Slicetree n n.reld

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Contents

[edit] Naming Scheme

Saved slice collections are stored in the RPG file with the naming scheme:

slicetree_#_#.reld

Where the first # is the slice collection group, and the second # is the slice collection number. The collection numbers do not have to be sequential. There can be gaps. (The slice collection editor will not save any file for a completely empty slice collection)

number collection group description
0 user defined collections Can be loaded in plotscripts
 ? undefined other groups will be defined later for builtin menus, screens, and other layouts.

[edit] Data Format

The data in a slicetree_#_#.reld file is stored in RELOAD format.

  • Root Node
    • "children" node
      • one or more nodes containing slice data
        • each slice data node contains property nodes (see below)
        • each slice with children contains a "children" node
          • one or more nodes containing slice data
            • each slice data node contains property nodes (see below)
            • each slice with children contains a "children" node
              • (tree structure continues as deep as necessary)

The arrangement of slices and slice children will be different for every collection. There is no limit on the total number of slices, nor is there any limit on the number of child slices any parent slice can contain.

The root slice is always of type slRoot. all other slices can be of any standard slice type. There are no restrictions on which slice types can be parents and children.

[edit] Slice Properties

  • Default values for missing properties are 0 unless otherwise noted.
  • Property nodes may appear in any order. Don't expect them to always appear in the same order they are listed here!

[edit] All Slices

name type details
x int
y int
w int
h int
vis bool
clip bool
alignh int 0=left, 1=center, 2=right
alignv int 0=top, 1=center, 2=bottom
anchorh int 0=left, 1=center, 2=right
anchorv int 0=top, 1=center, 2=bottom
padt int
padl int
padr int
padb int
fill bool
type string the short name of the specific slice type

NOTE: x, y, w, h, padt, padl, padr, padb are all pixel values. Any signed 32-bit integer value must be allowed, even if it would be insane for a pixel distance, since games sometimes use these values as meta-data for other purposes on non-visible slices.

[edit] Container Slices

Container slices have no special properties

[edit] Rect Slices

name type details default
style int -1 for none, 0-14 for the styles -1
fg int 0 to 255 color index in master palette for the rect edges.
bg int 0 to 255 color index in master palette for the rect body.
trans int 0=solid, 1=fuzzy, 2=hollow
border int -1 for none 0+ for thickness -1

[edit] Sprite Slices

name type details default
sprtype int the group of sprites, 0-8 for PT#, 9 for MXS (This is a WIP feature)
rec int record number of the sprite within its sprite group
pal int 16 color palette index, or -1 to use the default palette for this sprite (absent for non-paletted sprites -1
frame int current frame, for sprite groups that allow multiple frames
fliph bool true if the sprite is horizontally flipped
flipv bool true if the sprite is vertically flipped
trans bool true if colour 0 of the sprite is to be transparent (This is a WIP feature) 1

[edit] Text Slice

name type details default
s string A string of text. There are no limits on the length of the string.
col int 0 to 255 color index in master palette for the text.
outline bool true if the text should be drawn with a black outline
wrap bool true if the text should wrap within the chosen slice width.
bgcol int 0 to 255 color index in master palette for the background box around the text (no effect if outline is true)

When a Text Slice is set to wrap, the width and height can be manually adjusted, and the wrapping will be updated. When a Text Slice is not set to wrap, its width and height will be automatically set.

[edit] Grid Slices

name type details default
cols int number of columns in the grid. Node that 0 is a legal value, but will still be treated like 1 column.
rows int number of rows in the grid. Node that 0 is a legal value, but will still be treated like 1 row.
show bool true if the grid edges should be drawn, false if the grid is invisible just like the Container slice.



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