From: <spo...@us...> - 2007-07-27 15:13:02
|
Revision: 639 http://opengate.svn.sourceforge.net/opengate/?rev=639&view=rev Author: spom_spom Date: 2007-07-27 08:12:58 -0700 (Fri, 27 Jul 2007) Log Message: ----------- Add asteroid with experimental bump mapping. fixed some small issues. Modified Paths: -------------- branches/ogsector/data/MediaFromOgre/AdvancedMaterials/Examples-Advanced.material branches/ogsector/data/gui/layouts/dialogs/MarketDialog.layout branches/ogsector/data/gui/schemes/opengate.scheme branches/ogsector/data/materials/squid.material branches/ogsector/externals/ois-1.0RC1/Makefile.in branches/ogsector/externals/ois-1.0RC1/demos/Makefile.in branches/ogsector/externals/ois-1.0RC1/includes/Makefile.in branches/ogsector/externals/ois-1.0RC1/src/Makefile.in branches/ogsector/ogre.cfg branches/ogsector/resources.cfg branches/ogsector/src/DeviceManager.h branches/ogsector/src/Entity.h branches/ogsector/src/EntityManager.cpp branches/ogsector/src/GameStateManager.cpp branches/ogsector/src/MarketDialog.cpp branches/ogsector/src/OpcodeWrapper.cpp branches/ogsector/src/Projectile.cpp branches/ogsector/src/Sector.cpp branches/ogsector/src/Sector.h branches/ogsector/src/SectorObjects.cpp branches/ogsector/src/SectorObjects.h branches/ogsector/src/UnDockedState.cpp branches/ogsector/src/opengateclient.cpp trunk/data/guns/excavator.xml trunk/data/misc/testsector.xml trunk/data/ships/quantar/storm/storm.material trunk/data/ships/tauseti/lady_kickstart/lady_kickstart.material Added Paths: ----------- branches/ogsector/data/asteroids/ branches/ogsector/data/asteroids/asteroid.material branches/ogsector/data/asteroids/asteroid.png branches/ogsector/data/asteroids/asteroid01.blend branches/ogsector/data/asteroids/asteroid01.mesh branches/ogsector/data/asteroids/asteroidBump.png Modified: branches/ogsector/data/MediaFromOgre/AdvancedMaterials/Examples-Advanced.material =================================================================== --- branches/ogsector/data/MediaFromOgre/AdvancedMaterials/Examples-Advanced.material 2007-07-17 18:14:16 UTC (rev 638) +++ branches/ogsector/data/MediaFromOgre/AdvancedMaterials/Examples-Advanced.material 2007-07-27 15:12:58 UTC (rev 639) @@ -1,3 +1,74 @@ +// ------------------------------- +// Cel Shading Section +// ------------------------------- +vertex_program Ogre/CelShadingVP cg +{ + source Example_CelShading.cg + entry_point main_vp + profiles vs_1_1 arbvp1 + + default_params + { + param_named_auto lightPosition light_position_object_space 0 + param_named_auto eyePosition camera_position_object_space + param_named_auto worldViewProj worldviewproj_matrix + param_named shininess float 10 + } +} + +fragment_program Ogre/CelShadingFP cg +{ + source Example_CelShading.cg + entry_point main_fp + profiles ps_1_1 arbfp1 fp20 +} + + +material Examples/CelShading +{ + technique + { + pass + { + vertex_program_ref Ogre/CelShadingVP + { + // map shininess from custom renderable param 1 + param_named_auto shininess custom 1 + } + fragment_program_ref Ogre/CelShadingFP + { + // map diffuse from custom renderable param 2 + param_named_auto diffuse custom 2 + // map specular from custom renderable param 2 + param_named_auto specular custom 3 + } + texture_unit + { + texture cel_shading_diffuse.png 1d + tex_address_mode clamp + filtering none + } + texture_unit + { + texture cel_shading_specular.png 1d + tex_address_mode clamp + filtering none + tex_coord_set 1 + } + texture_unit + { + texture cel_shading_edge.png 1d + tex_address_mode clamp + filtering none + tex_coord_set 2 + } + } + } + +} + + + //------------------------ // Bump mapping section //------------------------ @@ -497,3 +568,600 @@ } } +//--------------------------- +// Projective texture section +//--------------------------- + + +vertex_program Examples/TexProjectionVP cg +{ + source Example_Projection.cg + entry_point generalPurposeProjection_vp + profiles vs_1_1 arbvp1 +} + +fragment_program Examples/TexProjectionFP cg +{ + source Example_Projection.cg + entry_point generalPurposeProjection_fp + // sorry, ps_1_1 can't do this, fp20 can though + profiles ps_2_0 arbfp1 fp20 +} + +material Examples/GeneralTexProjection +{ + technique + { + pass + { + + vertex_program_ref Examples/TexProjectionVP + { + param_named_auto worldViewProjMatrix worldviewproj_matrix + param_named_auto worldMatrix world_matrix + // You'll need to update the tex projection, I suggest using + // the Frustum class + //param_named_auto texWorldViewProj worldviewproj_matrix + } + fragment_program_ref Examples/TexProjectionFP + { + // no params + } + texture_unit + { + // Project the OGRE logo + texture ogrelogo.png + tex_address_mode clamp + } + } + + + } + +} + +//---------------------------- +// Distortion effects +//---------------------------- + +vertex_program Examples/FresnelRefractReflectVP cg +{ + source Example_Fresnel.cg + entry_point main_vp + profiles vs_1_1 arbvp1 +} +vertex_program Examples/FresnelRefractReflectVPold cg +{ + source Example_Fresnel.cg + entry_point main_vp_old + profiles vs_1_1 arbvp1 +} + +fragment_program Examples/FresnelRefractReflectFP cg +{ + source Example_Fresnel.cg + entry_point main_fp + // sorry, ps_1_1 and fp20 can't do this + profiles ps_2_0 arbfp1 +} + +fragment_program Examples/FresnelRefractReflectPS asm +{ + source Example_FresnelPS.asm + // sorry, only for ps_1_4 :) + syntax ps_1_4 + +} + +material Examples/FresnelReflectionRefraction +{ + // ps_2_0 / arbfp1 + technique + { + pass + { + + vertex_program_ref Examples/FresnelRefractReflectVP + { + param_named_auto worldViewProjMatrix worldviewproj_matrix + param_named_auto eyePosition camera_position_object_space + param_named_auto timeVal time 0.05 + param_named scroll float 1 + param_named scale float 1 + param_named noise float 1 + // scroll and noisePos will need updating per frame + } + fragment_program_ref Examples/FresnelRefractReflectFP + { + param_named fresnelBias float -0.1 + param_named fresnelScale float 1.8 + param_named fresnelPower float 8 + param_named tintColour float4 0 0.0.05 0.05 1 + param_named noiseScale float 0.05 + } + // Noise + texture_unit + { + // Perlin noise volume + texture waves2.dds + // min / mag filtering, no mip + filtering linear linear none + } + // Reflection + texture_unit + { + // Will be filled in at runtime + texture Reflection + tex_address_mode clamp + // needed by ps.1.4 + tex_coord_set 1 + } + // Refraction + texture_unit + { + // Will be filled in at runtime + texture Refraction + tex_address_mode clamp + // needed by ps.1.4 + tex_coord_set 2 + } + } + + + } + + // ATI 8500 + + technique + { + pass + { + vertex_program_ref Examples/FresnelRefractReflectVPold + { + param_named_auto worldViewProjMatrix worldviewproj_matrix + param_named_auto eyePosition camera_position_object_space + param_named fresnelBias float -0.3 + param_named fresnelScale float 1.4 + param_named fresnelPower float 8 + param_named_auto timeVal time_0_1 20 + param_named scroll float 1 + param_named scale float 4 + param_named noise float 1 + // scroll and noisePos will need updating per frame + } + + // for ATI RADEON 8500 - 9200 + fragment_program_ref Examples/FresnelRefractReflectPS + { + // distortionRange + param_indexed 0 float 0.025 + // tintColour + param_indexed 1 float4 0.05 0.12 0.15 1 + } + + // Noise + texture_unit + { + // Perlin noise volume + texture perlinvolume.dds 3d + // min / mag filtering, no mip + filtering linear linear none + } + // Reflection + texture_unit + { + // Will be filled in at runtime + texture Reflection + tex_address_mode clamp + // needed by ps.1.4 + tex_coord_set 1 + } + // Refraction + texture_unit + { + // Will be filled in at runtime + texture Refraction + tex_address_mode clamp + // needed by ps.1.4 + tex_coord_set 2 + } + } + } +} + +// Normal-mapped Athene statue +material Examples/Athene/NormalMapped +{ + + // This is the preferred technique which uses both vertex and + // fragment programs, supports coloured lights + technique + { + // Base ambient pass + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 1 1 1 + diffuse 0 0 0 + specular 0 0 0 0 + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + { + param_named_auto worldViewProj worldviewproj_matrix + param_named_auto ambient ambient_light_colour + } + + } + // Now do the lighting pass + // NB we don't do decal texture here because this is repeated per light + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 0 0 0 + + // do this for each light + iteration once_per_light + + + scene_blend add + + // Vertex program reference + vertex_program_ref Examples/BumpMapVP + { + param_named_auto lightPosition light_position_object_space 0 + param_named_auto worldViewProj worldviewproj_matrix + } + + // Fragment program + fragment_program_ref Examples/BumpMapFP + { + param_named_auto lightDiffuse light_diffuse_colour 0 + } + + // texture shadow receiver program + shadow_receiver_vertex_program_ref Examples/BumpMapVPShadowRcv + { + param_named_auto lightPosition light_position_object_space 0 + param_named_auto worldViewProj worldviewproj_matrix + param_named_auto worldMatrix world_matrix + param_named_auto texViewProj texture_viewproj_matrix + } + // Additive texture shadow receiver program + shadow_receiver_fragment_program_ref Examples/BumpMapFPShadowRcv + { + param_named_auto lightDiffuse light_diffuse_colour 0 + } + + // Base bump map + texture_unit + { + texture atheneNormalMap.png + colour_op replace + } + // Normalisation cube map + texture_unit + { + cubic_texture nm.png combinedUVW + tex_coord_set 1 + tex_address_mode clamp + } + } + + // Decal pass + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + lighting off + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + { + param_named_auto worldViewProj worldviewproj_matrix + param_named ambient float4 1 1 1 1 + } + scene_blend dest_colour zero + texture_unit + { + texture egyptrockyfull.jpg + } + + } + } + + // This is the fallback which cards which don't have fragment program + // support will use + // Note that it still requires vertex program support + technique + { + // Base ambient pass + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 1 1 1 + diffuse 0 0 0 + specular 0 0 0 0 + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + { + param_named_auto worldViewProj worldviewproj_matrix + param_named_auto ambient ambient_light_colour + } + + } + // Now do the lighting pass + // NB we don't do decal texture here because this is repeated per light + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 0 0 0 + // do this for each light + iteration once_per_light + + + scene_blend add + + // Vertex program reference + vertex_program_ref Examples/BumpMapVP + { + param_named_auto lightPosition light_position_object_space 0 + param_named_auto worldViewProj worldviewproj_matrix + } + + // Base bump map + texture_unit + { + texture atheneNormalMap.png + colour_op replace + } + // Normalisation cube map, with dot product on bump map + texture_unit + { + cubic_texture nm.png combinedUVW + tex_coord_set 1 + tex_address_mode clamp + colour_op_ex dotproduct src_texture src_current + colour_op_multipass_fallback dest_colour zero + } + } + + // Decal pass + pass + { + lighting off + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + { + param_named_auto worldViewProj worldviewproj_matrix + param_named ambient float4 1 1 1 1 + } + scene_blend dest_colour zero + texture_unit + { + texture egyptrockyfull.jpg + } + + } + + } +} + +// Basic Athene statue +material Examples/Athene/Basic +{ + + technique + { + pass + { + ambient 0.3 0.3 0.3 + diffuse 1.0 1.0 0.9 + + texture_unit + { + texture egyptrockyfull.jpg + } + + } + } +} + + +// Any number of lights, diffuse and specular +material Examples/Athene/NormalMappedSpecular +{ + + // This is the preferred technique which uses both vertex and + // fragment programs, supports coloured lights + technique + { + // Base ambient pass + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 1 1 1 + diffuse 0 0 0 + specular 0 0 0 0 + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + { + param_named_auto worldViewProj worldviewproj_matrix + param_named_auto ambient ambient_light_colour + } + + } + // Now do the lighting pass + // NB we don't do decal texture here because this is repeated per light + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 0 0 0 + // do this for each light + iteration once_per_light + + + scene_blend add + + // Vertex program reference + vertex_program_ref Examples/BumpMapVPSpecular + { + param_named_auto lightPosition light_position_object_space 0 + param_named_auto eyePosition camera_position_object_space + param_named_auto worldViewProj worldviewproj_matrix + } + + // Fragment program + fragment_program_ref Examples/BumpMapFPSpecular + { + param_named_auto lightDiffuse light_diffuse_colour 0 + param_named_auto lightSpecular light_specular_colour 0 + } + + // Base bump map + texture_unit + { + texture atheneNormalMap.png + colour_op replace + } + // Normalisation cube map + texture_unit + { + cubic_texture nm.png combinedUVW + tex_coord_set 1 + tex_address_mode clamp + } + // Normalisation cube map #2 + texture_unit + { + cubic_texture nm.png combinedUVW + tex_coord_set 2 + tex_address_mode clamp + } + } + + // Decal pass + pass + { + lighting off + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + { + param_named_auto worldViewProj worldviewproj_matrix + param_named ambient float4 1 1 1 1 + } + scene_blend dest_colour zero + texture_unit + { + texture egyptrockyfull.jpg + } + + } + } + + // This is the fallback which cards which don't have fragment program + // support will use, NB does not support specular colour + // Note that it still requires vertex program support + technique + { + // Base ambient pass + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 1 1 1 + diffuse 0 0 0 + specular 0 0 0 0 + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + { + param_named_auto worldViewProj worldviewproj_matrix + param_named_auto ambient ambient_light_colour + } + + } + // Now do the lighting pass + // NB we don't do decal texture here because this is repeated per light + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 0 0 0 + // do this for each light + iteration once_per_light + + + scene_blend add + + // Vertex program reference + vertex_program_ref Examples/BumpMapVP + { + param_named_auto lightPosition light_position_object_space 0 + param_named_auto worldViewProj worldviewproj_matrix + } + + // Base bump map + texture_unit + { + texture atheneNormalMap.png + colour_op replace + } + // Normalisation cube map, with dot product on bump map + texture_unit + { + cubic_texture nm.png combinedUVW + tex_coord_set 1 + tex_address_mode clamp + colour_op_ex dotproduct src_texture src_current + colour_op_multipass_fallback dest_colour zero + } + } + + // Decal pass + pass + { + lighting off + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + { + param_named_auto worldViewProj worldviewproj_matrix + param_named ambient float4 1 1 1 1 + } + scene_blend dest_colour zero + texture_unit + { + texture egyptrockyfull.jpg + } + + } + + } +} + Added: branches/ogsector/data/asteroids/asteroid.material =================================================================== --- branches/ogsector/data/asteroids/asteroid.material (rev 0) +++ branches/ogsector/data/asteroids/asteroid.material 2007-07-27 15:12:58 UTC (rev 639) @@ -0,0 +1,226 @@ +vertex_program Asteroid/BumpMapVP cg +{ + source Example_BumpMapping.cg + entry_point main_vp + profiles vs_1_1 arbvp1 +} + +// Bump map fragment program, support for this is optional +fragment_program Asteroid/BumpMapFP cg +{ + source Example_BumpMapping.cg + entry_point main_fp + profiles vs_1_1 arbfp1 fp20 +} + +// Bump map with specular vertex program, support for this is required +vertex_program Asteroid/BumpMapVPSpecular cg +{ + source Example_BumpMapping.cg + entry_point specular_vp + profiles vs_1_1 arbvp1 +} + +// Bump map fragment program, support for this is optional +fragment_program Asteroid/BumpMapFPSpecular cg +{ + source Example_BumpMapping.cg + entry_point specular_fp + profiles vs_1_1 arbfp1 fp20 +} + +material Asteroid/BumpMapping +{ + + // This is the preferred technique which uses both vertex and + // fragment programs, supports coloured lights + technique + { + // Base ambient pass + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 1 1 1 + diffuse 0 0 0 + specular 0 0 0 0 + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + { + param_named_auto worldViewProj worldviewproj_matrix + param_named_auto ambient ambient_light_colour + } + + } + // Now do the lighting pass + // NB we don't do decal texture here because this is repeated per light + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 0 0 0 + + // do this for each light + iteration once_per_light + + + scene_blend add + + // Vertex program reference + vertex_program_ref Asteroid/BumpMapVP + { + param_named_auto lightPosition light_position_object_space 0 + param_named_auto worldViewProj worldviewproj_matrix + } + + // Fragment program + fragment_program_ref Asteroid/BumpMapFP + { + param_named_auto lightDiffuse light_diffuse_colour 0 + } + + // Base bump map + texture_unit + { + texture asteroidBump.png + colour_op replace + } + // Normalisation cube map + texture_unit + { + cubic_texture nm.png combinedUVW + tex_coord_set 1 + tex_address_mode clamp + } + } + + // Decal pass + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + lighting off + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + { + param_named_auto worldViewProj worldviewproj_matrix + param_named ambient float4 1 1 1 1 + } + scene_blend dest_colour zero + texture_unit + { + texture asteroid.png + } + + } + } + + // This is the fallback which cards which don't have fragment program + // support will use + // Note that it still requires vertex program support + technique + { + // Base ambient pass + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 1 1 1 + diffuse 0 0 0 + specular 0 0 0 0 + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + { + param_named_auto worldViewProj worldviewproj_matrix + param_named_auto ambient ambient_light_colour + } + + } + // Now do the lighting pass + // NB we don't do decal texture here because this is repeated per light + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 0 0 0 + // do this for each light + iteration once_per_light + + + scene_blend add + + // Vertex program reference + vertex_program_ref Asteroid/BumpMapVP + { + param_named_auto lightPosition light_position_object_space 0 + param_named_auto worldViewProj worldviewproj_matrix + } + + // Base bump map + texture_unit + { + texture asteroidBump.png + colour_op replace + } + // Normalisation cube map, with dot product on bump map + texture_unit + { + cubic_texture nm.png combinedUVW + tex_coord_set 1 + tex_address_mode clamp + colour_op_ex dotproduct src_texture src_current + colour_op_multipass_fallback dest_colour zero + } + } + + // Decal pass + pass + { + lighting off + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + { + param_named_auto worldViewProj worldviewproj_matrix + param_named ambient float4 1 1 1 1 + } + scene_blend dest_colour zero + texture_unit + { + texture asteroid.png + } + + } + + } +} + +material Asteroid +{ + receive_shadows on + technique + { + pass + { +// ambient 0.500000 0.500000 0.500000 1.000000 +// diffuse 0.900000 0.900000 0.900000 1.000000 + emissive 0.800000 0.800000 0.800000 1.000000 + texture_unit + { + texture asteroid.png + } + } + } +} + Added: branches/ogsector/data/asteroids/asteroid.png =================================================================== (Binary files differ) Property changes on: branches/ogsector/data/asteroids/asteroid.png ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: branches/ogsector/data/asteroids/asteroid01.blend =================================================================== (Binary files differ) Property changes on: branches/ogsector/data/asteroids/asteroid01.blend ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: branches/ogsector/data/asteroids/asteroid01.mesh =================================================================== (Binary files differ) Property changes on: branches/ogsector/data/asteroids/asteroid01.mesh ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: branches/ogsector/data/asteroids/asteroidBump.png =================================================================== (Binary files differ) Property changes on: branches/ogsector/data/asteroids/asteroidBump.png ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Modified: branches/ogsector/data/gui/layouts/dialogs/MarketDialog.layout =================================================================== --- branches/ogsector/data/gui/layouts/dialogs/MarketDialog.layout 2007-07-17 18:14:16 UTC (rev 638) +++ branches/ogsector/data/gui/layouts/dialogs/MarketDialog.layout 2007-07-27 15:12:58 UTC (rev 639) @@ -1,15 +1,17 @@ <?xml version="1.0" ?> <GUILayout> - <Window Type="opengate/StaticGreenImage" Name="MarketDialog"> -<!-- <Window Type="opengate/StaticGreenImage" Name="MarketDialog"> --> +<!-- used ingame --> + <Window Type="opengate/StaticGreenImage" Name="MarketDialog"> <Property Name="MousePassThroughEnabled" Value="True" /> - <Property Name="UnifiedPosition" Value="{{0.0,100},{0.0,115}}" /> - <Property Name="UnifiedSize" Value="{{1.0,-167},{1.0,-217}}" /> - <Property Name="Text" Value="Market" /> + <Property Name="UnifiedPosition" Value="{{0.0, 100},{0.0, 115}}" /> + <Property Name="UnifiedSize" Value="{{1.0, -167},{1.0, -217}}" /> + <Property Name="Text" Value="Market" /> <!-- ********************* --> <!-- Item Detailed View --> <!-- ********************* --> + +<!-- used ingame --> <Window Type="opengate/StaticGreenImage" Name="MarketItemDetailedView"> <Property Name="UnifiedPosition" Value="{{0,220},{0.0,10}}" /> <Property Name="UnifiedSize" Value="{{1.0,-230},{1.0,-170}}" /> @@ -131,7 +133,7 @@ </Window> </Window> <Window Type="opengate/StaticLabel" Name="MarketItemDetailedView/TextFrame/Amount"> - <Property Name="UnifiedPosition" Value="{{0.0, 0},{1.0, -60}}" /> + <Property Name="UnifiedPosition" Value="{{0.0, 0},{1.0, -60}}" /> <Property Name="UnifiedSize" Value="{{1.0, 0},{0.0, 20}}" /> <Property Name="Text" Value="Amount available:" /> <Window Type="opengate/StaticLabel" Name="MarketItemDetailedView/TextFrame/Amount/Text"> @@ -174,7 +176,7 @@ <Property Name="RiseOnClick" Value="False" /> <Property Name="MousePassThroughEnabled" Value="True" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemDetailedView/NotNowButton"> + <Window Type="opengate/ImageButton" Name="MarketItemDetailedView/NotNowButton"> <Property Name="UnifiedPosition" Value="{{1.0, -80},{1.0, -26}}" /> <Property Name="UnifiedSize" Value="{{0.0, 80},{0.0, 20}}" /> <Property Name="Text" Value="Not now" /> @@ -186,12 +188,12 @@ <Property Name="RiseOnClick" Value="False" /> <Property Name="MousePassThroughEnabled" Value="True" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemDetailedView/AcceptButton"> + <Window Type="opengate/ImageButton" Name="MarketItemDetailedView/AcceptButton"> <Property Name="UnifiedPosition" Value="{{1.0, -170},{1.0, -26}}" /> <Property Name="UnifiedSize" Value="{{0.0, 80},{0.0, 20}}" /> <Property Name="Text" Value="Accept now" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemDetailedView/Decrease100"> + <Window Type="opengate/ImageButton" Name="MarketItemDetailedView/Decrease100"> <Property Name="UnifiedPosition" Value="{{0.0, 0},{1.0, -24}}" /> <Property Name="UnifiedSize" Value="{{0.0, 22},{0.0, 17}}" /> <Property Name="Visible" Value="False" /> @@ -199,7 +201,7 @@ <Property Name="HoverImage" Value="set:opengate image:MarketDecrease100Hover" /> <Property Name="PushedImage" Value="set:opengate image:MarketDecrease100Pushed" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemDetailedView/Decrease10"> + <Window Type="opengate/ImageButton" Name="MarketItemDetailedView/Decrease10"> <Property Name="UnifiedPosition" Value="{{0.0, 25},{1.0, -24}}" /> <Property Name="UnifiedSize" Value="{{0.0, 22},{0.0, 17}}" /> <Property Name="Visible" Value="False" /> @@ -207,7 +209,7 @@ <Property Name="HoverImage" Value="set:opengate image:MarketDecrease10Hover" /> <Property Name="PushedImage" Value="set:opengate image:MarketDecrease10Pushed" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemDetailedView/Decrease1"> + <Window Type="opengate/ImageButton" Name="MarketItemDetailedView/Decrease1"> <Property Name="UnifiedPosition" Value="{{0.0, 50},{1.0, -24}}" /> <Property Name="UnifiedSize" Value="{{0.0, 22},{0.0, 17}}" /> <Property Name="NormalImage" Value="set:opengate image:MarketDecrease1Normal" /> @@ -226,14 +228,14 @@ <Property Name="UnifiedPosition" Value="{{0.0, 76},{1.0, -24}}" /> <Property Name="UnifiedSize" Value="{{0.0, 41},{0.0, 17}}" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemDetailedView/Increase1"> + <Window Type="opengate/ImageButton" Name="MarketItemDetailedView/Increase1"> <Property Name="UnifiedPosition" Value="{{0.0, 120},{1.0, -24}}" /> <Property Name="UnifiedSize" Value="{{0.0, 22},{0.0, 17}}" /> <Property Name="NormalImage" Value="set:opengate image:MarketIncrease1Normal" /> <Property Name="HoverImage" Value="set:opengate image:MarketIncrease1Hover" /> <Property Name="PushedImage" Value="set:opengate image:MarketIncrease1Pushed" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemDetailedView/Increase10"> + <Window Type="opengate/ImageButton" Name="MarketItemDetailedView/Increase10"> <Property Name="UnifiedPosition" Value="{{0.0, 145},{1.0, -24}}" /> <Property Name="UnifiedSize" Value="{{0.0, 22},{0.0, 17}}" /> <Property Name="Visible" Value="False" /> @@ -241,7 +243,7 @@ <Property Name="HoverImage" Value="set:opengate image:MarketIncrease10Hover" /> <Property Name="PushedImage" Value="set:opengate image:MarketIncrease10Pushed" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemDetailedView/Increase100"> + <Window Type="opengate/ImageButton" Name="MarketItemDetailedView/Increase100"> <Property Name="UnifiedPosition" Value="{{0.0, 170},{1.0, -24}}" /> <Property Name="UnifiedSize" Value="{{0.0, 22},{0.0, 17}}" /> <Property Name="Visible" Value="False" /> @@ -249,7 +251,7 @@ <Property Name="HoverImage" Value="set:opengate image:MarketIncrease100Hover" /> <Property Name="PushedImage" Value="set:opengate image:MarketIncrease100Pushed" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemDetailedView/SellAll"> + <Window Type="opengate/ImageButton" Name="MarketItemDetailedView/SellAll"> <Property Name="UnifiedPosition" Value="{{0.0, 195},{1.0, -24}}" /> <Property Name="UnifiedSize" Value="{{0.0, 22},{0.0, 17}}" /> <Property Name="NormalImage" Value="set:opengate image:MarketSellAllNormal" /> @@ -471,6 +473,7 @@ <Property Name="Text" Value="" /> </Window> </Window> + <!-- ********************* --> <!-- Catagorie Selection --> <!-- ********************* --> @@ -615,287 +618,314 @@ </Window> </Window> </Window> + <!-- ********************* --> <!-- Market Item Selection --> <!-- ********************* --> - <Window Type="opengate/StaticGreenImage" Name="MarketWindow"> - <Property Name="UnifiedPosition" Value="{{0,225},{0.0,10}}" /> - <Property Name="UnifiedSize" Value="{{1.0,-496},{1.0,-170}}" /> - <Property Name="BackgroundEnabled" Value="False" /> - <Property Name="FrameEnabled" Value="False" /> - <Window Type="opengate/StaticGreenImage" Name="MarketItemWindow"> - <Property Name="UnifiedPosition" Value="{{0.0, 0},{0.0, 31}}" /> + +<!-- used ingame --> + <Window Type="opengate/StaticWindow" Name="MarketWindow"> + <Property Name="UnifiedPosition" Value="{{0.0, 225},{0.0, 10}}" /> + <Property Name="UnifiedSize" Value="{{1.0, -496},{1.0, -170}}" /> + <Property Name="BackgroundEnabled" Value="False" /> + <Property Name="FrameEnabled" Value="False" /> +<!-- used ingame --> + <Window Type="opengate/StaticWindow" Name="MarketWindow/ItemFrame"> + <Property Name="UnifiedPosition" Value="{{0.0, 0},{0.0, 31}}" /> <Property Name="UnifiedSize" Value="{{1.0, -31},{1.0, -31}}" /> <Property Name="BackgroundEnabled" Value="False" /> <Property Name="FrameEnabled" Value="False" /> - </Window> - <Window Type="opengate/StaticGreenImage" Name="MarketItemWindowTopLeft"> - <Property Name="UnifiedPosition" Value="{{0.0,0},{0.0,0}}" /> - <Property Name="UnifiedSize" Value="{{0.0,31},{0.0,31}}" /> - <Property Name="BackgroundEnabled" Value="False" /> - <Property Name="FrameEnabled" Value="False" /> - <Property Name="Image" Value="set:opengate image:StaticGreenTopLeft"/> - </Window> - <Window Type="opengate/StaticGreenImage" Name="MarketItemWindowTop"> - <Property Name="UnifiedPosition" Value="{{0.0,31},{0.0,0}}" /> - <Property Name="UnifiedSize" Value="{{1.0,-62},{0.0,31}}" /> - <Property Name="BackgroundEnabled" Value="False" /> - <Property Name="FrameEnabled" Value="False" /> + </Window> + <Window Type="opengate/StaticImage" Name="MarketWindow/TopFrame/LeftImage"> + <Property Name="UnifiedPosition" Value="{{0.0, 0},{0.0, 0}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 31},{0.0, 31}}" /> + <Property Name="BackgroundEnabled" Value="False" /> + <Property Name="FrameEnabled" Value="False" /> + <Property Name="Image" Value="set:opengate image:StaticGreenTopLeft"/> + </Window> + <Window Type="opengate/StaticImage" Name="MarketWindow/TopFrame/TopImage"> + <Property Name="UnifiedPosition" Value="{{0.0, 31},{0.0, 0}}" /> + <Property Name="UnifiedSize" Value="{{1.0, -62},{0.0, 31}}" /> + <Property Name="BackgroundEnabled" Value="False" /> + <Property Name="FrameEnabled" Value="False" /> <Property Name="Image" Value="set:opengate image:StaticGreenTop"/> - <Window Type="opengate/StaticLabel" Name="MarketItem/Title"> +<!-- used ingame --> + <Window Type="opengate/StaticLabel" Name="MarketWindow/Title"> <Property Name="UnifiedPosition" Value="{{0.0, 0},{0.0, 7}}" /> <Property Name="UnifiedSize" Value="{{0.0, 100},{1.0, 0}}" /> <Property Name="Text" Value="Public market" /> - <Property Name="Font" Value="BlueHighway-14" /> - </Window> - <Window Type="opengate/StaticImage" Name="MarketItemSortCategoryHighlight"> - <Property Name="UnifiedPosition" Value="{{0.0,100},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,16},{0.0,16}}" /> - <Property Name="BackgroundEnabled" Value="False" /> - <Property Name="FrameEnabled" Value="False" /> - <Property Name="AlwaysOnTop" Value="True" /> + <Property Name="Font" Value="BlueHighway-14" /> + </Window> +<!-- used ingame --> + <Window Type="opengate/StaticImage" Name="MarketWindow/Sort/CategoryHighlightImage"> + <Property Name="UnifiedPosition" Value="{{0.0, 100},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 16},{0.0, 16}}" /> + <Property Name="BackgroundEnabled" Value="False" /> + <Property Name="FrameEnabled" Value="False" /> + <Property Name="AlwaysOnTop" Value="True" /> <Property Name="MousePassThroughEnabled" Value="True" /> - <Property Name="Image" Value="set:opengate image:MarketItemSortHighlight" /> + <Property Name="Image" Value="set:opengate image:MarketItemSortHighlight" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemSortAlphaAscend"> - <Property Name="UnifiedPosition" Value="{{0.0,100},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,16},{0.0,16}}" /> - <Property Name="NormalImage" Value="set:opengate image:MarketItemSortAlphaAscendNormal" /> - <Property Name="HoverImage" Value="set:opengate image:MarketItemSortAlphaAscendHover" /> - <Property Name="PushedImage" Value="set:opengate image:MarketItemSortAlphaAscendHover" /> +<!-- used ingame --> + <Window Type="opengate/ImageButton" Name="MarketWindow/Sort/AlphaAscendButton"> + <Property Name="UnifiedPosition" Value="{{0.0, 100},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 16},{0.0, 16}}" /> + <Property Name="NormalImage" Value="set:opengate image:MarketItemSortAlphaAscendNormal" /> + <Property Name="HoverImage" Value="set:opengate image:MarketItemSortAlphaAscendHover" /> + <Property Name="PushedImage" Value="set:opengate image:MarketItemSortAlphaAscendHover" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemSortAlphaDescend"> - <Property Name="UnifiedPosition" Value="{{0.0,100},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,16},{0.0,16}}" /> - <Property Name="NormalImage" Value="set:opengate image:MarketItemSortAlphaDescendNormal" /> - <Property Name="HoverImage" Value="set:opengate image:MarketItemSortAlphaDescendHover" /> - <Property Name="PushedImage" Value="set:opengate image:MarketItemSortAlphaDescendHover" /> - <Property Name="Visible" Value="False" /> +<!-- used ingame --> + <Window Type="opengate/ImageButton" Name="MarketWindow/Sort/AlphaDescendButton"> + <Property Name="UnifiedPosition" Value="{{0.0, 100},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 16},{0.0, 16}}" /> + <Property Name="NormalImage" Value="set:opengate image:MarketItemSortAlphaDescendNormal" /> + <Property Name="HoverImage" Value="set:opengate image:MarketItemSortAlphaDescendHover" /> + <Property Name="PushedImage" Value="set:opengate image:MarketItemSortAlphaDescendHover" /> + <Property Name="Visible" Value="False" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemSortCost"> - <Property Name="UnifiedPosition" Value="{{0.0,118},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,16},{0.0,16}}" /> - <Property Name="NormalImage" Value="set:opengate image:MarketItemSortCostNormal" /> - <Property Name="HoverImage" Value="set:opengate image:MarketItemSortCostHover" /> - <Property Name="PushedImage" Value="set:opengate image:MarketItemSortCostHover" /> - <Property Name="Disabled" Value="True" /> +<!-- used ingame --> + <Window Type="opengate/ImageButton" Name="MarketWindow/Sort/CostButton"> + <Property Name="UnifiedPosition" Value="{{0.0, 118},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 16},{0.0, 16}}" /> + <Property Name="NormalImage" Value="set:opengate image:MarketItemSortCostNormal" /> + <Property Name="HoverImage" Value="set:opengate image:MarketItemSortCostHover" /> + <Property Name="PushedImage" Value="set:opengate image:MarketItemSortCostHover" /> + <Property Name="Disabled" Value="True" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemSortSizeAscend"> - <Property Name="UnifiedPosition" Value="{{0.0,136},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,16},{0.0,16}}" /> - <Property Name="NormalImage" Value="set:opengate image:MarketItemSortSizeAscendNormal" /> - <Property Name="HoverImage" Value="set:opengate image:MarketItemSortSizeAscendHover" /> - <Property Name="PushedImage" Value="set:opengate image:MarketItemSortSizeAscendHover" /> +<!-- used ingame --> + <Window Type="opengate/ImageButton" Name="MarketWindow/Sort/SizeAscendButton"> + <Property Name="UnifiedPosition" Value="{{0.0, 136},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 16},{0.0, 16}}" /> + <Property Name="NormalImage" Value="set:opengate image:MarketItemSortSizeAscendNormal" /> + <Property Name="HoverImage" Value="set:opengate image:MarketItemSortSizeAscendHover" /> + <Property Name="PushedImage" Value="set:opengate image:MarketItemSortSizeAscendHover" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemSortSizeDescend"> - <Property Name="UnifiedPosition" Value="{{0.0,136},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,16},{0.0,16}}" /> - <Property Name="NormalImage" Value="set:opengate image:MarketItemSortSizeDescendNormal" /> - <Property Name="HoverImage" Value="set:opengate image:MarketItemSortSizeDescendHover" /> - <Property Name="PushedImage" Value="set:opengate image:MarketItemSortSizeDescendHover" /> - <Property Name="Visible" Value="False" /> +<!-- used ingame --> + <Window Type="opengate/ImageButton" Name="MarketWindow/Sort/SizeDescendButton"> + <Property Name="UnifiedPosition" Value="{{0.0, 136},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 16},{0.0, 16}}" /> + <Property Name="NormalImage" Value="set:opengate image:MarketItemSortSizeDescendNormal" /> + <Property Name="HoverImage" Value="set:opengate image:MarketItemSortSizeDescendHover" /> + <Property Name="PushedImage" Value="set:opengate image:MarketItemSortSizeDescendHover" /> + <Property Name="Visible" Value="False" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemSortRank"> - <Property Name="UnifiedPosition" Value="{{0.0,154},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,16},{0.0,16}}" /> - <Property Name="NormalImage" Value="set:opengate image:MarketItemSortRankNormal" /> - <Property Name="HoverImage" Value="set:opengate image:MarketItemSortRankHover" /> - <Property Name="PushedImage" Value="set:opengate image:MarketItemSortRankHover" /> +<!-- used ingame --> + <Window Type="opengate/ImageButton" Name="MarketWindow/Sort/RankButton"> + <Property Name="UnifiedPosition" Value="{{0.0, 154},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 16},{0.0, 16}}" /> + <Property Name="NormalImage" Value="set:opengate image:MarketItemSortRankNormal" /> + <Property Name="HoverImage" Value="set:opengate image:MarketItemSortRankHover" /> + <Property Name="PushedImage" Value="set:opengate image:MarketItemSortRankHover" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemSortAmountAscend"> - <Property Name="UnifiedPosition" Value="{{0.0,172},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,16},{0.0,16}}" /> - <Property Name="NormalImage" Value="set:opengate image:MarketItemSortAmountAscendNormal" /> - <Property Name="HoverImage" Value="set:opengate image:MarketItemSortAmountAscendHover" /> - <Property Name="PushedImage" Value="set:opengate image:MarketItemSortAmountAscendHover" /> - <Property Name="Disabled" Value="True" /> +<!-- used ingame --> + <Window Type="opengate/ImageButton" Name="MarketWindow/Sort/AmountAscendButton"> + <Property Name="UnifiedPosition" Value="{{0.0, 172},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 16},{0.0, 16}}" /> + <Property Name="NormalImage" Value="set:opengate image:MarketItemSortAmountAscendNormal" /> + <Property Name="HoverImage" Value="set:opengate image:MarketItemSortAmountAscendHover" /> + <Property Name="PushedImage" Value="set:opengate image:MarketItemSortAmountAscendHover" /> + <Property Name="Disabled" Value="True" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemSortAmountDescend"> - <Property Name="UnifiedPosition" Value="{{0.0,172},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,16},{0.0,16}}" /> - <Property Name="NormalImage" Value="set:opengate image:MarketItemSortAmountDescendNormal" /> - <Property Name="HoverImage" Value="set:opengate image:MarketItemSortAmountDescendHover" /> - <Property Name="PushedImage" Value="set:opengate image:MarketItemSortAmountDescendHover" /> - <Property Name="Visible" Value="False" /> - <Property Name="Disabled" Value="True" /> +<!-- used ingame --> + <Window Type="opengate/ImageButton" Name="MarketWindow/Sort/AmountDescendButton"> + <Property Name="UnifiedPosition" Value="{{0.0, 172},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 16},{0.0, 16}}" /> + <Property Name="NormalImage" Value="set:opengate image:MarketItemSortAmountDescendNormal" /> + <Property Name="HoverImage" Value="set:opengate image:MarketItemSortAmountDescendHover" /> + <Property Name="PushedImage" Value="set:opengate image:MarketItemSortAmountDescendHover" /> + <Property Name="Visible" Value="False" /> + <Property Name="Disabled" Value="True" /> </Window> - <Window Type="opengate/StaticImage" Name="MarketItemSortHighlight"> - <Property Name="UnifiedPosition" Value="{{0.0,195},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,16},{0.0,16}}" /> - <Property Name="BackgroundEnabled" Value="False" /> - <Property Name="FrameEnabled" Value="False" /> - <Property Name="AlwaysOnTop" Value="True" /> - <Property Name="Image" Value="set:opengate image:MarketItemSortHighlight" /> - <Property Name="Disabled" Value="True" /> +<!-- used ingame --> + <Window Type="opengate/StaticImage" Name="MarketWindow/Sort/OrderHighlightImage"> + <Property Name="UnifiedPosition" Value="{{0.0, 195},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 16},{0.0, 16}}" /> + <Property Name="BackgroundEnabled" Value="False" /> + <Property Name="FrameEnabled" Value="False" /> + <Property Name="AlwaysOnTop" Value="True" /> + <Property Name="Image" Value="set:opengate image:MarketItemSortHighlight" /> + <Property Name="Disabled" Value="True" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemSortAscend"> - <Property Name="UnifiedPosition" Value="{{0.0,195},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,16},{0.0,16}}" /> - <Property Name="NormalImage" Value="set:opengate image:MarketItemSortAscendNormal" /> - <Property Name="HoverImage" Value="set:opengate image:MarketItemSortAscendHover" /> - <Property Name="PushedImage" Value="set:opengate image:MarketItemSortAscendHover" /> +<!-- used ingame --> + <Window Type="opengate/ImageButton" Name="MarketWindow/Sort/AscendOrderButton"> + <Property Name="UnifiedPosition" Value="{{0.0, 195},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 16},{0.0, 16}}" /> + <Property Name="NormalImage" Value="set:opengate image:MarketItemSortAscendNormal" /> + <Property Name="HoverImage" Value="set:opengate image:MarketItemSortAscendHover" /> + <Property Name="PushedImage" Value="set:opengate image:MarketItemSortAscendHover" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemSortDescend"> - <Property Name="UnifiedPosition" Value="{{0.0,213},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,16},{0.0,16}}" /> - <Property Name="NormalImage" Value="set:opengate image:MarketItemSortDescendNormal" /> - <Property Name="HoverImage" Value="set:opengate image:MarketItemSortDescendHover" /> - <Property Name="PushedImage" Value="set:opengate image:MarketItemSortDescendHover" /> +<!-- used ingame --> + <Window Type="opengate/ImageButton" Name="MarketWindow/Sort/DescendOrderButton"> + <Property Name="UnifiedPosition" Value="{{0.0, 213},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 16},{0.0, 16}}" /> + <Property Name="NormalImage" Value="set:opengate image:MarketItemSortDescendNormal" /> + <Property Name="HoverImage" Value="set:opengate image:MarketItemSortDescendHover" /> + <Property Name="PushedImage" Value="set:opengate image:MarketItemSortDescendHover" /> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemSortShowAll"> - <Property Name="UnifiedPosition" Value="{{1.0,-61},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,61},{0.0,16}}" /> - <Property Name="NormalImage" Value="set:opengate image:MarketItemSortShowAllNormal" /> - <Property Name="HoverImage" Value="set:opengate image:MarketItemSortDescendHover" /> - <Property Name="PushedImage" Value="set:opengate image:MarketItemSortShowAllHover" /> - <Property Name="Disabled" Value="True" /> +<!-- used ingame --> + <Window Type="opengate/StaticImage" Name="MarketWindow/Sort/ShowAllHighlightImage"> + <Property Name="UnifiedPosition" Value="{{1.0, -61},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 61},{0.0, 16}}" /> + <Property Name="BackgroundEnabled" Value="False" /> + <Property Name="FrameEnabled" Value="False" /> + <Property Name="Image" Value="set:opengate image:MarketItemSortShowAllHighlight" /> </Window> - <Window Type="opengate/StaticImage" Name="MarketItemSortShowAllHighlight"> - <Property Name="UnifiedPosition" Value="{{1.0,-61},{0.0,8}}" /> - <Property Name="UnifiedSize" Value="{{0.0,61},{0.0,16}}" /> - <Property Name="BackgroundEnabled" Value="False" /> - <Property Name="FrameEnabled" Value="False" /> - <Property Name="Image" Value="set:opengate image:MarketItemSortShowAllHighlight" /> +<!-- used ingame --> + <Window Type="opengate/ImageButton" Name="MarketWindow/Sort/ShowAllButton"> + <Property Name="UnifiedPosition" Value="{{1.0, -61},{0.0, 8}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 61},{0.0, 16}}" /> + <Property Name="NormalImage" Value="set:opengate image:MarketItemSortShowAllNormal" /> + <Property Name="HoverImage" Value="set:opengate image:MarketItemSortDescendHover" /> + <Property Name="PushedImage" Value="set:opengate image:MarketItemSortShowAllHover" /> + <Property Name="Disabled" Value="True" /> </Window> </Window> - <Window Type="opengate/StaticGreenImage" Name="MarketItemWindowBottom"> - <Property Name="UnifiedPosition" Value="{{0.0,0},{0.0,31}}" /> - <Property Name="UnifiedSize" Value="{{1.0,-31},{0.0,1}}" /> - <Property Name="BackgroundEnabled" Value="False" /> - <Property Name="FrameEnabled" Value="False" /> - <Property Name="Image" Value="set:opengate image:StaticGreenHorizLine"/> + + <Window Type="opengate/StaticImage" Name="MarketWindow/TopFrame/BottomImage"> + <Property Name="UnifiedPosition" Value="{{0.0, 0},{0.0, 31}}" /> + <Property Name="UnifiedSize" Value="{{1.0, -31},{0.0, 1}}" /> + <Property Name="BackgroundEnabled" Value="False" /> + <Property Name="FrameEnabled" Value="False" /> + <Property Name="Image" Value="set:opengate image:StaticGreenHorizLine"/> </Window> - <Window Type="opengate/StaticGreenImage" Name="MarketItemWindowTopRight"> - <Property Name="UnifiedPosition" Value="{{1.0,-31},{0.0,0}}" /> - <Property Name="UnifiedSize" Value="{{0.0,31},{0.0,31}}" /> - <Property Name="BackgroundEnabled" Value="False" /> - <Property Name="FrameEnabled" Value="False" /> - <Property Name="Image" Value="set:opengate image:StaticGreenTopRight"/> + <Window Type="opengate/StaticImage" Name="MarketWindow/TopFrame/RightImage"> + <Property Name="UnifiedPosition" Value="{{1.0, -31},{0.0, 0}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 31},{0.0, 31}}" /> + <Property Name="BackgroundEnabled" Value="False" /> + <Property Name="FrameEnabled" Value="False" /> + <Property Name="Image" Value="set:opengate image:StaticGreenTopRight"/> </Window> - <Window Type="opengate/StaticGreenImage" Name="MarketItemWindowRight"> - <Property Name="UnifiedPosition" Value="{{1.0,-31},{0.0,31}}" /> - <Property Name="UnifiedSize" Value="{{0.0,31},{1.0,-62}}" /> - <Property Name="RiseOnClick" Value="False" /> - <Property Name="BackgroundEnabled" Value="False" /> - <Property Name="FrameEnabled" Value="False" /> - <Property Name="Image" Value="set:opengate image:StaticGreenRight"/> + <Window Type="opengate/StaticImage" Name="MarketWindow/RightFrame/RightImage"> + <Property Name="UnifiedPosition" Value="{{1.0, -31},{0.0, 31}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 31},{1.0, -62}}" /> + <Property Name="RiseOnClick" Value="False" /> + <Property Name="BackgroundEnabled" Value="False" /> + <Property Name="FrameEnabled" Value="False" /> + <Property Name="Image" Value="set:opengate image:StaticGreenRight"/> </Window> - <Window Type="opengate/StaticGreenImage" Name="MarketItemWindowBottomRight"> - <Property Name="UnifiedPosition" Value="{{1.0,-31},{1.0,-31}}" /> - <Property Name="UnifiedSize" Value="{{0.0,31},{0.0,31}}" /> - <Property Name="BackgroundEnabled" Value="False" /> - <Property Name="FrameEnabled" Value="False" /> - <Property Name="Image" Value="set:opengate image:StaticGreenBottomRight"/> + <Window Type="opengate/StaticImage" Name="MarketWindow/RightFrame/BottomImage"> + <Property Name="UnifiedPosition" Value="{{1.0, -31},{1.0, -31}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 31},{0.0, 31}}" /> + <Property Name="BackgroundEnabled" Value="False" /> + <Property Name="FrameEnabled" Value="False" /> + <Property Name="Image" Value="set:opengate image:StaticGreenBottomRight"/> </Window> - <Window Type="opengate/StaticGreenImage" Name="MarketItemWindowLeft"> - <Property Name="UnifiedPosition" Value="{{1.0,-31},{0.0,31}}" /> - <Property Name="UnifiedSize" Value="{{0.0,1},{1.0,-31}}" /> - <Property Name="BackgroundEnabled" Value="False" /> - <Property Name="FrameEnabled" Value="False" /> - <Property Name="Image" Value="set:opengate image:StaticGreenVertLine"/> + <Window Type="opengate/StaticImage" Name="MarketWindow/RightFrame/LeftImage"> + <Property Name="UnifiedPosition" Value="{{1.0, -31},{0.0, 31}}" /> + <Property Name="UnifiedSize" Value="{{0.0, 1},{1.0, -31}}" /> + <Property Name="BackgroundEnabled" Value="False" /> + <Property Name="FrameEnabled" Value="False" /> + <Property Name="Image" Value="set:opengate image:StaticGreenVertLine"/> </Window> - <Window Type="opengate/EmptyButton" Name="MarketItemWindow/UpButton"> - <Property Name="UnifiedPosition" Value="{{1.0,-23},{0.0,32}}" /> - <Property Name="UnifiedSize" Value="{{0.0,14},{ 0.0,56}}" /> - <Property Name="NormalImage" Value="set:opengate image:ScrollThumbUpNormal" /> - <Property Name="HoverImage" Value="set:opengate image:ScrollThumbUpHover" /> - <Property Name="Pushed... 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