WDW file structure: Difference between revisions
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* <code>65</code> = Window height. In pixels, always the window's height at 100% scale. | * <code>65</code> = Window height. In pixels, always the window's height at 100% scale. | ||
* <code>1.000000</code> = [[Window scale (Slash Command)|Window scale]]. Values can range from 0.650000 (65%) to 2.25000 (225%). | * <code>1.000000</code> = [[Window scale (Slash Command)|Window scale]]. Values can range from 0.650000 (65%) to 2.25000 (225%). | ||
* <code>7c7c7cff</code> = Color in hexadecimal RRGGBBAA (Red - Green - Blue - Alpha) format. The alpha value is the opacity of the window border, not of the window opacity. Omitting this value will cause a crash or error when loading the file. | * <code>7c7c7cff</code> = Color in hexadecimal RRGGBBAA (Red - Green - Blue - Alpha) format. The alpha value is the opacity of the window border, not of the window opacity. '''{{red|Omitting this value will cause a crash or error when loading the file.}}''' | ||
* <code>4d</code> = Layering order. Higher-numbered windows are in front of lower-numbered windows. '''{{red|Editing not recommended.}}''' | * <code>4d</code> = Layering order. Higher-numbered windows are in front of lower-numbered windows. '''{{red|Editing not recommended.}}''' | ||
* <code>0</code> = Window docking status. Can take values '''0''' (undocked/detached from its standard parent window) or '''1''' (docked/attached to its standard parent window). | * <code>0</code> = Window docking status. Can take values '''0''' (undocked/detached from its standard parent window) or '''1''' (docked/attached to its standard parent window). |
Revision as of 08:56, 6 January 2009
Overview
Issue 12 introduced the ability to save in-game window positions. This article aims to document the format/syntax of the text files created.
Default
The following is a list of the default window configuration in City of Heroes.
status 985 0 295 65 1.000000 3399ffff 88 0 2 tray 840 974 440 50 1.000000 3399ffff 88 0 2 compass 500 0 280 60 1.000000 3399ff4d 29 0 2 chat 0 824 360 200 1.000000 3399ffff 88 0 2 inspiration 1156 904 124 52 1.000000 3399ffff 88 1 2 defeat 500 462 280 100 1.000000 3399ffff 88 0 4 costume 286 374 707 276 1.000000 3399ffff 88 0 4 baseinv 420 437 150 150 1.000000 3399ffff 88 0 4 salvage 150 150 400 300 1.000000 3399ffff 88 0 4 storedsalvage 150 150 400 300 1.000000 3399ffff 88 0 4 combatnumbers 373 212 533 600 1.000000 3399ffff 88 0 4
This file is identical for City of Villains with the exception of window color (a62929ff).
- Note: Screen position varies with screen resolution. The numbers shown are for a screen resolution of 1280 x 1024.
Breakdown
status 470 959 295 65 1.000000 7c7c7cff 4d 0 2
status
= Window name. Conforms to the list given by /window_names.470
= X coordinate. Distance in pixels from top of screen/window to the top of UI window.959
= Y coordinate. Distance in pixels from left edge of screen/window to the left edge of UI window.295
= Window width. In pixels, always the window's width at 100% scale.65
= Window height. In pixels, always the window's height at 100% scale.1.000000
= Window scale. Values can range from 0.650000 (65%) to 2.25000 (225%).7c7c7cff
= Color in hexadecimal RRGGBBAA (Red - Green - Blue - Alpha) format. The alpha value is the opacity of the window border, not of the window opacity. Omitting this value will cause a crash or error when loading the file.4d
= Layering order. Higher-numbered windows are in front of lower-numbered windows. Editing not recommended.0
= Window docking status. Can take values 0 (undocked/detached from its standard parent window) or 1 (docked/attached to its standard parent window).2
= Window display status. Can take values 2 (window is shown) or 4 (window is hidden). Numbers > 4 in this field produce odd windows with no title bar that do not always function correctly.
Placement and scaling
Because the window position and dimension values are always given at the window's 100% scale, manually editing this file presents some challenges when trying to arrange windows by their bottom or right edges when the overall UI scale is smaller or larger than 100%.
However, wdw
files are editable during play, and any changes will be visible immediately by reloading the edited and saved file into the game.