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File Formats

dgough edited this page Nov 21, 2014 · 2 revisions

This is a work in progress. Please refer to the HTMLFile Formats file.

Legend

Legend  
[0..1] Zero or one. Denotes an optional property.
[0..*] Zero or many. The property may appear many times.
[1..*] One or many. Required property and may appear many times.
required Required property.
Italics Non-literal
// Comment Just like in C++
A | B | C A or B or C. (Shows the valid enumeration values)
Types  
block A block property that contains other properties.
string A string of characters with no quotations.
bool true or false
float Floating point number.
Decimal is optional, don’t include "f".
int Integer
uint Unsigned integer
axis angle Rotation axis angle (4 floats): x, y, z, angle_in_degrees
color Hex color in the format #RRGGBBAA. (#FF6A00FF)
xref External reference.
This can be
  • a file path (res/common/game.scene)
  • a reference to a named object in a property file (res/common/game.scene#duck)
lua xref External reference to a lua function.
file path A path to a file. This should be a relative path for the purpose of being cross platform.
image path A path to an image.
  • A file path (res/wood.png)
  • An alias for an image that will be defined in game config file for the purpose of using different compressed textures on different platforms. (@wood).

Note:

  • The order of the properties does not matter.
  • Blocks do not require an id.

File Types

Gameplay property files blocks
.config Game config definitions. window, graphics, scripts, aliases, gamepads
.scene Scene definition scene, node, physics
.material Material definitions material, technique, pass
.physics Collision objects and physics constraints physics, collisionObject, constraint
.animation Animation and animation clip definitions animation, clip
.audio Audio source definitions audio
.particle Particle emitter definitions particle
.form UI form definitions form
.theme UI theme definitions theme
Gameplay files
.gpb Gameplay Bundle Binary encoded scene that is created by the gameplay-encoder from a .dae or .fbx file.
.vert Vertex shader GLSL vertex shader source.
.frag Fragment shader GLSL fragment shader source.
Other file extensions
.dae COLLADA
.fbx Autodesk
.mb Maya Binary
.ma Maya ASCII
.ttf TrueType Font
.lua Lua source code
.dds, .dds, .pvr Compressed texture

Game Config

window    
{    
  width = pixels [0..1] int
  height = pixels [0..1] int
  x = x_offset_from_top_left [0..1] int
  y = y_offset_from_top_left [0..1] int
  fullscreen = bool [0..1] bool
  title = Hello World [0..1] string
}    
graphics    
{    
  samples = multisampling_state [0..1] int
  defaultMaterial = none | res/foo.material#bar [0..1] none | file
}    

Note: By default defaultMaterial uses a pink material.

scripts    
{    
  initialize = res/game.lua#initialize [0..1] lua xref
  update = res/game.lua#update [0..1] lua xref
  render = res/game.lua#render [0..1] lua xref
  finalize = res/game.lua#finalize [0..1] lua xref
  keyEvent = res/game.lua#keyEvent [0..1] lua xref
  touchEvent = res/game.lua#touchEvent [0..1] lua xref
  mouseEvent = res/game.lua#mouseEvent [0..1] lua xref
  gamepadEvent = res/game.lua#gamepadEvent [0..1] lua xref
{    
aliases    
{    
  alias_name = file_path [0..*] file path
}    
gamepads    
{    
  form = res/common/gamepad.form [0..1] xref
}    

Scene

// Load a scene from a .scene property file
Scene* scene = Scene::load("res/common/game.scene");
scene [0..1] block
{    
  path = res/game.scene [0..1] xref
  activeCamera = node_id [0..1] string
  node node_id {} [0..*] block
  physics {} [0..1] block
}    

Node

node node_id : parent_node_id    
{    
  url = res/common/stuff.gpb#duck [0..1] xref
  material = res/scene.material#wood [0..1] xref
  collisionObject = res/obj.physics#box [0..1] xref
  audio = res/game.audio#quack [0..1] xref
     
  translate = x, y, z [0..1] 3 floats
  rotate = x, y, z, degrees [0..1] axis angle
  scale = x, y, z [0..1] 3 floats
     
  tags [0..1] block
  {    
    tag_name1 [0..*] string
    tag_name2    
  }    
}    

Materials

Note:

  • id is optional for material, technique and pass.
  • Materials can inherit values from another material by optionally setting a parent_material_id.
  • Vertex and fragment shader file extensions do not matter. The convention in gameplay is to use .vert and .frag.
  • scalar is float, int or bool.
  • vector is a comma separated list of floats.
// When the .material file contains one material
Material* material = model->setMaterial("res/common/box.material");
// When the .material file contains multiple materials
Material* m = model->setMaterial("res/common/stuff.material#wood");
material material_id : parent_material_id    
{    
  uniform_name = scalar | vector [0..*] uniform
  uniform_name = AUTO_BIND_ENUM [0..*] enum
  sampler uniform_name {} [0..*] block
  renderState {} [0..1] block
     
  technique id {} [0..*] block
}    
technique technique_id    
{    
  uniform_name = scalar | vector [0..*] uniform
  uniform_name = AUTO_BIND_ENUM [0..*] enum
  sampler uniform_name {} [0..*] block
  renderState {} [0..1] block
     
  pass id {} [0..*] block
}    
pass pass_id    
{    
  vertexShader = res/colored.vert [0..1] file path
  fragmentShader = res/colored.frag [0..1] file path
  defines = semicolon separated list [0..1] string
     
  uniform_name = scalar | vector [0..*] uniform
  uniform_name = AUTO_BIND_ENUM [0..*] enum
  sampler uniform_name {} [0..*] block
  renderState {} [0..1] block
}    
sampler uniform_name    
{    
  path = res/wood.png | @wood [0..1] image path
  mipmap = bool [0..1] bool
  wrapS = REPEAT | CLAMP [0..1] enum
  wrapT = REPEAT | CLAMP [0..1] enum
 minFilter = TEXTURE_MIN_FILTER_ENUM [0..1] enum
  magFilter = TEXTURE_MAG_FILTER_ENUM [0..1] enum
}    
renderState    
{    
  blend = false [0..1] bool
  blendSrc = BLEND_ENUM [0..1] enum
  blendDst = BLEND_ENUM [0..1] enum
  cullFace = false [0..1] bool
  depthTest = false [0..1] bool
  depthWrite = false [0..1] bool
}    

Material Enums

AUTO_BIND_ENUM  
WORLD_MATRIX  
VIEW_MATRIX  
PROJECTION_MATRIX  
WORLD_VIEW_MATRIX  
VIEW_PROJECTION_MATRIX  
WORLD_VIEW_PROJECTION_MATRIX  
INVERSE_TRANSPOSE_WORLD_MATRIX  
INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX  
CAMERA_WORLD_POSITION  
CAMERA_VIEW_POSITION  
MATRIX_PALETTE Used for vertex skinning
TEXTURE_MIN_FILTER_ENUM  
NEAREST Lowest quality non-mipmapped
LINEAR Better quality non-mipmapped
NEAREST_MIPMAP_NEAREST Fast but low quality mipmapping
LINEAR_MIPMAP_NEAREST  
NEAREST_MIPMAP_LINEAR  
LINEAR_MIPMAP_LINEAR Best quality mipmapping
TEXTURE_MAG_FILTER_ENUM  
NEAREST Lowest quality
LINEAR Better quality
BLEND_ENUM  
ZERO ONE_MINUS_DST_ALPHA
ONE CONSTANT_ALPHA
SRC_ALPHA ONE_MINUS_CONSTANT_ALPHA
ONE_MINUS_SRC_ALPHA SRC_ALPHA_SATURATE
DST_ALPHA  

Physics

physics    
{    
  gravity = x, y, z [0..1] 3 floats
     
  constraint {} [0..1] block
}    

Default gravity: 0.0, -9.8, 0.0

Collision Objects

Physics Rigid Body

collisionObject id    
{    
  type = RIGID_BODY required enum
  shape = BOX | SPHERE | MESH | CAPSULE |
          HEIGHTFIELD
required enum
     
  mass = kilograms [0..1] float
  friction = coefficient [0..1] float
  restitution = coefficient [0..1] float
  linearDamping = coefficient [0..1] float
  angularDamping = coefficient [0..1] float
  kinematic = bool [0..1] bool
  anisotropicFriction = x, y, z [0..1] 3 floats
  gravity = x, y, z [0..1] 3 floats
     
  // BOX properties    
  extents = x, y, z [0..1] 3 floats
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // SPHERE properties    
  radius = float [0..1] float
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // CAPSULE properties    
  radius = float [0..1] float
  height = float [0..1] float
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // HEIGHTFIELD properties    
  image = res/common/image.png [0..1] xref
}    

Physics Ghost Object

collisionObject id    
{    
  type = GHOST_OBJECT required enum
  shape = BOX | SPHERE | MESH | CAPSULE |
          HEIGHTFIELD
required enum
     
  // BOX properties    
  extents = x, y, z [0..1] 3 floats
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // SPHERE properties    
  radius = float [0..1] float
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // CAPSULE properties    
  radius = float [0..1] float
  height = float [0..1] float
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // HEIGHTFIELD properties    
  image = res/common/image.png [0..1] xref
}    

Physics Character

collisionObject id    
{    
  type = CHARACTER required enum
  shape = BOX | SPHERE | MESH | CAPSULE required enum
     
  mass = kilograms [0..1] float
     
  // BOX properties    
  extents = x, y, z [0..1] 3 floats
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // SPHERE properties    
  radius = float [0..1] float
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // CAPSULE properties    
  radius = float [0..1] float
  height = float [0..1] float
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
}    

Physics Vehicle

collisionObject id    
{    
  type = VEHICLE required enum
  shape = BOX | SPHERE | MESH | CAPSULE required enum
     
  mass = kilograms [0..1] float
  friction = coefficient [0..1] float
  restitution = coefficient [0..1] float
  linearDamping = coefficient [0..1] float
  angularDamping = coefficient [0..1] float
  kinematic = bool [0..1] bool
  anisotropicFriction = x, y, z [0..1] 3 floats
  gravity = x, y, z [0..1] 3 floats
     
  // BOX properties    
  extents = x, y, z [0..1] 3 floats
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // SPHERE properties    
  radius = radius [0..1] float
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // CAPSULE properties    
  radius = float [0..1] float
  height = float [0..1] float
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // VEHICLE only    
  steeringGain = float [0..1] float
  brakingForce = float [0..1] float
  drivingForce = float [0..1] float
  steerdownSpeed = float [0..1] float
  steerdownGain = float [0..1] float
  brakedownStart = float [0..1] float
  brakedownFull = float [0..1] float
  drivedownStart = float [0..1] float
  drivedownFull = float [0..1] float
  boostSpeed = float [0..1] float
  boostGain = float [0..1] float
  downforce = float [0..1] float
}    

Physics Vehicle Wheel

collisionObject id    
{    
  type = VEHICLE_WHEEL required enum
  shape = BOX | SPHERE | MESH | CAPSULE required enum
     
  mass = kilograms [0..1] float
  friction = coefficient [0..1] float
  restitution = coefficient [0..1] float
  linearDamping = coefficient [0..1] float
  angularDamping = coefficient [0..1] float
  kinematic = bool [0..1] bool
  anisotropicFriction = x, y, z [0..1] 3 floats
  gravity = x, y, z [0..1] 3 floats
     
  // BOX properties    
  extents = x, y, z [0..1] 3 floats
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // SPHERE properties    
  radius = float [0..1] float
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // CAPSULE properties    
  radius = float [0..1] float
  height = float [0..1] float
  center = x, y, z [0..1] 3 floats
  centerAbsolute = x, y, z [0..1] 3 floats
     
  // VEHICLE_WHEEL only    
  steerable = false [0..1] bool
  wheelDirection = x, y, z [0..1] 3 floats
  wheelAxle = x, y, z [0..1] 3 floats
  strutConnectionOffset = x, y, z [0..1] 3 floats
  strutRestLength = float [0..1] float
  strutStiffness = coefficient [0..1] float
  strutDampingCompression = coefficient [0..1] float
  strutDampingRelaxation = coefficient [0..1] float
  frictionBreakout = float [0..1] float
  wheelRadius = radius [0..1] float
  rollInfluence = float [0..1] float
}    

Constraints

Fixed Constraint

constraint id    
{    
  type = FIXED required enum
  breakingImpulse = float [0..1] float
}    

Generic Constraint

constraint id    
{    
  type = GENERIC required enum
  translationOffsetA = x, y, z [0..1] 3 floats
  translationOffsetB = x, y, z [0..1] 3 floats
  rotationOffsetA = x, y, z, degrees [0..1] axis angle
  rotationOffsetB = x, y, z, degrees [0..1] axis angle
  angularLowerLimit = x, y, z [0..1] 3 floats
  angularUpperLimit = x, y, z [0..1] 3 floats
  linearLowerLimit = x, y, z [0..1] 3 floats
  linearUpperLimit = x, y, z [0..1] 3 floats
  breakingImpulse = float [0..1] float
}    

Hinge Constraint

constraint id    
{    
  type = HINGE required enum
  translationOffsetA = x, y, z [0..1] 3 floats
  translationOffsetB = x, y, z [0..1] 3 floats
  rotationOffsetA = x, y, z, degrees [0..1] axis angle
  rotationOffsetB = x, y, z, degrees [0..1] axis angle
  limits = lowerLimit, upperLimit,
           bounciness
[0..1] 2 or 3 floats
  breakingImpulse = float [0..1] float
}    

Socket Constraint

constraint id    
{    
  type = SOCKET required enum
  translationOffsetA = x, y, z [0..1] 3 floats
  translationOffsetB = x, y, z [0..1] 3 floats
  breakingImpulse = float [0..1] float
}    

Sprint Constraint

constraint id    
{    
  type = SPRING required enum
  translationOffsetA = x, y, z [0..1] 3 floats
  translationOffsetB = x, y, z [0..1] 3 floats
  rotationOffsetA = x, y, z, degrees [0..1] axis angle
  rotationOffsetB = x, y, z, degrees [0..1] axis angle
  angularLowerLimit = x, y, z [0..1] 3 floats
  angularUpperLimit = x, y, z [0..1] 3 floats
  linearLowerLimit = x, y, z [0..1] 3 floats
  linearUpperLimit = x, y, z [0..1] 3 floats
  angularDampingX = damping [0..1] float
  angularDampingY = damping [0..1] float
  angularDampingZ = damping [0..1] float
  angularStrengthX = strength [0..1] float
  angularStrengthY = strength [0..1] float
  angularStrengthZ = strength [0..1] float
  linearDampingX = damping [0..1] float
  linearDampingY = damping [0..1] float
  linearDampingZ = damping [0..1] float
  linearStrengthX = strength [0..1] float
  linearStrengthY = strength [0..1] float
  linearStrengthZ = strength [0..1] float
  breakingImpulse = float [0..1] float
}    

Animation

animation animation_id    
{    
  property = ANIMATION_PROPERTY required enum
  keyCount = number_of_key_frames [0..1] int
  keyTimes = uint uint uint uint ... [0..1] uint(s)
  keyValues = float float float float ... [0..1] float(s)
  curve = INTERPOLATION_TYPE required enum
}    
// Load the animation clips for sample03-character
Animation* animation = node->getAnimation("animations");
animation->createClips("res/common/boy.animation");
animation animation_id    
{    
  frameCount = frame_count required int
  clip clip_id {} [0..*] block
}    

Animation Clip

clip clip_id    
{    
  begin = frame_index [0..1] int
  end = frame_index [0..1] int
  repeatCount = float | REPEAT_INDEFINITE [0..1] float | enum
  speed = 1.0 [0..1] float
}    

Animation Enums

ANIMATION_PROPERTY
ANIMATE_SCALE ANIMATE_TRANSLATE
ANIMATE_SCALE_X ANIMATE_TRANSLATE_X
ANIMATE_SCALE_Y ANIMATE_TRANSLATE_Y
ANIMATE_SCALE_Z ANIMATE_TRANSLATE_Z
ANIMATE_ROTATE ANIMATE_ROTATE_TRANSLATE
ANIMATE_UNIFORM ANIMATE_SCALE_ROTATE_TRANSLATE
INTERPOLATION_TYPE
BEZIER QUARTIC_IN CIRCULAR_IN
BSPLINE QUARTIC_OUT CIRCULAR_OUT
FLAT QUARTIC_IN_OUT CIRCULAR_IN_OUT
HERMITE QUARTIC_OUT_IN CIRCULAR_OUT_IN
LINEAR QUINTIC_IN ELASTIC_IN
SMOOTH QUINTIC_OUT ELASTIC_OUT
STEP QUINTIC_IN_OUT ELASTIC_IN_OUT
QUADRATIC_IN QUINTIC_OUT_IN ELASTIC_OUT_IN
QUADRATIC_OUT SINE_IN OVERSHOOT_IN
QUADRATIC_IN_OUT SINE_OUT OVERSHOOT_OUT
QUADRATIC_OUT_IN SINE_IN_OUT OVERSHOOT_IN_OUT
CUBIC_IN SINE_OUT_IN OVERSHOOT_OUT_IN
CUBIC_OUT EXPONENTIAL_IN BOUNCE_IN
CUBIC_IN_OUT EXPONENTIAL_OUT BOUNCE_OUT
CUBIC_OUT_IN EXPONENTIAL_IN_OUT BOUNCE_IN_OUT
  EXPONENTIAL_OUT_IN BOUNCE_OUT_IN

Audio

// Load a sound from file
AudioSource* source = AudioSource::create("res/game.audio#explode");

Audio Source

audio audio_id    
{    
  path = res/common/engine_loop.ogg [0..1] file path
  looped = false [0..1] bool
  gain = volume_amplification (1.0) [0..1] float
  pitch = pitch_value [0.5-2.0] [0..1] float
  velocity = x, y, z [0..1] 3 floats
}    

Particles

// Load a particle emitter from a property file
ParticleEmitter* p = ParticleEmitter::create("res/fire.particle");
particle particle_id    
{    
  sprite [0..1] block
  {    
    path = res/common/smoke.png [0..1] file path
    width = int [0..1] int
    height = int [0..1] int
    frameCount = count [0..1] int
    frameDuration = seconds [0..1] float
    frameRandomOffset = offset [0..1] int
    looped = false [0..1] bool
    animated = false [0..1] bool
    blending = OPAQUE   | TRANSPARENT |
               ADDITIVE | MULTIPLIED
[0..1] enum
  }    
     
  particleCountMax = 100 [0..1] uint
  emissionRate = particles_per_second [0..1] uint
  orbitPosition = false [0..1] bool
  orbitVelocity = false [0..1] bool
  orbitAcceleration = false [0..1] bool
  ellipsoid = false [0..1] bool
  sizeStartMin = 1.0 [0..1] float
  sizeStartMax = 1.0 [0..1] float
  sizeEndMin = 1.0 [0..1] float
  sizeEndMax = 1.0 [0..1] float
  energyMin = milliseconds [0..1] float
  energyMax = milliseconds [0..1] float
  rotationPerParticleSpeedMin = radians
                                per second
[0..1] float
  rotationPerParticleSpeedMax = radians
                                per second
[0..1] float
     
  colorStart = red, blue, green, alpha [0..1] 4 floats
  colorEnd = red, blue, green, alpha [0..1] 4 floats
  position = x, y, z [0..1] 3 floats
  positionVar = x, y, z [0..1] 3 floats
  velocity = x, y, z [0..1] 3 floats
  velocityVar = x, y, z [0..1] 3 floats
  acceleration = x, y, z [0..1] 3 floats
  accelerationVar = x, y, z [0..1] 3 floats
}    

UI Forms

// Load a form from a property file
Form* form = Form::create("res/editor.form");

Form

form form_id    
{    
  theme = res/editor.theme required xref
  layout = LAYOUT_ENUM required enum
  style = style_id [0..1] string
  position = x, y [0..1] 2 floats
  alignment = ALIGNMENT_ENUM [0..1] enum
  size = width, height [0..1] 2 floats
  autoWidth = false [0..1] bool
  autoHeight = false [0..1] bool
  width = width [0..1] float
  height = height [0..1] float
  consumeInputEvents = true [0..1] bool
     
  container container_id {} [0..*] block
  label label_id {} [0..*] block
  textBox textBox_id {} [0..*] block
  button button_id {} [0..*] block
  checkBox checkBox_id {} [0..*] block
  radioButton radioButton_id {} [0..*] block
  slider slider_id {} [0..*] block
}    

Container

container container_id    
{    
  layout = LAYOUT_ENUM required enum
  style = style_id [0..1] string
  position = x, y [0..1] 2 floats
  alignment = ALIGNMENT_ENUM [0..1] enum
  size = width, height [0..1] 2 floats
  autoWidth = false [0..1] bool
  autoHeight = false [0..1] bool
  width = width [0..1] float
  height = height [0..1] float
  consumeInputEvents = true [0..1] bool
     
  container container_id {} [0..*] block
  label label_id {} [0..*] block
  textBox textBox_id {} [0..*] block
  button button_id {} [0..*] block
  checkBox checkBox_id {} [0..*] block
  radioButton radioButton_id {} [0..*] block
  slider slider_id {} [0..*] block
}    

Label

label label_id    
{    
  text = Hello World [0..1] string
  style = style_id [0..1] string
  position = x, y [0..1] 2 floats
  alignment = ALIGNMENT_ENUM [0..1] enum
  size = width, height [0..1] 2 floats
  autoWidth = false [0..1] bool
  autoHeight = false [0..1] bool
  consumeInputEvents = true [0..1] bool
}    

TextBox

textBox textBox_id    
{    
  ... same as label    
}    

Button

button button_id    
{    
  ... same as label    
}    

CheckBox

checkBox checkBox_id    
{    
  checked = false [0..1] bool
  text = Hello World [0..1] string
  style = style_id [0..1] string
  position = x, y [0..1] 2 floats
  alignment = ALIGNMENT_ENUM [0..1] enum
  size = width, height [0..1] 2 floats
  autoWidth = false [0..1] bool
  autoHeight = false [0..1] bool
  consumeInputEvents = true [0..1] bool
}    

RadioButton

radioButton radioButton_id    
{    
  group = group_id [0..1] string
  checked = false [0..1] bool
  text = Hello World [0..1] string
  style = style_id [0..1] string
  position = x, y [0..1] 2 floats
  alignment = ALIGNMENT_ENUM [0..1] enum
  size = width, height [0..1] 2 floats
  autoWidth = false [0..1] bool
  autoHeight = false [0..1] bool
  imageSize = width, height [0..1] 2 floats
  consumeInputEvents = true [0..1] bool
}    

Slider

slider slider_id    
{    
  style = style_id [0..1] string
  position = x, y [0..1] 2 floats
  size = width, height [0..1] 2 floats
  min = float [0..1] float
  max = float [0..1] float
  value = default_value [0..1] float
  step = discrete_steps [0..1] float
  text = Hello World [0..1] string
  consumeInputEvents = true [0..1] bool
}    

Form Enums

LAYOUT_ENUM  
LAYOUT_FLOW Controls are placed next to one another horizontally until the right-most edge of the container is reached, at which point a new row is started.
LAYOUT_VERTICAL Controls are placed next to one another vertically until the bottom-most edge of the container is reached.
LAYOUT_ABSOLUTE Controls are not modified at all by this layout. They must be positioned and sized manually.
ALIGNMENT_ENUM  
ALIGN_LEFT Left
ALIGN_HCENTER Horizontal center
ALIGN_RIGHT Right
ALIGN_TOP Top
ALIGN_VCENTER Vertical center
ALIGN_BOTTOM Bottom
ALIGN_TOP_LEFT ALIGN_TOP | ALIGN_LEFT
ALIGN_VCENTER_LEFT ALIGN_VCENTER | ALIGN_LEFT
ALIGN_BOTTOM_LEFT ALIGN_BOTTOM | ALIGN_LEFT
ALIGN_TOP_HCENTER ALIGN_TOP | ALIGN_HCENTER
ALIGN_VCENTER_HCENTER ALIGN_VCENTER | ALIGN_HCENTER
ALIGN_BOTTOM_HCENTER ALIGN_BOTTOM | ALIGN_HCENTER
ALIGN_TOP_RIGHT ALIGN_TOP | ALIGN_RIGHT
ALIGN_VCENTER_RIGHT ALIGN_VCENTER | ALIGN_RIGHT
ALIGN_BOTTOM_RIGHT ALIGN_BOTTOM | ALIGN_RIGHT

Theme

theme theme_id    
{    
  texture = image_path required image path
     
  cursor cursor_id {} [0..*] block
  imageList imageList_id {} [0..*] block
  skin skin_id {} [0..*] block
  style style_id {} [0..*] block
}    
cursor cursor_id    
{    
  region = x, y, width, height [0..1] 4 floats
  color = #RRGGBBAA [0..1] color
}    
imageList imageList_id    
{    
  color = #RRGGBBAA [0..1] color
  image image_id {} [0..*] block
}    
skin skin_id    
{    
  region = x, y, width, height [0..1] 4 floats
  color = #RRGGBBAA [0..1] color
     
  border [0..1] block
  {    
    top = top [0..1] int
    bottom = bottom [0..1] int
    left = left [0..1] int
    right = right [0..1] int
  }    
}    
style style_id    
{    
  margin [0..1] block
  {    
    top = top [0..1] int
    bottom = bottom [0..1] int
    left = left [0..1] int
    right = right [0..1] int
  }    
     
  padding [0..1] block
  {    
    top = top [0..1] int
    bottom = bottom [0..1] int
    left = left [0..1] int
    right = right [0..1] int
  }    
     
  stateNormal {} [0..1] block
  stateFocus {} [0..1] block
  stateActive {} [0..1] block
  stateDisabled {} [0..1] block
}    
stateNormal    
{    
  skin = skin_id [0..1] string
  imageList = imageList_id [0..1] string
  cursor = cursor_id [0..1] string
  font = res/common/arial40.gpb [0..1] file path
  fontSize = fontSize [0..1] int
  textColor = #RRGGBBAA [0..1] color
  textAlignment = ALIGNMENT_ENUM [0..1] enum
  rightToLeft = false [0..1] bool
  opacity = float [0..1] float
}    
stateFocus    
{    
  ... same as stateNormal    
}    
stateActive    
{    
  ... same as stateNormal    
}    
stateDisabled    
{    
  ... same as stateNormal    
}    
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