![daoc ghost ui map size daoc ghost ui map size](http://bobsui.koamon.com/pics/DialogSkinsSpecial/image001.png)
Examples of these are the wares on the Merchant Window, the 'Additional Info' area of the character Stats Window, and the Concentration Window data.Ī special type of scalar adapter is the time of day adapter that runs the clock.Ĭertain controls can bind to certain types of adapters in the XML data. Examples of these are the message colors in the Chat Window and the title color for the right-click Mini-info Window.Ī list box adapter is an adapter for a list box control that may or may not contain icons. Examples of text adapters are the title of the Timer Window when crafting and the data in the NPC Interact Window.Ī color adapter is RGBA color data that determines the color of something, usually text.
![daoc ghost ui map size daoc ghost ui map size](https://forums.darkageofcamelot.com/uploads/editor/sc/68ekttjwnmb1.jpg)
Furthermore, there are no hidden adapters in the UI, i.e., every adapter is available to users. Every adapter has a name and can be accessed by a user mod. An adapter is a piece of data used by the interface to control or display a given thing on one or more windows. Examples of the data stored here are: the name of the object being crafted on the timer window, the lines in the chat buffer, the color of each message type for the Chat Window, and the NPC dialog in the Interact Window.Įach piece of data is stored in an adapter. The data store is basically a set of data that can be used to populate any number of different controls that make up the interface. For the new system, all of the 'live' data for the interface is stored in a place conveniently named the 'data store'. One of the biggest differences between the new and the old systems are how they deal with data. All adapters are named.Ī control template is the data needed to draw a given control common to all controls of that type.Ī control definition is the specifics for a single control as that control is used in a particular window.Ī window template is the set of control definitions and window attributes that let the system create that window.
![daoc ghost ui map size daoc ghost ui map size](https://forum.darkageofcamelot.com/uploads/editor/oh/tn5e2gtfjjvz.jpg)
Functionality added to the interface through the system can also be a mod.Īn adapter is a piece of data used by the interface to control or display a given thing on one or more windows.
Daoc ghost ui map size mod#
This includes repositioning data within a window.Ī mod is a rearrangement of the data and controls on one or more windows to suit a particular need.
Daoc ghost ui map size skin#
A window can also be described as a collection of controls.Ī skin is a set of texture data that redefines the graphical look of the interface. well, a widget! It could be a button, icon, image, etc. Please do not attempt to do a custom mod if you aren't completely comfortable with these explanations and instructions.) The end result was a new system that is partially data driven in XML and highly configurable.įor the remainder of this document we use the following terms:Ī window is a single pane in the UI, usually displaying some data or having some control widgets that has been converted to the new system.Ī panel is a window in the old system that has not been converted (see the Continuing Work section for more details)Ī control is a. (Please note that as with our other XML features, we will not be able to provide any individual assistance. When we sat down during the design phase, we talked about the limitations of our original, somewhat static system, and features our technologically savvy players might enjoy. With Trials of Atlantis, we are introducing a new user interface system. You won't get an answer, but it will be passed on. If you encounter any bugs, please report them using the /appeal system (our CSRs cannot help with custom UI questions or problems, and will not respond to any appeals on the topic, so please file a bug appeal only). We highly recommend that you not even attempt to make your own skin unless you already have the knowledge necessary to use the tools we provided. NOTE: If you have any problems with creating interface skins, please be aware that as with all our XML features, we do not provide personal assistance.