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forked from 0ad/0ad

* CSV-based icon sheet definitions. (Mmm, data-driven methodology ...)

* First wave of minimap changes (still need to do all the buttons).
* Removed deprecated UI art.

This was SVN commit r3633.
This commit is contained in:
Acumen 2006-03-14 23:01:55 +00:00
parent ed38414b41
commit 55f91550b5
54 changed files with 1334 additions and 1548 deletions

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@ -0,0 +1,4 @@
rating,Rating,
hack,Hack,
pierce,Pierce,
crush,Crush,

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@ -0,0 +1,4 @@
rating,Rating,
hack,Hack,
pierce,Pierce,
crush,Crush,

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@ -0,0 +1,16 @@
patrol,Patrol,
townbell,Town Bell,
lock,Lock,
unlock,Unlock,
kill,Kill,
explore,Explore,
rally,Rally,
stop,Stop,
heal,Heal,
repair,Repair,
herd,Herd,
escort,Escort,
move,Move,
attack,Attack,
build,Build,
retreat,Retreat,

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@ -0,0 +1,4 @@
citizen,Citizen,
military,Military,
hero,Hero,
civcentre,Civic Centre,

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@ -0,0 +1,10 @@
box,Box,
column_c,Column Closed,
line_c,Line Closed,
column_o,Column Open,
line_o,Line Open,
flank,Flank,
skirmish,Skirmish,
wedge,Wedge,
testudo,Testudo,
phalanx,Phalanx,

View File

@ -0,0 +1,3 @@
garrison,Garrison,
unload,Unload,
unloadtotarget,Unload to Target,

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@ -0,0 +1,9 @@
food,Food,
wood,Wood,
stone,Stone,
ore,Ore,
fish,Fish,
fruit,Fruit,
grain,Grain,
meat,Meat,
milk,Milk,

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@ -0,0 +1,5 @@
game,Game,
diplomacy,Diplomacy,
objectives,Objectives,
score,Score,
chat,Chat,

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@ -0,0 +1,7 @@
flare,Flare,
terrain,Terrain,
territories,Territories,
friendorfoe,FriendorFoe,
economic,Economic,
military,Military,
resources,Resources,

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@ -0,0 +1,2 @@
advanced,Advanced,
elite,Elite,

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@ -0,0 +1,7 @@
pause,Pause,
play,Play,
rewind,Rewind,
fastforward,Fast Forward,
start,Start,
end,End,
cycle,Cycle,

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@ -0,0 +1,5 @@
food,Food,
wood,Wood,
stone,Stone,
ore,Ore,
population,Population,

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@ -0,0 +1,5 @@
aggress,Aggress,
defend,Defend,
avoid,Avoid,
stand,Stand,
hold,Hold,

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@ -0,0 +1,7 @@
accuracy,Accuracy,
vision,Vision,
speed,Speed,
range,Range,
capacity,Capacity,
health,Health,
stamina,Stamina,

View File

@ -0,0 +1,9 @@
structciv,Construct Civic Buildings,
structmil,Construct Military Buildings,
train,Train,
research,Research,
barter,Barter,
allegiance,Allegiance,
selection,Selection,
garrison,Garrison,
command,Command,

View File

@ -0,0 +1,60 @@
infantry_swordsman_b,Basic Infantry Swordsman,
infantry_swordsman_a,Advanced Infantry Swordsman,
infantry_swordsman_e,Elite Infantry Swordsman,
infantry_spearman_b,Basic Infantry Spearman,
infantry_spearman_a,Advanced Infantry Spearman,
infantry_spearman_e,Elite Infantry Spearman,
infantry_javelinist_b,Basic Infantry Javelinist,
infantry_javelinist_a,Advanced Infantry Javelinist,
infantry_javelinist_e,Elite Infantry Javelinist,
infantry_archer_b,Basic Infantry Archer,
infantry_archer_a,Advanced Infantry Archer,
infantry_archer_e,Elite Infantry Archer,
infantry_slinger_b,Basic Infantry Slinger,
infantry_slinger_a,Advanced Infantry Slinger,
infantry_slinger_e,Elite Infantry Slinger,
cavalry_swordsman_b,Basic Cavalry Swordsman,
cavalry_swordsman_a,Advanced Cavalry Swordsman,
cavalry_swordsman_e,Elite Cavalry Swordsman,
cavalry_spearman_b,Basic Cavalry Spearman,
cavalry_spearman_a,Advanced Cavalry Spearman,
cavalry_spearman_e,Elite Cavalry Spearman,
cavalry_javelinist_b,Basic Cavalry Javelinist,
cavalry_javelinist_a,Advanced Infantry Javelinist,
cavalry_javelinist_e,Elite Infantry Javelinist,
cavalry_archer_b,Basic Infantry Archer,
cavalry_archer_a,Advanced Infantry Archer,
cavalry_archer_e,Elite Infantry Archer,
super_siege,Super Siege,
support_female_citizen,Female Citizen,
support_healer,Healer,
support_trader,Trader,
siege_onager,Onager,
siege_ram,Ram,
siege_ballista,Ballista,
ship_merchant,Merchant Ship,
ship_bireme,Light Warship,
ship_trireme,Medium Warship,
ship_quinquereme,Heavy Warship,
super_infantry,Super Infantry,
super_cavalry,Super Cavalry,
hero_1,Hero,
hero_2,Hero,
hero_3,Hero,
civil_centre,Civic Centre,
house,House,
farmstead,Farmstead,
field,Field,
corral,Corral,
mill,Mill,
scout_tower,Outpost,
wall,Wall,
wall_tower,Wall Tower,
wall_gate,Wall Gate,
dock,Dock,
temple,Temple,
barracks,Barracks,
market,Market,
fortress,Fortress,
sb1,Special Building,
sb2,Special Building,

View File

@ -71,67 +71,40 @@
guiToggle (this.name);
]]></action>
<object name="snMiniMapBorder"
style="skin*Hele*Window"
type="image"
>
<action on="Load"><![CDATA[
addCrd (this.name, rb, 100, 100, 0, 0, 180, 180);
addCrd (this.name, lb, 0, 100);
addCrd (this.name, lt, 0, 0);
addCrd (this.name, rt, 100, 0);
]]></action>
<object name="snMiniMapDisplay"
style="snObject"
type="minimap"
>
<action on="Load"><![CDATA[
addCrd (this.name, rb, 100, 100, 5, 5, 170, 170);
addCrd (this.name, lb, 0, 100);
addCrd (this.name, lt, 0, 0);
addCrd (this.name, rt, 100, 0);
addCrds (this.name, 100, 100, 5, 5, 150, 150);
]]></action>
<object name="snMiniMapEdge"
style="skin*Hele*BorderBlack"
type="image"
ghost="true"
/>
</object>
</object>
<object name="snMiniMapButtonGroup"
style="skin*Hele*BorderBlack"
<object name="snMiniMapBorder"
style="snMiniMapBorder"
type="image"
ghost="true"
>
<action on="Load"><![CDATA[
addCrd (this.name, rb, 100, 100, getCrd ("snMiniMapBorder").coord[rb].width+1, 0,
20, getCrd ("snMiniMapBorder").coord[rb].height);
addCrd (this.name, lb, 0, 100);
addCrd (this.name, lt, 0, 0);
addCrd (this.name, rt, 100, 0);
addCrds (this.name, 100, 100, 0, 0, 192, 192);
]]></action>
<object name="snMiniMapButton_1"
style="skin*Hele*Button"
type="button"
<object name="snMiniMapButtonGroup"
>
</object>
<object name="snMiniMapButton_2"
style="skin*Hele*Button"
type="button"
<object name="snMiniMapButtonArc_Up" style="snMiniMapArcUp" type="button"
>
<action on="Load"><![CDATA[
addCrds (this.name, 0, 0, 10, 30, 30, 60);
]]></action>
</object>
<object name="snMiniMapButton_3"
style="skin*Hele*Button"
type="button"
<object name="snMiniMapButtonArc_Left" style="snMiniMapArcLeft" type="button"
>
<action on="Load"><![CDATA[
addCrds (this.name, 0, 0, 30, 10, 60, 30);
]]></action>
</object>
<object name="snMiniMapButton_4"
style="skin*Hele*Button"
type="button"
<object name="snMiniMapButtonTop_1" style="snStat" type="button" />
<object name="snMiniMapButtonTop_2" style="snStat" type="button" />
<object name="snMiniMapButtonTop_3" style="snStat" type="button"
>
<action on="Load"><![CDATA[
// Seek through this group of buttons (determining length from last object's name).
@ -140,20 +113,39 @@
{
tempName = this.name.substring (0, this.name.lastIndexOf ("_")+1) + loop;
// Set size/position.
addCrd (tempName,
rb, 100, 100, 0,
getCrd ("snMiniMapButtonGroup").coord[rb].y+(getCrd ("snMiniMapButtonGroup").coord[rb].height/max)*(loop-1),
getCrd ("snMiniMapButtonGroup").coord[rb].width,
getCrd ("snMiniMapButtonGroup").coord[rb].height/max);
addCrd (tempName, lb, 0, 100);
addCrd (tempName, lt, 0, 0);
addCrd (tempName, rt, 100, 0);
addCrds (tempName,
100, 100, 0,
getCrd ("snMiniMapButtonArc_Up").coord[rb].y+(getCrd ("snMiniMapButtonArc_Up").coord[rb].height/max)*(loop-1),
getCrd ("snMiniMapButtonArc_Up").coord[rb].width,
getCrd ("snMiniMapButtonArc_Up").coord[rb].height/max);
// Set tooltip.
getGUIObjectByName (tempName).tooltip = "This button doesn't do anything ... yet.";
getGUIObjectByName (tempName).tooltip_style = "snToolTip";
}
]]></action>
</object>
<object name="snMiniMapButtonLeft_1" style="snStat" type="button" />
<object name="snMiniMapButtonLeft_2" style="snStat" type="button" />
<object name="snMiniMapButtonLeft_3" style="snStat" type="button"
>
<action on="Load"><![CDATA[
// Seek through this group of buttons (determining length from last object's name).
max = this.name.substring (this.name.lastIndexOf ("_")+1, this.name.length);
for (loop = 1; loop <= max; loop++)
{
tempName = this.name.substring (0, this.name.lastIndexOf ("_")+1) + loop;
// Set size/position.
addCrds (tempName,
100, 100, 0,
getCrd ("snMiniMapButtonArc_Left").coord[rb].y+(getCrd ("snMiniMapButtonArc_Left").coord[rb].height/max)*(loop-1),
getCrd ("snMiniMapButtonArc_Left").coord[rb].width,
getCrd ("snMiniMapButtonArc_Left").coord[rb].height/max);
// Set tooltip.
getGUIObjectByName (tempName).tooltip = "This button doesn't do anything ... yet.";
}
]]></action>
</object>
</object>
</object>
</object>

View File

@ -37,210 +37,44 @@ function initCellReference()
{
cellGroup = new Array();
// Define the cells in this icon sheet.
groupName = "Armour";
addCell (groupName, "rating", "Rating");
addCell (groupName, "hack", "Hack");
addCell (groupName, "pierce", "Pierce");
addCell (groupName, "crush", "Crush");
// Define categories of cell groups by checking their reference files in the same locations as the icon sheets.
addCellGroupCategory ("art/textures/ui/session/icons/sheets/");
// (Note that we don't use this and we probably shouldn't, since the entities state which icon cell they should use; it makes it easier to remember which icon is used
// for which unit if we have this reference sheet, though.)
addCellGroupCategory ("art/textures/ui/session/portraits/sheets/");
}
// Define the cells in this icon sheet.
groupName = "Attack";
addCell (groupName, "rating", "Rating");
addCell (groupName, "hack", "Hack");
addCell (groupName, "pierce", "Pierce");
addCell (groupName, "crush", "Crush");
// ====================================================================
// Define the cells in this icon sheet.
groupName = "Command";
addCell (groupName, "patrol", "Patrol");
addCell (groupName, "townbell", "Town Bell");
addCell (groupName, "lock", "Lock");
addCell (groupName, "unlock", "Unlock");
addCell (groupName, "kill", "Kill");
addCell (groupName, "explore", "Explore");
addCell (groupName, "rally", "Rally");
addCell (groupName, "stop", "Stop");
addCell (groupName, "heal", "Heal");
addCell (groupName, "repair", "Repair");
addCell (groupName, "herd", "Herd");
addCell (groupName, "escort", "Escort");
addCell (groupName, "move", "Move");
addCell (groupName, "attack", "Attack");
addCell (groupName, "build", "Build");
addCell (groupName, "retreat", "Retreat");
function addCellGroupCategory(iconSheetPath)
{
// Get array list of all icon sheet reference files.
iconSheets = buildFileList (iconSheetPath, "*.txt", true);
// Alphabetically sort the array.
iconSheets.sort();
// Define the cells in this icon sheet.
groupName = "Find";
addCell (groupName, "citizen", "Citizen");
addCell (groupName, "military", "Military");
addCell (groupName, "hero", "Hero");
addCell (groupName, "civcentre", "Civic Centre");
// Seek through all icon sheets.
for (sheet = 0; sheet < iconSheets.length; sheet++)
{
// Get the current icon sheet name.
groupName = iconSheets[sheet];
// Remove path and extension information so we just have the group name.
groupName = groupName.replace (iconSheetPath, "");
groupName = groupName.replace (".txt", "");
groupName = toTitleCase(groupName);
// Define the cells in this icon sheet.
groupName = "Formation";
addCell (groupName, "box", "Box");
addCell (groupName, "column_c", "Column Closed");
addCell (groupName, "line_c", "Line Closed");
addCell (groupName, "column_o", "Column Open");
addCell (groupName, "line_o", "Line Open");
addCell (groupName, "flank", "Flank");
addCell (groupName, "skirmish", "Skirmish");
addCell (groupName, "wedge", "Wedge");
addCell (groupName, "testudo", "Testudo");
addCell (groupName, "phalanx", "Phalanx");
// Get the elements from the current icon sheet.
iconArray = readFileLines (iconSheets[sheet]);
// Define the cells in this icon sheet.
groupName = "Garrison";
addCell (groupName, "garrison", "Garrison");
addCell (groupName, "unload", "Unload");
addCell (groupName, "unloadtotarget", "Unload to Target");
// Define the cells in this icon sheet.
groupName = "Gather";
addCell (groupName, "food", "Food");
addCell (groupName, "wood", "Wood");
addCell (groupName, "stone", "Stone");
addCell (groupName, "ore", "Ore");
addCell (groupName, "fish", "Fish");
addCell (groupName, "fruit", "Fruit");
addCell (groupName, "grain", "Grain");
addCell (groupName, "meat", "Meat");
addCell (groupName, "milk", "Milk");
// Define the cells in this icon sheet.
groupName = "Menu";
addCell (groupName, "game", "Game");
addCell (groupName, "diplomacy", "Diplomacy");
addCell (groupName, "objectives", "Objectives");
addCell (groupName, "score", "Score");
addCell (groupName, "chat", "Chat");
// Define the cells in this icon sheet.
groupName = "MiniMap";
addCell (groupName, "flare", "Flare");
addCell (groupName, "flare", "Terrain");
addCell (groupName, "flare", "Territories");
addCell (groupName, "friendorfoe", "Friend or Foe");
addCell (groupName, "economic", "Economic");
addCell (groupName, "military", "Military");
addCell (groupName, "resources", "Resources");
// Define the cells in this icon sheet.
groupName = "Rank";
addCell (groupName, "advanced", "Advanced");
addCell (groupName, "elite", "Elite");
// Define the cells in this icon sheet.
groupName = "Replay";
addCell (groupName, "pause", "Pause");
addCell (groupName, "play", "Play");
addCell (groupName, "rewind", "Rewind");
addCell (groupName, "fastforward", "Fast Forward");
addCell (groupName, "start", "Start");
addCell (groupName, "end", "End");
addCell (groupName, "cycle", "Cycle");
// Define the cells in this icon sheet.
groupName = "Resource";
addCell (groupName, "food", "Food");
addCell (groupName, "wood", "Wood");
addCell (groupName, "stone", "Stone");
addCell (groupName, "ore", "Ore");
addCell (groupName, "population", "Population");
// Define the cells in this icon sheet.
groupName = "Stance";
addCell (groupName, "aggress", "Aggress");
addCell (groupName, "defend", "Defend");
addCell (groupName, "avoid", "Avoid");
addCell (groupName, "stand", "Stand");
addCell (groupName, "hold", "Hold");
// Define the cells in this icon sheet.
groupName = "Statistic";
addCell (groupName, "accuracy", "Accuracy");
addCell (groupName, "vision", "Vision");
addCell (groupName, "speed", "Speed");
addCell (groupName, "range", "Range");
addCell (groupName, "capacity", "Capacity");
addCell (groupName, "health", "Health");
addCell (groupName, "stamina", "Stamina");
// Define the cells in this icon sheet.
groupName = "Tab";
addCell (groupName, "structciv", "Construct Civic Buildings");
addCell (groupName, "structmil", "Construct Military Buildings");
addCell (groupName, "train", "Train");
addCell (groupName, "research", "Research");
addCell (groupName, "barter", "Barter");
addCell (groupName, "allegiance", "Allegiance");
addCell (groupName, "selection", "Selection");
addCell (groupName, "garrison", "Garrison");
addCell (groupName, "command", "Command");
// Define the cells in this icon sheet.
groupName = "Civ";
addCell (groupName, "infantry_swordsman_b", "Basic Infantry Swordsman");
addCell (groupName, "infantry_swordsman_a", "Advanced Infantry Swordsman");
addCell (groupName, "infantry_swordsman_e", "Elite Infantry Swordsman");
addCell (groupName, "infantry_spearman_b", "Basic Infantry Spearman");
addCell (groupName, "infantry_spearman_a", "Advanced Infantry Spearman");
addCell (groupName, "infantry_spearman_e", "Elite Infantry Spearman");
addCell (groupName, "infantry_javelinist_b", "Basic Infantry Javelinist");
addCell (groupName, "infantry_javelinist_a", "Advanced Infantry Javelinist");
addCell (groupName, "infantry_javelinist_e", "Elite Infantry Javelinist");
addCell (groupName, "infantry_archer_b", "Basic Infantry Archer");
addCell (groupName, "infantry_archer_a", "Advanced Infantry Archer");
addCell (groupName, "infantry_archer_e", "Elite Infantry Archer");
addCell (groupName, "infantry_slinger_b", "Basic Infantry Slinger");
addCell (groupName, "infantry_slinger_a", "Advanced Infantry Slinger");
addCell (groupName, "infantry_slinger_e", "Elite Infantry Slinger");
addCell (groupName, "cavalry_swordsman_b", "Basic Cavalry Swordsman");
addCell (groupName, "cavalry_swordsman_a", "Advanced Cavalry Swordsman");
addCell (groupName, "cavalry_swordsman_e", "Elite Cavalry Swordsman");
addCell (groupName, "cavalry_spearman_b", "Basic Cavalry Spearman");
addCell (groupName, "cavalry_spearman_a", "Advanced Cavalry Spearman");
addCell (groupName, "cavalry_spearman_e", "Elite Cavalry Spearman");
addCell (groupName, "cavalry_javelinist_b", "Basic Cavalry Javelinist");
addCell (groupName, "cavalry_javelinist_a", "Advanced Infantry Javelinist");
addCell (groupName, "cavalry_javelinist_e", "Elite Infantry Javelinist");
addCell (groupName, "cavalry_archer_b", "Basic Infantry Archer");
addCell (groupName, "cavalry_archer_a", "Advanced Infantry Archer");
addCell (groupName, "cavalry_archer_e", "Elite Infantry Archer");
addCell (groupName, "super_siege", "Super Siege");
addCell (groupName, "support_female_citizen", "Female Citizen");
addCell (groupName, "support_healer", "Healer");
addCell (groupName, "support_trader", "Trader");
addCell (groupName, "siege_onager", "Onager");
addCell (groupName, "siege_ram", "Ram");
addCell (groupName, "siege_ballista", "Ballista");
addCell (groupName, "ship_merchant", "Merchant Ship");
addCell (groupName, "ship_bireme", "Light Warship");
addCell (groupName, "ship_trireme", "Medium Warship");
addCell (groupName, "ship_quinquereme", "Heavy Warship");
addCell (groupName, "super_infantry", "Super Infantry");
addCell (groupName, "super_cavalry", "Super Cavalry");
addCell (groupName, "hero_1", "Hero");
addCell (groupName, "hero_2", "Hero");
addCell (groupName, "hero_3", "Hero");
addCell (groupName, "civil_centre", "Civic Centre");
addCell (groupName, "house", "House");
addCell (groupName, "farmstead", "Farmstead");
addCell (groupName, "field", "Field");
addCell (groupName, "corral", "Corral");
addCell (groupName, "mill", "Mill");
addCell (groupName, "scout_tower", "Outpost");
addCell (groupName, "wall", "Wall");
addCell (groupName, "wall_tower", "Wall Tower");
addCell (groupName, "wall_gate", "Wall Gate");
addCell (groupName, "dock", "Dock");
addCell (groupName, "temple", "Temple");
addCell (groupName, "barracks", "Barracks");
addCell (groupName, "market", "Market");
addCell (groupName, "fortress", "Fortress");
addCell (groupName, "sb1", "Special Building");
addCell (groupName, "sb2", "Special Building");
// For each row in the icon sheet file,
for (row = 0; row < iconArray.length; row++)
{
// Get the individual fields in the array as another array.
iconElements = iconArray[row].split (",");
// Add this cell to the current group.
addCell (groupName, iconElements[0], iconElements[1]);
}
}
}
// ====================================================================

View File

@ -225,7 +225,7 @@ function refreshResource (resourceName, resourceIndex)
if (resourceIndex == 0)
{
// The first coordinate is in the exact centre of the screen.
Crd[crdResult].coord[coordGroup].x = -Crd[crdResult-2].coord[coordGroup].width - 5;
Crd[crdResult].coord[coordGroup].x = -Crd[crdResult].coord[coordGroup].width - 5;
}
else
{ // Resources other than the first one get stacked in sequence to the sides of it.

View File

@ -775,6 +775,19 @@
/>
</sprite>
<!--
==========================================
MINIMAP
==========================================
-->
<sprite name="snMiniMapBorder">
<image texture="session/minimap_pane.dds"
real_texture_placement="0 0 174 172"
size="0 0 100% 100%"
/>
</sprite>
<!--
==========================================
SESSION GUI - ICONS - BACKGROUNDS
@ -840,19 +853,57 @@
<!-- Statistic (gold circle). -->
<sprite name="snIconStatistic">
<image texture="session/icons/bkg/statistic_s.dds"
<image texture="session/icons/bkg/statistic.dds"
size="0 0 100% 100%"
/>
</sprite>
<sprite name="snIconStatisticOver">
<effect add_color="42 42 42 0"/>
<image texture="session/icons/bkg/statistic_s.dds"
<image texture="session/icons/bkg/statistic.dds"
size="0 0 100% 100%"
/>
</sprite>
<sprite name="snIconStatisticDisabled">
<effect grayscale=""/>
<image texture="session/icons/bkg/statistic_s.dds"
<image texture="session/icons/bkg/statistic.dds"
size="0 0 100% 100%"
/>
</sprite>
<!-- Arc Left (minimap top). -->
<sprite name="snIconArcLeft">
<image texture="session/icons/bkg/arc_left.dds"
size="0 0 100% 100%"
/>
</sprite>
<sprite name="snIconArcLeftOver">
<effect add_color="42 42 42 0"/>
<image texture="session/icons/bkg/arc_left.dds"
size="0 0 100% 100%"
/>
</sprite>
<sprite name="snIconArcLeftDisabled">
<effect grayscale=""/>
<image texture="session/icons/bkg/arc_left.dds"
size="0 0 100% 100%"
/>
</sprite>
<!-- Arc Up (minimap left). -->
<sprite name="snIconArcUp">
<image texture="session/icons/bkg/arc_up.dds"
size="0 0 100% 100%"
/>
</sprite>
<sprite name="snIconArcUpOver">
<effect add_color="42 42 42 0"/>
<image texture="session/icons/bkg/arc_up.dds"
size="0 0 100% 100%"
/>
</sprite>
<sprite name="snIconArcUpDisabled">
<effect grayscale=""/>
<image texture="session/icons/bkg/arc_up.dds"
size="0 0 100% 100%"
/>
</sprite>
@ -2493,129 +2544,7 @@ NOT YET CONVERTED NOT YET CONVERTED NOT YET CONVERTED NOT YET CONVERTED NOT YET
<image backcolor="255 255 255" size="0 0 100% 100%" border="true" bordercolor="0 0 0"/>
</sprite>
<!--
==========================================
MAP ORB
==========================================
-->
<sprite name="session_panel_minimap_bg">
<image texture="session/ui_session_panel_minimap_bg.dds" texture_size="0 0 256 256" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_dummy">
<image texture="session/ui_session_panel_minimap_dummy.dds" texture_size="0 0 256 256" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segleft1">
<image texture="session/ui_session_panel_minimap_segleft1.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segleft2">
<image texture="session/ui_session_panel_minimap_segleft2.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segleft3">
<image texture="session/ui_session_panel_minimap_segleft3.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segleft4">
<image texture="session/ui_session_panel_minimap_segleft4.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segbottom1">
<image texture="session/ui_session_panel_minimap_segbottom1.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segbottom2">
<image texture="session/ui_session_panel_minimap_segbottom2.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segbottom3">
<image texture="session/ui_session_panel_minimap_segbottom3.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segbottom4">
<image texture="session/ui_session_panel_minimap_segbottom4.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segtop1">
<image texture="session/ui_session_panel_minimap_segtop1.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segtop2">
<image texture="session/ui_session_panel_minimap_segtop2.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segtop3">
<image texture="session/ui_session_panel_minimap_segtop3.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segtop4">
<image texture="session/ui_session_panel_minimap_segtop4.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segleft1_Over">
<image texture="session/ui_session_panel_minimap_segleft1_Over.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segleft2_Over">
<image texture="session/ui_session_panel_minimap_segleft2_Over.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segleft3_Over">
<image texture="session/ui_session_panel_minimap_segleft3_Over.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segleft4_Over">
<image texture="session/ui_session_panel_minimap_segleft4_Over.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segbottom1_Over">
<image texture="session/ui_session_panel_minimap_segbottom1_Over.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segbottom2_Over">
<image texture="session/ui_session_panel_minimap_segbottom2_Over.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segbottom3_Over">
<image texture="session/ui_session_panel_minimap_segbottom3_Over.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segbottom4_Over">
<image texture="session/ui_session_panel_minimap_segbottom4_Over.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segtop1_Over">
<image texture="session/ui_session_panel_minimap_segtop1_Over.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segtop2_Over">
<image texture="session/ui_session_panel_minimap_segtop2_Over.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segtop3_Over">
<image texture="session/ui_session_panel_minimap_segtop3_Over.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_minimap_segtop4_Over">
<image texture="session/ui_session_panel_minimap_segtop4_Over.dds" texture_size="0 0 64 64" size="0 0 100% 100%" />
</sprite>
<!--
==========================================
STATUS ORB
==========================================
-->
<sprite name="session_panel_status_bg_top">
<image texture="session/ui_session_panel_status_bg_top.dds" texture_size="0 0 256 256" size="0 0 100% 100%" />
</sprite>
<sprite name="session_panel_status_bg_bottom">
<image texture="session/ui_session_panel_status_bg_bottom.dds" texture_size="0 0 256 256" size="0 0 100% 100%" />
</sprite>
<!--
==========================================

View File

@ -521,6 +521,28 @@
text_valign="top"
/>
<style name="snMiniMapBorder"
sprite="snMiniMapBorder"
buffer_zone="10"
ghost="true"
text_align="left"
text_valign="top"
/>
<style name="snMiniMapArcLeft"
sprite="snIconArcLeft"
sprite_over="snIconArcLeftOver"
sprite_disabled="snIconArcLeftDisabled"
tooltip_style="snToolTip"
/>
<style name="snMiniMapArcUp"
sprite="snIconArcUp"
sprite_over="snIconArcUpOver"
sprite_disabled="snIconArcUpDisabled"
tooltip_style="snToolTip"
/>
<style name="snGreenBar"
sprite_background=""
sprite_bar="bkGreenBar"
@ -670,11 +692,6 @@ NOT YET CONVERTED NOT YET CONVERTED NOT YET CONVERTED NOT YET CONVERTED NOT YET
ghost="true"
/>
<style name="session_minimap"
tooltip_style="snToolTip"
tooltip=""
/>
<style name="portrait_progress"
sprite_background=""
sprite_bar="translucent_background"

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