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Programming
Fundamentals
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
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Skin Layout

General Information

All textures must be power of two in size, rectangular textures are supported, for example, 16×16, 128×32, 8×64, etc. All files are in the RGBA format.

Icons

Standard 32x32 icon

Layout

There are four states of an icon:

  1. Not pressed, not in focus.
  2. Not pressed, in focus.
  3. Pressed, not in focus.
  4. Pressed, in focus.

Assembly

Parts of the texture are copied 1:1.

Splash Screens

Texture splash screen

Layout

The texture is divided into two parts: the initial state (upper) and the final state (lower).

Assembly

While a texture splash screen is being displayed, the initial picture (upper) is gradually replaced with the final one (lower). Pseudo-animation can be created using the alpha channel: regions of the lower half with small alpha values will be shown first, regions with larger alpha values will be shown last.

Base Skin

gui_background.png

Background texture

Assembly

The texture is resized to fit a widget.

gui_border.png

Frame borders

Layout

Assembly

All four corners are copied 1:1 from corresponding corners of the texture:

  1. The top-left corner
  2. The top-right corner
  3. The bottom-left corner
  4. The bottom-right corner

Vertical and horizontal strips (2 pixels in width), which are located at the center of the corresponding half of the texture are used to fill in space between corners. The strips are stretched, and the resulting color bar is constructed using interpolation between colors of the pixels in the strips.

gui_button.png

Button

Layout

The texture contains four variants of buttons in different states, the same as defined for icons. Also, each button is divided into 3 parts, which are shown below.

Assembly

All four corners are copied 1:1 from corresponding corners of the texture. Vertical and horizontal strips (2 pixels in width), which are located at the center of the corresponding half of the texture and marked as 2 and 3 on the picture are used to fill in space between corners. The strips are stretched, and the resulting color bar is constructed using interpolation between colors of the pixels in the strips.

gui_checkbox.png

Checkboxes and radiobuttons

Layout

The texture contains two variants of checkboxes (left column) and two variants of radio buttons (right column) for unchecked/unselected (top row) and checked/selected (bottom row) states.

Assembly

Parts of the texture are copied 1:1.

gui_combobox.png

Drop-down menu

Layout

The texture contains two variants of combobox icons: closed menu (upper) and opened menu (lower).

Assembly

Parts of the texture are copied 1:1.

gui_editor.png

Background for editline and edittext widgets

Assembly

The left half of the texture is stretched to fill a widget. When pointing a mouse, it smoothly shifts to the right half.

gui_hpaned.png

Movable separator

Assembly

The texture is stretched to the given height.

gui_hscroll.png

Horizontal scroll bar

Layout

The texture is divided into five zones, each of which uses the layout similar to the icon layout. Bottom-left corner has a specific layout, since it contains unused regions (highlighted with green hatching).

Assembly

The scroll bar handle is combined from the left (1), central (3) and right (2) parts; the underlying bar is stretched to the given width.

gui_hslider.png

Horizontal slider

Layout

The layout is similar to the layout of a horizontal scroll bar.

gui_hspacer.png

Horizontal spacer

Assembly

The texture is stretched to the given width.

gui_mouse.png

Mouse pointers

Layout

There is a number of slots for different pointer states:

  1. Base pointer
  2. Operation is not permitted
  3. Drag-and-drop mode
  4. Reserved slot
  5. Changing size horizontally
  6. Changing size vertically
  7. Changing size diagonally (1)
  8. Changing size diagonally (2)
  9. Movement
  10. Rotation
  11. Scaling

Other slots are reserved.

Assembly

Parts of the texture are copied 1:1.

gui_selection.png

Selection texture

Assembly

The left half of the texture is used to highlight the text and the right one is used to highlight the selected tree element.

gui_spinbox.png

Spinbox

Layout

The texture is divided into two parts: the left part is for an upper arrow, the right part is for a lower arrow. The layout of each part is the same as the icon layout and contains four states:

  1. Not pressed, not in focus.
  2. Not pressed, in focus.
  3. Pressed, not in focus.
  4. Pressed, in focus.

Assembly

Parts of the texture are copied 1:1.

gui_tabbox.png

Tabs of the tabbox widget

Layout

Layout is the same as for buttons.

Assembly

The assembly is the same as for buttons.

gui_tooltip.png

Tooltip background texture

Layout

Layout is the same as for borders.

Assembly

The assembly is the same as for borders.

gui_treebox.png

Texture for the treebox widget

Layout

The texture is divided into three parts:

  1. The upper left part is for folded non-leaf nodes.
  2. The lower left part is for folded non-leaf nodes.
  3. The right part is for "branches" connecting nodes.

Assembly

Parts of the texture are copied 1:1.

gui_vpaned.png

Movable separator

Assembly

The texture is stretched to the given width.

gui_vscroll.png

Vertical scroll bar

Layout

Layout is similar to the layout of the horizontal scroll bar.

Assembly

Assembly is similar to the assembly of the horizontal scroll bar.

gui_vslider.png

Vertical slider

Layout

Layout is similar to the layout of the horizontal slider.

Assembly

Assembly is similar to the assembly of the horizontal slider.

gui_vspacer.png

Vertical spacer

Assembly

The texture is stretched to the given height.

gui_window.png

Window skin

Layout

On the image below, the left half is for windows with caption and the right half is for windows without caption.

Assembly

All four corners are copied 1:1 from the corresponding corners of the texture. Vertical and horizontal strips (two pixels in width), which are located at the center of the corresponding half of the texture are used to fill in space between corners. The strips are stretched, and the resulting color bar is constructed using interpolation between colors of the pixels in the strips.

Dialogs

Base Dialog

Simple dialog

Two files are used to create a base dialog. These files correspond to two buttons of the dialog. Images are copied 1:1.

  • - dialog_ok.png
  • - dialog_cancel.png

File Dialog

File selection dialog

This dialog requires four images that use the icon layout.

  • Go to the upper directory:
    dialog_file_path.png
  • Add a tab
    dialog_file_add.png
  • Remove the tab
    dialog_file_remove.png
  • Mini-icons for different file objects; split vertically into squares:
    dialog_file_list.png

Image Dialog

This dialog requires four images that use the icon layout.

  • Red channel toggle:
    dialog_image_r.png
  • Green channel toggle:
    dialog_image_g.png
  • Blue channel toggle:
    dialog_image_b.png
  • Alpha channel toggle:
    dialog_image_a.png
Last update: 2017-07-03
Build: ()