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    posted a message on SC2Layout Snippits

    Commandpanel 1x15 is in the spoiler below.

     

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="Frame" name="GameUI/UIContainer/ConsoleUIContainer" file="GameUI">
            <Frame type="CommandPanel" name="CommandPanel">
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="-18"/>
                <Anchor side="Right" relative="$parent" pos="Mid" offset="577"/>
                <Width val="1155"/>
                <Height val="76"/>
    
                <Frame type="CommandTooltip" name="CommandTooltip">
                    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-100"/>
                    <Anchor side="Right" relative="$parent" pos="Mid" offset="235"/>
                </Frame>
    
                <Frame type="CommandButton" name="CommandButton00">
                    <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
                    <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
                </Frame>
    
                <Frame type="CommandButton" name="CommandButton05">
                    <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
                    <Anchor side="Left" relative="$parent/CommandButton04" pos="Max" offset="#CommandButtonGap"/>
                </Frame>
    
                <Frame type="CommandButton" name="CommandButton10">
                    <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
                    <Anchor side="Left" relative="$parent/CommandButton09" pos="Max" offset="#CommandButtonGap"/>
                </Frame>
            </Frame>
    
            <Frame type="Image" name="CommandPanelBorder">
                <Anchor side="Top" relative="$parent/CommandPanel" pos="Min" offset="-26"/>
                <Anchor side="Bottom" relative="$parent/CommandPanel" pos="Max" offset="35"/>
                <Anchor side="Left" relative="$parent/CommandPanel" pos="Min" offset="-33"/>
                <Anchor side="Right" relative="$parent/CommandPanel" pos="Max" offset="32"/>
                <Texture val="@UI/TimerWindowBackground"/>
                <TextureType val="Border"/>
                <RenderPriority val="500"/>
            </Frame>
        </Frame>
    </Desc>
    

    You can copy this into a new layout window that you can create in the UI editor.

     

    Also know that the 1x10 example shown above the first 5 buttons are not available onscreen.

    Posted in: UI Development
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    posted a message on Inventory UI

    there is probably another frame above it that blocks the mouse clicks. This is usually the source of problems with mouse clicks not working. I haven't looked into your specific situation though.

    Posted in: UI Development
  • 0

    posted a message on how move........ Minimap Panel....

    I think he wants to know how to remove those two green lines. I have no idea where they come from, but then again I haven't looked into it.

    Posted in: UI Development
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    posted a message on Overriding Tooltip Fonts
    Quote from Anteep: Go

    do you have a list of fonts that can be used?

    look them up yourself, you only need to mention the styles that you want to change. I have attached the FontStyles file containing the styles that are in use by blizzard.

    Posted in: UI Development
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    posted a message on Overriding Tooltip Fonts

    @Broot7: Go

    you can do this using the override method. Import a file named "FontStyles.SC2Style" into your map into the folder "Base.SC2Data/UI". click for larger image in the screenshot you can see the following contents for the file:

    <!--
        <Style  name=""                 - string identifier
                font=""                 - file name (preferably a constant)
                height=""               - integer [1, 200]
                vjustify=""             - "Top","Middle","Bottom"
                hjustify=""             - "Left","Center","Right"
                fontflags=""            - Outline|Bold|Italic|HintingOff|HintingNative|HintingAuto|HintStyleNormal|HintStyleLight|HintStyleLCD|HintStyleLCDVertical
                styleflags=""           - Shadow|Glow|InlineJustification|Uppercase
                textcolor=""            - Gradient Color
                disabledcolor=""        - Gradient Color
                highlightcolor=""       - Gradient Color
                hotkeycolor=""          - Gradient Color
                hyperlinkcolor=""       - Gradient Color
                glowcolor=""            - Color
                glowMode=""             - "Add","Normal"
                highlightglowcolor=""   - Color
                disabledglowcolor=""    - Color
                shadowoffset=""         - integer value [-128, 127]
                outlinewidth=""         - integer value [0,height]
                lineSpacing=""          - decimal multiplier [1.0, 4.0]
                characterSpacing=""     - integer addition [0, 255]
                />
    -->
    
      <StyleFile File="FontStyles">
        <Style name="StandardTooltip" template="StandardTemplate" height="10" vjustify="Middle" hjustify="Left" styleflags="!Shadow" textcolor="84d2ff" hotkeycolor="ffffff" hyperlinkcolor="84d2ff" />
      </StyleFile>
    
    Posted in: UI Development
  • 0

    posted a message on Hero Icon (F1, F2,...)

    @ACARACO: Go probably:

    <Frame type='HeroFrame' name='GameUI/UIContainer/FullscreenUpperContainer/HeroPanel/HeroFrame00' file='GameUI'>
    

    as long as the frame locations haven't changed you can find them here: http://helral.eu/SC2LayoutFrames.html
    Including a nice button which tells you the frame notation you need ;)

    Hope this helps.

    Posted in: UI Development
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    posted a message on [UI] How to alter runtime created UI elements

    Good question. I've several things through the UI but nothing worked so far.
    You can however change the image used, so if you set it to transparent images they're gone.

    Add these lines to your Assets.txt file which you import into your map.

    UI/ObjectivePanelCheckboxActive=transparent.dds
    UI/ObjectivePanelCheckboxActive_Terr=transparent.dds
    UI/ObjectivePanelCheckboxActive_Prot=transparent.dds
    UI/ObjectivePanelCheckboxActive_Zerg=transparent.dds
    UI/ObjectivePanelCheckboxNew=transparent.dds
    UI/ObjectivePanelCheckboxNew_Terr=transparent.dds
    UI/ObjectivePanelCheckboxNew_Prot=transparent.dds
    UI/ObjectivePanelCheckboxNew_Zerg=transparent.dds
    UI/ObjectivePanelCheckboxFailed=transparent.dds
    UI/ObjectivePanelCheckboxFailed_Terr=transparent.dds
    UI/ObjectivePanelCheckboxFailed_Prot=transparent.dds
    UI/ObjectivePanelCheckboxFailed_Zerg=transparent.dds
    UI/ObjectivePanelCheck=transparent.dds
    UI/ObjectivePanelCheck_Terr=transparent.dds
    UI/ObjectivePanelCheck_Prot=transparent.dds
    UI/ObjectivePanelCheck_Zerg=transparent.dds
    

    Edit: Right, I just figured out why my change wasn't working. The game changes the visible state of the images for the checkboxes. Therefor <Visible val='false'/> won't work. What does work is moving them offscreen:

        <Frame type="ObjectivePanelListBoxItem" name="ObjectivePanelListBoxItem" file="ObjectivePanel">
            <Frame type="Image" name="CheckboxActive">
                <!-- move offscreen -->
                <Anchor side="Left" relative="$parent" pos="Min" offset="-999"/>
            </Frame>
    
            <Frame type="Image" name="CheckboxNew">
                <!-- move offscreen -->
                <Anchor side="Left" relative="$parent" pos="Min" offset="-999"/>
            </Frame>
    
            <Frame type="Image" name="CheckboxCompleted">
                <!-- move offscreen -->
                <Anchor side="Left" relative="$parent" pos="Min" offset="-999"/>
            </Frame>
    
            <Frame type="Image" name="CheckboxFailed">
                <!-- move offscreen -->
                <Anchor side="Left" relative="$parent" pos="Min" offset="-999"/>
            </Frame>
    
            <Frame type="Image" name="Checkmark">
                <!-- move offscreen -->
                <Anchor side="Left" relative="$parent" pos="Min" offset="-999"/>
            </Frame>
        </Frame>
    
    Posted in: Tutorials
  • 0

    posted a message on Tooltip bug

    @Seppo1835: Go

    can you add some screenshots of what happens?

    to me this sounds really vague and I have no idea how to reproduce it so that I can take a look at it.

    Posted in: UI Development
  • 0

    posted a message on [UI] How to alter runtime created UI elements

    Questions

    • So what about the command panel where the units actions are listed?

    These are not runtime created elements. They're actually created while the game is loading. You can find each button (00 through 15) with the following code:

    <Frame type='CommandButton' name='GameUI/UIContainer/ConsoleUIContainer/CommandPanel/CommandButton{{{##}}}' file='GameUI'>
    </Frame>
    

    where ## is the button number.

    Posted in: Tutorials
  • 0

    posted a message on [UI] How to alter runtime created UI elements

    You might be thinking like, everything is already predefined in the UI. Well it is and it isn't. Kinda odd isn't it?

    Well let's take a look at what we know, take the InfoPaneUnit for example:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="InfoPaneUnit" name="InfoPaneUnitTemplate">
            <Frame type="Label" name="NameLabel">
                <Anchor side="Top" relative="$parent" pos="Min" offset="10"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
                <Options val="NoWrapping"/>
            </Frame>
    
            <Frame type="Label" name="SubtitleLabel">
                <Anchor side="Top" relative="$parent/NameLabel" pos="Max" offset="0"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
                <CollapseLayout val="true"/>
                <Height val="50"/>
                <Style val="@@InfoPaneUnitSubtitle"/>
            </Frame>
            
            <Frame type="ProgressBar" name="ProgressBar">
                <Anchor side="Top" relative="$parent/NameLabel" pos="Max" offset="0"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="2"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="-8"/>
                <Texture val="@@UI/ProgressQueue"/>
                <MinValue val="0.000000"/>
                <Color val="##StandardProgressBorder"/>
                <ColorStep val="##StandardProgressFill"/>
                <Width val="128"/>
                <Height val="16"/>
            </Frame>
    
            <Frame type="Label" name="InfoLabel">
                <Anchor side="Bottom" relative="$parent" pos="Min" offset="106"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="2"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="-8"/>
                <Style val="@@InfoPaneUnitInfo"/>
            </Frame>
    
            <Frame type="Frame" name="EquipmentPanel">
                <Anchor side="Top" relative="$parent" pos="Min" offset="108"/>
                <Anchor side="Left" relative="$parent" pos="Mid" offset="0"/>
                <Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>
                <Height val="64"/>
            </Frame>
            
            <Frame type="Label" name="TypeLabel">
                <Anchor side="Top" relative="$parent/EquipmentPanel" pos="Max" offset="4"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
                <Style val="@@InfoPaneUnitType"/>
                <Options val="NoWrapping"/>
            </Frame>        
        </Frame>
    </Desc>
    

    Let's look into the EquipmentPanel part. This panel displays:

    • For any weapon the selected unit has: The weapon and the upgrade level.
    • For any armor the selected unit has: The armor and the upgrade level.

    Now zooming in on the description of the frame:

            <Frame type="Frame" name="EquipmentPanel">
                <Anchor side="Top" relative="$parent" pos="Min" offset="108"/>
                <Anchor side="Left" relative="$parent" pos="Mid" offset="0"/>
                <Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>
                <Height val="64"/>
            </Frame>
    

    So how do you modify how the information is displayed there then? You do that by modifying the Template. Yes you can modify templates.

    Have you noticed how at the end of the frame you modify you normally say ' file="GameUI" ' ? Well this defines what the source file is. The GameUI file is the source file for everything that is initially shown and never altered.

    Say I wanted to modify the EquipmentIcon. This Icon is generated when you select an unit. It is not visible by default, and not accessible.

    You see the three icons above with the red border. Well I've modified them with the following little snippit:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="EquipmentIcon" name="EquipmentIconTemplate" file="EquipmentIcon">
            <Frame type="Label" name="LevelLabel">
                <Visible val="False"/>
            </Frame>
        </Frame>
    </Desc>
    

    The result you can see below:

    To also get rid of the overlay image I can change the snippit to be like this:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="EquipmentIcon" name="EquipmentIconTemplate" file="EquipmentIcon">
            <Frame type="Label" name="LevelLabel">
                <Visible val="False"/>
            </Frame>
            <Frame type="Image" name="EquipmentIconBorder">
                <Visible val="False"/>
            </Frame>
        </Frame>
    </Desc>
    

    And here's the result:

    This is easy after all isn't it. Well what can and can't you do with this, is for you to find out. I've only been back to the SC2Editor for 3 hours. Enjoy this little piece of knowledge.

    Posted in: Tutorials
  • 0

    posted a message on Hiding Upgrade Levels

    Hey there,

    It's been a few years since I've been active here, let me see if I can find out how to help you. Just booted up my map-editor going to place an unit in it and see if I can hide the upgrade numbers.

    Best regards, Helral

    Edit:

    and here is the snippet that you need:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="EquipmentIcon" name="EquipmentIconTemplate" file="EquipmentIcon">
            <Frame type="Label" name="LevelLabel">
                <Visible val="False"/>
            </Frame>
            <Frame type="Image" name="EquipmentIconBorder">
                <Visible val="False"/>
            </Frame>
        </Frame>
    </Desc>
    

    result:

    Posted in: UI Development
  • 0

    posted a message on Tutorials
    Quote from thelittlemaster: Go

    All this links above are NOT IN SERVICE delete this page if you are not going to make then available!

    the links have been fixed.

    and even added one: Modifying templates

    Posted in: UI Development
  • 0

    posted a message on (solved)How to show only portrait panel from console panel?

    about the black bar, look here

    Posted in: UI Development
  • 0

    posted a message on Layout throwing error when used in mod

    Do you have it included twice: once through dependencies and once in the map itself perhaps?

    I've never worked with a layout specified in a custom dependency before so I don't know much about it.

    Posted in: UI Development
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    posted a message on Moving Things Out Of The UnitInfoPane?

    You can move the menubar to the center top. see attached SC2Map for an example and the layout file used for it.

    Posted in: UI Development
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