawn in different colors, of course.
-
- ;// The graphic for the text area is used to fill in the background. It is
- ;// generally not used, but can be!
- ;// Offset is used to position the text within the graphic area (or within
- ;// the actual top frame).
- ;// Note the Adjustment's are used in the top and bottom edges to account for the width
- ;// of the left and right graphic.
-
- [Groupbox Top Edge]
- Graphic=./Ares/GGroup-Top.bmp,./Ares/GGroup-Top.bmp
- ScalingMode=Edge
- EdgeMargins=2,3,10,13
- Adjustment=0,0,4,-4
- DrawMode=Transparent
-
- ;// The title text for the groupbox may optionally have a background text graphic.
- ;// The graphic is positioned, drawn, and then the text is positioned relative to THIS
- ;// graphic and then drawn. If no graphic is defined, then the text is positioned relative
- ;// to the Top Edge (ie: no TTB, no offset, duh)
- ;// Note that you can have an offset and adjustment even if there is no graphic!
- [Groupbox Title Text Background]
- ;Graphic=GGroup-Text.bmp,GGroup-Text.bmp
- ;ScalingMode=Edge
- ;EdgeMargins=4,4,3,4
- Offset=4,1
- DrawMode=Solid
-
- ;// Offset is used to position the text
- [Groupbox Title Text]
- TextColor-0=FFFFFF
- TextColor-1=7B5B7B
- ;Offset=3,0
- ;Adjustment=-1,1,0,0
-
- [Groupbox Bottom Edge]
- Graphic=./Ares/GGroup-Bottom.bmp,./Ares/GGroup-Bottom.bmp
- ScalingMode=Edge
- EdgeMargins=1,1,1,1
- Adjustment=0,0,4,-4
-
- [Groupbox Left Edge]
- Graphic=./Ares/GGroup-Left.bmp,./Ares/GGroup-Left.bmp
- ScalingMode=Edge
- EdgeMargins=20,5,0,0
- ;Adjustment=4,0,0,0
-
- [Groupbox Right Edge]
- Graphic=./Ares/GGroup-Right.bmp,./Ares/GGroup-Right.bmp
- ScalingMode=Edge
- EdgeMargins=20,5,0,0
- ;Adjustment=4,0,0,0
-
-
-
- ;// Trackbars come in lots of flavors. LR, TB, different types of pointers,
- ;// hash marks, etc. So you have to define a wad of stuff, and the actual logic
- ;// can get pretty hairy.
- ;// Note that for this we do not currently deal with the TICKS style.
- ;// Most applications will not care about the size and shape of the actual slider.
- ;// However, there is support for changing the size of the slider if you use
- ;// TBS_FIXEDLENGTH. We do not currently support this, but will probably do so
- ;// in the future.
- ;// If any of the following are used in the style, we do not hook:
- ;// TBS_FIXEDLENGTH
-
-
- ;// The channel comes in two styles: Left/Right and Top/Bottom, each having 3
- ;// images: 0=unselected, 1=selected, 2=disabled
- ;// Note that the channel is centered OVER the place that Windows will use.
- ;// If you want to adjust this, change the Offset value.
- ;// Suggest using Solid drawmode in order to stop flicker; we don't here in order
- ;// to show the transparent
- [Trackbar LR Channel]
- Graphic=./Ares/GTrackbar-LR-Back.bmp
- Offset=0,0
- ScalingMode=Edge
- EdgeMargins=2,2,2,2
- DrawMode=Transparent
-
- ;// To see the effect of solid vs transparent, open the Slider test dialog and notice the flicker
- ;// in the lr vs tb sliders with selection areas.
- [Trackbar TB Channel]
- Graphic=./Ares/GTrackbar-TB-Back.bmp
- Offset=0,0
- ScalingMode=Edge
- EdgeMargins=2,2,2,2
- DrawMode=Solid
-
- ;// Trackbars also can have a "selection" (which is never used by anyone as far
- ;// as we can tell) that highlights a section. Recommend NOT using the Offset
- ;// for this, but DO use the Adjustment to shrink the top & bottom inwards.
- ;// This is drawn overtop of the Channel graphic.
- ;// Always use Solid drawmode in order to stop flicker unles you have transparents.
- [Trackbar LR Channel Selection]
- Graphic=./Ares/GTrackbar-LR-Back-Sel.bmp
- Offset=0,0
- Adjustment=3,-3,0,1
- ScalingMode=Edge
- EdgeMargins=1,1,1,1
- DrawMode=Solid
-
- [Trackbar TB Channel Selection]
- Graphic=./Ares/GTrackbar-TB-Back-Sel.bmp
- Offset=0,0
- Adjustment=0,1,3,-3
- ScalingMode=Edge
- EdgeMargins=1,1,1,1
- DrawMode=Solid
-
- ;// The selecting control on the trackbar is referred to as the Slider,
- ;// which is similar to the scrollbar. Generally, the control is a rectangle
- ;// that is stretched to fit. However, you can define a shape that does not
- ;// stretch (like a pancake) so that it does not resize up.
- ;// Note that the thumb is also is centered OVER the place that Windows will use.
- ;// If you want to adjust this, change the Offset value.
- ;// Thumbs have 3 images: 0=unselected, 1=selected, 2=disabled
- [Trackbar LR Slider]
- Graphic=./Ares/GTrackbar-LR-Slider.bmp
- Offset=0,0
- ScalingMode=None
-
- [Trackbar TB Slider]
- Graphic=./Ares/GTrackbar-TB-Slider.bmp
- Offset=0,0
- ScalingMode=None
-
- ;// Optional slider used when "Point" is set to Top. If not set, defer to base.
- [Trackbar LR Slider TopPoint]
- Graphic=./Ares/GTrackbar-LR-Slider-TP.bmp
- Offset=0,0
- ScalingMode=None
-
- ;// Optional slider used when "Point" is set to Bottom. If not set, defer to base.
- [Trackbar LR Slider BottomPoint]
- Graphic=./Ares/GTrackbar-LR-Slider-BP.bmp
- Offset=0,0
- ScalingMode=None
-
- ;// Optional slider used when "Point" is set to Left. If not set, defer to base.
- [Trackbar TB Slider LeftPoint]
- Graphic=./Ares/GTrackbar-TB-Slider-LP.bmp
- Offset=0,0
- ScalingMode=None
-
- ;// Optional slider used when "Point" is set to Right. If not set, defer to base.
- [Trackbar TB Slider RightPoint]
- Graphic=./Ares/GTrackbar-TB-Slider-RP.bmp
- Offset=0,0
- ScalingMode=None
-
- ;// Window title backgrounds have 2 images
- ;// 0=active state, 1=inactive state.
- ;// Backgrounds do not have text.
- ;// Offset is used to determine where to place the icon and Title Text Background at,
- ;// relative to THIS bitmap. The icon is placed first, then the TTB after that (+Y ignored).
- ;// If there is no icon, then the TTB is placed at the offset position.
- [Window Title Background]
- Graphic=./Ares/GWindowTitleBackground.bmp
- ScalingMode=Edge
- ;ScalingMode=Stretch
- EdgeMargins=2,3,10,13
- Offset=7,2
- DrawMode=Solid
-
-
- ;// Window title texts have 2 images
- ;// 0=active state, 1=inactive state.
- ;// Offset is used to place where the text is at, relative to THIS bitmap.
- ;// This bitmap is always placed to the right of the icon (if any) of the title background,
- ;// and extends to the edge of the window, or if there are system buttons in the titlebar,
- ;// to the leftmost edge of these.
- ;// Define text color for -0 and -1 (active,inactive) so that your users can be happy.
- [Window Title Text]
- Graphic=./Ares/GWindowTextBackground.bmp
- ScalingMode=Edge
- ;ScalingMode=Stretch
- EdgeMargins=2,2,1,5
- Offset=2,2
- TextColor-0=FFFFFF
- TextColor-1=5B5B5B
- DrawMode=Solid
-
-
- ;// Windows titlebars may optionally have a button background area.
- ;// This is useful when you have a titlebar bitmap that has a distint area
- ;// that the buttons go, but you want a division edge on it.
- ;// 0=active state, 1=inactive state.
- ;// Offset is used to place this bitmap relative to the rightmost edge of the titlebar
- ;// bitmap. This is generally used to adjust the left-edge of this border to line up with
- ;// the text or title background graphics.
- ;// Define text color for -0 and -1 (active,inactive) so that your users can be happy.
- [Window Title Button Background]
- Graphic=./Ares/GWindowButtonsBackground.bmp
- ScalingMode=Edge
- ;ScalingMode=Stretch
- EdgeMargins=2,2,5,1
- Offset=0,0
- DrawMode=Solid
-
-
- ;// Window close button (the X box) has 6 images.
- ;// 0=active window, up. 1=active window, down. 2=active window, transition/rollover
- ;// 3=inactive window, up. 4=inactive window, down. 5=inactive window, transition/rollover
- ;// Offset is used to place the bitmap RELATIVE to the the TOP RIGHT EDGE of the window's
- ;// titlebar. Be sure to account for the width of the bitmap.
- ;// There is no disabled state.
- ;// Windows title buttons do not have text.
- [Window Close]
- Graphic=./Ares/GWindowClose.bmp
- Offset=-10,3
- DrawMode=Transparent
-
-
-
- ;// Window minimize button (the underline box) also has 6 images.
- ;// 0=active window, up. 1=active window, down. 2=active window, transition/rollover
- ;// 3=inactive window, up. 4=inactive window, down. 5=inactive window, transition/rollover
- ;// Offset is used to place the bitmap RELATIVE to the the TOP RIGHT EDGE of the window's
- ;// titlebar. Be sure to account for the width of the bitmap.
- ;// There is no disabled state.
- ;// Windows title buttons do not have text.
- [Window Minimize]
- Graphic=./Ares/GWindowMin.bmp
- Offset=-32,3
- DrawMode=Transparent
-
-
-
- ;// Window maximize button (the open/stacked boxes box) also has 6 images. This is almost
- ;// the same as the other two buttons, however, this button is a toggle between 0/2 & 3/5
- ;// 0=active window, non max state (where an open box would be shown).
- ;// 1=active window, clicked down.
- ;// 2=active window, maxed state (where two stacked boxes would be shown).
- ;// 3=inactive window, non max state (where an open box would be shown).
- ;// 4=inactive window, clicked down.
- ;// 5=inactive window, maxed state (where two stacked boxes would be shown).
- ;// Note that for rollover effects, we simply flip 0/2 & 3/5.
- ;// Offset is used to place the bitmap RELATIVE to the the TOP RIGHT EDGE of the window's
- ;// titlebar. Be sure to account for the width of the bitmap.
- ;// There is no disabled state.
- ;// Windows title buttons do not have text.
- [Window Maximize]
- Graphic=./Ares/GWindowMax.bmp
- Offset=-21,3
- DrawMode=Transparent
-
-
-
- ;// Dialog backgrounds only have one image. By default, this is tiled to fill the entire
- ;// dialog. If you use stretch, it will probably look terrible, unless it's a solid color.
- ;// Edge mode probably should never be used, unless you have some very oddball bitmap.
- [Dialog Background]
- ;Graphic=GDialogBackground-Transparent Testing.bmp
- Graphic=./Ares/GDialogBackground.bmp
- ;We use the pink one to check for the bleedthrough of various items.
- ScalingMode=Tile
- ;ScalingMode=Edge
- ;ScalingMode=Stretch
- ;EdgeMargins=0,0,0,0
- DrawMode=Solid
-
-
-
- ;// There are three window frame styles: Dialog Frame (thick, no resize),
- ;// Thin (no resize), and Resizing (has resize areas).
- ;// Window edges/frames have 2 images
- ;// 0=active state, 1=inactive state.
- ;// Note that for this example, I'm using the bitmap list to use the same bitmap
- ;// twice, for each state, since this particular skin does not have different inactive
- ;// frame designs. For your own frame designs, you will probably want to do use the
- ;// standard imagelist bitmap style or two different bitmaps.
- ;// You will almost always want to use Edge mode to stretch the center.
- ;// You will almost always want to use 0,0 for the left and right edge.
- [Window (Dialog Frame) Left Edge]
- Graphic=./Ares/GDialogLeftEdge.bmp,./Ares/GDialogLeftEdge.bmp
- ScalingMode=Edge
- EdgeMargins=20,5,0,0
- DrawMode=Solid
-
- [Window (Dialog Frame) Right Edge]
- Graphic=./Ares/GDialogRightEdge.bmp,./Ares/GDialogRightEdge.bmp
- ScalingMode=Edge
- EdgeMargins=20,5,0,0
- DrawMode=Solid
-
- [Window (Dialog Frame) Bottom Edge]
- Graphic=./Ares/GDialogBottomEdge.bmp,./Ares/GDialogBottomEdge.bmp
- ScalingMode=Edge
- EdgeMargins=0,0,5,5
- DrawMode=Solid
-
-
- ;// For resizing frames, the edges margins should be enough to cover the gripper spots.
- [Window (Resize Frame) Left Edge]
- Graphic=./Ares/GResizeLeftEdge.bmp,./Ares/GResizeLeftEdge.bmp
- ScalingMode=Edge
- EdgeMargins=20,15,0,0
- DrawMode=Solid
-
- [Window (Resize Frame) Right Edge]
- Graphic=./Ares/GResizeRightEdge.bmp,./Ares/GResizeRightEdge.bmp
- ScalingMode=Edge
- EdgeMargins=20,15,0,0
- DrawMode=Solid
-
- [Window (Resize Frame) Bottom Edge]
- Graphic=./Ares/GResizeBottomEdge.bmp,./Ares/GResizeBottomEdge.bmp
- ScalingMode=Edge
- EdgeMargins=0,0,15,15
- DrawMode=Solid
-
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