Column |
Explanation |
A:
Toolbar |
This is the name of the toolbar. This same exact
name is used in tooltext.csv and unitcommon.csv.
Since there can be a lot of toolbars, we suggest using a naming
convention that will be easily understood, because you can
become lost. |
B:
Sprite |
This is either the name of the sprite from the
sprites.csv file or the word INHERIT. If you use the
word INHERIT here, the next column must contain the
name of the toolbar from which you want to INERHIT
from. Meaning that the inherited toolbar will be completely
included for this toolbar. |
C:
loc x (across) |
If you are using INHERIT, this colum will contain
the name of the toolbar from which you wish to INHERIT. Otherwise
it contains the 2D X coordinate of the upper left corner of
where you want to draw the sprite. Remember that these coordinates
are 2D with the screen being an 800x600 area. |
D:
loc y (down) |
This is the 2D Y coordinate of the upper left
corner of where you want to draw the sprite. |
E:
Button Sound |
This contains the name of a sound from the
gamesounds.csv file. This is only used when this line
references a button with an associated function. The default
sound is click, unless a different one is specified
here. This sound is played when the user presses and releases
the button. |
F:
Normal (across) |
This is the 0 based index of the graphic from
sprite referenced, just start at 0 and count across until
you reach the column of the sprite that you want. We group
the button sprites together in one file for ease of use. This
specifies the index normal state of the graphic. This state
will be shown if the graphic does not qualify for any of the
other states explained below. Leave this as 0 if there is
only 1 graphic in the sprite. |
G:
Normal (down) |
This is the 0 based index of the graphic from
sprite referenced, just start at 0 and count down until you
reach the row of the sprite that you want. We group the button
sprites together in one file for ease of use. This specifies
the index normal state of the graphic. This state will be
shown if the graphic does not qualify for any of the other
states explained below. Leave this as 0 if there is only 1
graphic in the sprite. |
H:
Highlighted (across) |
Same as Normal (across), but specifies the highlighted
state. |
I:
Highlighted (down) |
Same as Normal (down), but specifies the highlighted
state. |
J:
Gray (across) |
Same as Normal (across), but specifies the grayed
out state. |
K:
Gray (down) |
Same as Normal (down), but specifies the grayed
out state. |
L:
Active (across) |
Same as Normal (across), but specifies the active
state. The active state is used when the cursor is over the
button. |
M:
Active (down) |
Same as Normal (down), but specifies the active
state. The active state is used when the cursor is over the
button. |
N:
mod left |
If you want to have a smaller active area for
particular buttons, you can use the mod parameters. We currently
only use this for the wheeling buttons. Basically if you put
a number in here it is added to the current side of the rectangle
in order to obtain a hit area. For example: in our wheel right
button, we put a value of 19 in here. This means that 19 is
added to the left side of the rectangle of this button. So
this effectively creates 2 buttons out of 1, but specifying
a hit area on only the right side of the button. |
O:
mod top |
This works the same as mod left, but adds the
value to the top of the rectangle, we do not currently use
this option in any of our buttons. |
P:
mod right |
This works the same as the mod left, but adds
the value to the right side of the triangle. For example:
in our wheel left button, we put a value of -19 in here. This
means that -19 is added to the right side of the rectangle
of this button. So this effectively creates 2 buttons out
of 1, but specifying a hit area on only the left side of the
button. |
Q:
mod bottom |
This works the same as mod left, but adds the
value to the bottom of the rectangle, we do not currently
use this option in any of our buttons. |
R:
func |
This is the function for the button. If this
field is blank, then the program assumes that this is not
a button. Please see the command reference for a list
of valid function names. |
S:
text |
This is the tooltip text. This will appear whenever
the user has the cursor over this graphic. You can have a
tooltip for any graphic, it does not have to be a button. |
T:
Special |
Currently the special field is only used for progress bars.
We show them in many of our screens. On our toolbars, we
use them for the morale, strength, and fatigue backgrounds.
A sample progress bar looks like this:
progbar:#moralemin-#moralecur-#moralemax
This defines a progress bar. The sprite for a progress
bar is assumed to be the proper size for when the progress
bar is fully extended. The program will shrink the progress
bar in order to show values that are smaller. Our progress
bars currently only work left to right, we do not support
up and down progress bars. Notice the 3 values used. These
are variables that can be found in the variable reference
document. All of the variables are preceded by the #
sign. This means that the variable will be read and used
as a number. The first variable is the value for the left
side of the progress bar, the last variable is the value
for the right side of the progress bar. The middle variable
is the current value. The program will automatically calculate
the length of the progress bar based on these 3 values.
Don't forget to put the - between the values and
make sure that there are no spaces. The code that reads
these is not very robust.
|
U:
Show Condition |
The show condition column is what it says, it
will determine whether or not to draw this graphic. Please
see the variable reference document on how to create
condition functions. This can be used for any graphic, it
does not have to be a button. |
V:
Highlight Condition |
This works the same as the Show Condition
column, except that this determines whether or not to show
the button in the highlighted state. |