WoW:XML/Texture: Difference between revisions

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{{uixmlelem}}
{{uixmlelem}}
A '''Texture''' is a [[XML/LayoutFrame|LayoutFrame]] XML element that describes a graphic or display in the UI. Textures, along with [[XML/FontString|FontStrings]] are layered UI elements, meaning they must be inside <nowiki><Layers><Layer></nowiki> tags.


A '''Texture''' is a [[XML/LayoutFrame|LayoutFrame]] XML element that describes a graphic or display in the UI. Textures, along with [[XML/FontString|FontStrings]] are layered UI elements, meaning they must be inside <nowiki><Layers><Layer></nowiki> tags.
== Inheritance ==
: Inherited by: none, Inherits: <[[XML/LayoutFrame|LayoutFrame]]>, Runtime object: [[UIOBJECT_Texture|Texture]]
: Defined in: [[XML/Layers|Layers]], [[XML/Ui|Ui]]


==Elements==
==Elements==
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* alphaMode ([[XML/ALPHAMODE|ALPHAMODE]]) - Blending mode
* alphaMode ([[XML/ALPHAMODE|ALPHAMODE]]) - Blending mode


==Summary==
== Summary ==
 
The graphic may be an image loaded by Blizzard or an addon, or it may be a solid color or gradient. Textures support partially transparent images and different strategies for blending these into other images. They may be changed to show only a portion of a loaded image using 'texture coordinates'. Note: The Texture must be within a [[XML_User_Interface#Layers_and_Textures|Layer]].
The graphic may be an image loaded by Blizzard or an addon, or it may be a solid color or gradient. Textures support partially transparent images and different strategies for blending these into other images. They may be changed to show only a portion of a loaded image using ''texture coordinates''. Note: The Texture must be within a ''[[XML_User_Interface#Layers_and_Textures|&lt;Layer&gt;]]''


===Example===
=== Example ===
  <Texture name="MyTexture" file="Interface\ItemSocketingFrame\UI-ItemSockets" alphaMode="ADD">
  <Texture name="MyTexture" file="Interface\ItemSocketingFrame\UI-ItemSockets" alphaMode="ADD">
   <Size>
   <Size>
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  </Texture>
  </Texture>


==Details==
== Details ==
 
=== Images ===
===Images===
Textures are the means to display images in the game. The image must be either a [[TGA file]] (http://en.wikipedia.org/wiki/Truevision_TGA) or [[BLP file]] (http://en.wikipedia.org/wiki/.BLP) image file. Textures may only load images whose dimensions are powers of two, such as 2x2, 4x8, and so on. Images that have non-power of two dimensions will show up as solid green textures. The image does not need to be square, however, so rectangular dimensions like 32x128 are also valid.
Textures are the means to display images in the game. The image must be either a [http://en.wikipedia.org/wiki/Truevision_TGA TGA] or [http://en.wikipedia.org/wiki/.BLP BLP] image file. Textures may only load images whose dimensions are powers of two, such as 2x2, 4x8, and so on. Images that have non-power of two dimensions will show up as solid green textures. The image does not need to be square, however, so rectangular dimensions like 32x128 are also valid.


===Virtual Textures===
=== Virtual Textures ===
Virtual textures are textures that are allowed to be used as a template for other textures. This is useful in situations where textures vary by a small amount. In this case, the similarity can be put in a virtual texture, and the children need to only describe their differences.
Virtual textures are textures that are allowed to be used as a template for other textures. This is useful in situations where textures vary by a small amount. In this case, the similarity can be put in a virtual texture, and the children need to only describe their differences.
[[Category:XML elements]]
[[Category:XML elements]]

Latest revision as of 04:49, 15 August 2023

XML UI ← XML elements < Texture

A Texture is a LayoutFrame XML element that describes a graphic or display in the UI. Textures, along with FontStrings are layered UI elements, meaning they must be inside <Layers><Layer> tags.

Inheritance[edit]

Inherited by: none, Inherits: <LayoutFrame>, Runtime object: Texture
Defined in: Layers, Ui

Elements[edit]

Attributes[edit]

  • file (string) - resource file path to the texture image
  • alphaMode (ALPHAMODE) - Blending mode

Summary[edit]

The graphic may be an image loaded by Blizzard or an addon, or it may be a solid color or gradient. Textures support partially transparent images and different strategies for blending these into other images. They may be changed to show only a portion of a loaded image using 'texture coordinates'. Note: The Texture must be within a Layer.

Example[edit]

<Texture name="MyTexture" file="Interface\ItemSocketingFrame\UI-ItemSockets" alphaMode="ADD">
  <Size>
    <AbsDimension x="13" y="13"/>
  </Size>
  <Anchors>
    <Anchor point="CENTER">
      <Offset>
        <AbsDimension x="0" y="0"/>
      </Offset>
    </Anchor>
  </Anchors>
  <TexCoords left="0.398" right="0.445" top="0.402" bottom="0.449"/>
</Texture>

Details[edit]

Images[edit]

Textures are the means to display images in the game. The image must be either a TGA file (http://en.wikipedia.org/wiki/Truevision_TGA) or BLP file (http://en.wikipedia.org/wiki/.BLP) image file. Textures may only load images whose dimensions are powers of two, such as 2x2, 4x8, and so on. Images that have non-power of two dimensions will show up as solid green textures. The image does not need to be square, however, so rectangular dimensions like 32x128 are also valid.

Virtual Textures[edit]

Virtual textures are textures that are allowed to be used as a template for other textures. This is useful in situations where textures vary by a small amount. In this case, the similarity can be put in a virtual texture, and the children need to only describe their differences.