User:Raiguard/Tutorial:Modding tutorial/GUI/Style guide
This style guide is designed to give you an overview of the precepts and specific element styles used to create 0.18-esque GUIs. This guide is not to be taken as gospel - the contents are merely suggestions to help you improve your interfaces.
This style guide assumes you know how to create GUIs, assign styles to elements, and edit styles. If you do not know these things, this guide won't be of much use to you.
Window
Windows are created using standalone_inner_frame_in_outer_frame
. For windows that contain multiple sub-windows (e.g. most windows that hold a character inventory) outer_frame
is used as the outer frame and inner_frame_in_outer_frame
is used for each internal window.
File:GUI style guide window and titlebar.png
Titlebar
Each window should usually have a titlebar. Setting caption
on a frame
element will automatically create the titlebar for you. In cases where all you need is a title, this is fine.
However, for non-dialog windows, you will need to add a close button to the titlebar. This necessitates creating your own titlebar instead of using the frame's built-in one. For this reason, I usually never set caption
on frames.
Titlebars are created using a simple horizontal flow with no special edits - the default style is perfect for this case.
- The title text is a
label
using theframe_title
style. - The "drag handle" is an
empty-widget
element with thedraggable_space_header
style. You will need to applyhorizontally_stretchable
to the element's style, and set theheight
to24
. If adding a close button or other frame action button, set theright_margin
to4
. - Close buttons, or any other frame action buttons you are adding, are created with
sprite-button
using theframe_action_button
style. The default sprite should be colored (RGB)227,227,227
, and the hovered and clicked sprites should be colored (RGB)29,29,29
. Custom frame action sprites should be 26x26 with a 3px padding around the edges, making for a file size of 32x32. As of the time of writing, the base game does not use mipmaps for these icons, but it would probably be a good idea to add them to your own icons just in case. drag_target
should be set for both the "drag handle" and the title text, to keep consistency with the base game.- If your window is not in
screen
or is otherwise non-draggable, DO NOT add a drag handle. Instead, use anempty-widget
withhorizontally_stretchable
enabled.
Content frame
The game's GUI style dictates that most windows should have an inner content frame, seen in the above screenshot as the light grey pane. For this, use inside_shallow_frame_with_padding
, or inside_shallow_frame
if you wish to manage the paddings yourself.
TO BE CONTINUED