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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: March 15, 2021, 06:16:43 pm »
ICONS.PCK Battlescape icons
xracer
Rul file syntax: one button
- type: ICONS.PCK
singleImage: true
width: 320
height: 200
files:
0: Resources/DECALS/ICONS.png
- type: KneelButton
width: 32
height: 32
subX: 32
subY: 16
files:
0: Resources/UnitUI/kneelButton.png
-------------------------------------------------------------------------
BattlescapeState.cpp (Names All buttons)
rank icons
rankTiny icons
btnUnitUp icons
btnUnitDown icons
btnMapUp icons
btnMapDown icons
btnShowMap icons
btnKneel icons
btnInventory icons
btnCenter icons
btnNextSoldier icons
btnNextStop icons
btnShowLayers icons
numLayers icons
btnHelp icons
btnEndTurn icons
btnAbort icons
btnStats icons
txtName icons
AvatarBackground
numTimeUnits icons
numEnergy icons
numHealth icons
numMorale icons
barTimeUnits icons
barEnergy icons
barHealth icons
barMorale icons
imanaBarVisible
barMana icons
btnReserveNone icons
btnReserveSnap icons
btnReserveAimed icons
btnReserveAuto icons
btnReserveKneel icons
btnZeroTUs icons
btnLeftHandItem icons slot weapon
btnRightHandItem icons
btnVisibleUnit indicator unit (enemy)
numVisibleUnit number enemy
// there is some cropping going on here, because the icons image is 320x200 while we only need the bottom of it.
auto crop = icons->getCrop();
crop.getCrop()->x = 0;
crop.getCrop()->y = 200 - iconsHeight;
crop.getCrop()->w = iconsWidth;
crop.getCrop()->h = iconsHeight;
It might look like this
tweaked in a graphical editor
original aspect ratio for a resolution of 1024x640
xracer
Quote
Control panel is basically done, i have added those last 2 little items for grenades quick access and reload of course functionality for those would need to be added, although i have re-size the icons to give a little more space to the status bar, and to make it fir vanilla size.
if you think there is something else that need to be changed let me know, maybe we can gather every thing and make a "large" mod, I am tinkering with the rest of the GUI to make it fit a 640x400 but not simply 2x everything.
Althought right now i am focused on teh battlescape i think there isn't much that needs to be done there if the loadout screen is used then that covers basically everything, the rest of the GUIS such as the minimap, scanner, medikit will just be centered with the battlescape as background so that it looks like an actual window. Anything else i am missing? maybe i shoudl play the game and go over every GUI again
Rul file syntax: one button
- type: ICONS.PCK
singleImage: true
width: 320
height: 200
files:
0: Resources/DECALS/ICONS.png
- type: KneelButton
width: 32
height: 32
subX: 32
subY: 16
files:
0: Resources/UnitUI/kneelButton.png
-------------------------------------------------------------------------
BattlescapeState.cpp (Names All buttons)
rank icons
rankTiny icons
btnUnitUp icons
btnUnitDown icons
btnMapUp icons
btnMapDown icons
btnShowMap icons
btnKneel icons
btnInventory icons
btnCenter icons
btnNextSoldier icons
btnNextStop icons
btnShowLayers icons
numLayers icons
btnHelp icons
btnEndTurn icons
btnAbort icons
btnStats icons
txtName icons
AvatarBackground
numTimeUnits icons
numEnergy icons
numHealth icons
numMorale icons
barTimeUnits icons
barEnergy icons
barHealth icons
barMorale icons
imanaBarVisible
barMana icons
btnReserveNone icons
btnReserveSnap icons
btnReserveAimed icons
btnReserveAuto icons
btnReserveKneel icons
btnZeroTUs icons
btnLeftHandItem icons slot weapon
btnRightHandItem icons
btnVisibleUnit indicator unit (enemy)
numVisibleUnit number enemy
// there is some cropping going on here, because the icons image is 320x200 while we only need the bottom of it.
auto crop = icons->getCrop();
crop.getCrop()->x = 0;
crop.getCrop()->y = 200 - iconsHeight;
crop.getCrop()->w = iconsWidth;
crop.getCrop()->h = iconsHeight;
It might look like this
tweaked in a graphical editor
original aspect ratio for a resolution of 1024x640