Themes¶
A theme defines the appearance and style of Widelands’ user interface.
A theme’s directory needs to use the following directory structure:
- base_directory/
init.lua
- wui/
button.png
- windows/
background.png
bottom.png
close.png
left.png
maximize.png
minimize.png
pin.png
right.png
top.png
unpin.png
- fsmenu/
button.png
- windows/
background.png
bottom.png
close.png
left.png
maximize.png
minimize.png
pin.png
right.png
top.png
unpin.png
- loadscreens/
logo.png
gametips.png
ending.png
splash.jpg
editor.png
- mainmenu/
image1.png
image2.jpg
…
- gameloading/
- desert/
image1.png
image2.jpg
…
- summer/
image1.png
…
- wasteland/
image1.png
…
- winter/
image1.png
…
The names of all files and directories in loadscreens
as well as the names wui/
and fsmenu
are hardcoded, except for the names and amounts of the image files in loadscreens/mainmenu
and
in the subdirectories of loadscreens/gameloading/
. These directories may contain any number of
images. Supported image formats are JPG (large, photographic pictures) and PNG (all other images).
Required Files¶
- loadscreens/logo.png
Will be used for the large ‘Widelands’ logo banner displayed in the main menu.
- loadscreens/gametips.png
Will be used as background for the tips shown while starting or loading a game.
- loadscreens/ending.png
Will be tiled across the screen during a lengthy operation to indicate that user input is blocked. Introduced in version 1.1.
- loadscreens/splash.png
The splash screen shown when starting Widelands.
- loadscreens/editor.png
The splash screen shown when starting the map editor.
- loadscreens/mainmenu/
Any number of images that will be used as backgrounds for the main menu. If more than one image is present, they will be exchanged in frequent intervals. If no images are found, the splashscreen will be used as background instead.
- loadscreens/gameloading/
Contains one subdirectory for each of the four map themes ‘desert’, ‘summer’, ‘wasteland’, and ‘winter’. Each of these directories may contain any number of images. Whenever a map is loaded, a random image from the subdirectory corresponding to the map’s theme will be used as background image for the loading screen. If a theme contains no images, the Widelands logo will be used as background instead.
If any of the above images or directories is missing, a fallback image will be used.
- wui/ and fsmenu/
These directories contain images for UI elements for items in the game and editor (‘wui’) and in the main menu (‘fsmenu’). The filenames and -paths may be changed, though the correct paths need to be stated in the
init.lua
file. It is recommended to use the default filenames as stated above.button.png is used as the background for buttons and several other UI elements. The image is tiled to fit the element’s width and height.
windows/close.png is used as the icon for the Close button in a window’s top-right corner.
windows/pin.png is used as the icon for the Pin button in a window’s top-left corner.
windows/unpin.png is used as the icon for the Unpin button in a pinned window’s top-left corner.
windows/minimize.png is used as the icon for the minimize button in a window’s top-left corner.
windows/maximize.png is used as the icon for the unminimize button in a minimized window’s top-left corner.
windows/background.png is used as the window background. The image is tiled to fit the window’s width and height.
windows/top.png, windows/bottom.png, windows/left.png, and windows/right.png are used as the window’s upper, lower, left, and right border respectively. The images are tiled to fit the window’s length.
init.lua
¶
This Lua script returns a table with descriptions for all UI elements. The table needs to contain the following keys:
minimum_font_size (int): Fonts will not be scaled below this size.
minimap_icon_frame (RGB): The color for the frame of minimap previews in the Choose Map/Savegame screens.
background_focused (RGBA): The color for the focus overlays of the focused UI element.
background_semi_focused (RGBA): The color for the focus overlays of the focused UI element’s parent elements.
windows (table): Style definitons for windows
buttons (table): Style definitons for buttons
sliders (table): Style definitons for sliders
tabpanels (table): Style definitons for tabpanels
editboxes (table): Style definitons for one-line and multi-line editboxes
dropdowns (table): Style definitons for dropdowns
scrollbars (table): Style definitons for scrollbars
statistics_plot (table): Style definitons for in-game statistics plots
building_statistics (table): Style definitons for the in-game building statistics menu
progressbar (table): Style definitons for progress bars
tables (table): Style definitons for tables
wareinfo (table): Style definitons for ware statistics windows
fonts (table): Style definitons for all fonts commonly used in Widelands
RGB colors are arrays with three entries representing the red, green, and blue components (in this order). RGBA colors are arrays with four entries representing the red, green, blue, and alpha components (in this order). Example:
minimap_icon_frame = {255, 220, 0},
background_focused = {240, 240, 240, 200},
windows¶
The windows
table contains two subtables wui
and fsmenu
for in-game/in-editor and main menu windows respectively. Each subtable requires the following keys:
window_border_focused (RGBA): The color to blend over the border of the window if it has focus.
window_border_unfocused (RGBA): The color to blend over the border of the window if it does not have focus.
background, border_top, border_bottom, border_right, border_left, button_close, button_pin, button_unpin, button_minimize, button_unminimize (strings): The paths to the corresponding icons. See above for the recommended directory structure.
sliders¶
The sliders
table contains two subtables wui
and fsmenu
for in-game/in-editor and main menu sliders respectively. The fsmenu
subtable contains a single sub-subtable menu
; the wui
subtable contains two sub-subtables light
and dark
. Each of these contains tables background
and font
like for buttons.
tabpanels¶
The tabpanels
table contains two subtables wui
and fsmenu
for in-game/in-editor and main menu tabpanels respectively. The fsmenu
subtable contains a single sub-subtable menu
; the wui
subtable contains two sub-subtables light
and dark
. Each of these contains tables image
and color
like for the backgrounds of buttons.
editboxes¶
The editboxes
table contains two subtables wui
and fsmenu
for in-game/in-editor and main menu editboxes respectively. Each subtable contains tables background
and font
like for buttons. The background
table requires an additional argument margin
of type int
which will be used for the editbox’s padding.
dropdowns¶
The dropdowns
table contains two subtables wui
and fsmenu
for in-game/in-editor and main menu dropdowns respectively, each of which contains a single sub-subtable menu
. Each sub-subtable contains tables image
and color
like for the backgrounds of buttons.
scrollbars¶
The scrollbars
table contains two subtables wui
and fsmenu
for in-game/in-editor and main menu scrollbars respectively, each of which contains a single sub-subtable menu
. Each sub-subtable contains tables image
and color
like for the backgrounds of buttons.
statistics plots¶
The statistics_plot
table contains two subtables colors
and fonts
. The colors
table defines two RGB colors named axis_line
and zero_line
for the two axis of a statistics plot. The fonts
tables needs to define font definition tables named y_min_value
and y_max_value
(for the y-axis labels) and x_tick
(for the x-axis labels).
building statistics¶
The building statistics
table contains two font definition tables census_font
and statistics_font
which will be used for the in-game census and statistics strings shown over buildings; a table colors
with eight RGB colors low
, medium
, and high
(for production sites), low_alt
, medium_alt
, and high_alt
(alternative colors for situations where more contrast is required), construction
(for objects under construction), and neutral
(e.g. for military sites’ soldier string); and a table statistics_window
with an integer value editbox_margin
to override the padding of editboxes and a table fonts
with two font definition tables button_font
(for buttons) and details_font
(for other texts).
progress bars¶
The progressbar
table contains two subtables wui
and fsmenu
for in-game/in-editor and loading screen progress bars respectively. Each subtable contains a font definition table font
and a table background_colors
with three RGB colors low
, medium
, and high
for the three states of the progress bar.
tables¶
The tables
table contains two subtables wui
and fsmenu
for in-game/in-editor and main menu tables respectively. Each subtable contains three font definition tables enabled
(for normal table entries), disabled
(for greyed-out table entries), and hotkey
(to display hotkeys).
ware statistics¶
The wareinfo
table contains two subtables highlight
and normal
for highlighted/selected and non-highlighted items respectively. Each subtable contains a string icon_background_image
with an image path; a colors
table with three RGB colors icon_frame
(for frames), icon_background
(for the backgrounds of icons), and info_background
(for the background of the info string associated with an item); and a fonts
table with two font definition tables header
(for captions) and info
(for the info strings).
fonts¶
A font definition table contains the following entries:
color (RGB): The font’s color
face (string): The font’s face’s name
size (int): The default font size
Optionally the following boolean values may be set: bold, italic, underline, and shadow.
Some of the above style tables define custom fonts. Additionally, there is a fonts
table which defines fonts used in many places in Widelands:
chat_message: Basic chat messages
chat_timestamp: Timestamps for chat messages
chat_whisper: Whispered chat messages
chat_playername: The name of the player who sent a chat message
chat_server: Chat messages sent by the server
fsmenu_intro: Previously used in the splashscreen. Currently unused.
italic: Italic texts (main menu only)
fsmenu_gametip: Tips shown on the loading screens
fsmenu_info_panel_heading: Headings for info texts (main menu only)
fsmenu_info_panel_paragraph: Info texts (main menu only)
fsmenu_game_setup_headings: Headings in the main menu’s Launch Game screens
fsmenu_game_setup_mapname: The name of the selected map in the Launch Game screens
fsmenu_game_setup_superuser: Administrators in the internet lobby’s list of users
fsmenu_game_setup_irc_client: IRC clients in the internet lobby’s list of users
fsmenu_translation_info: Translation statistics in the main menu’s options window
fs_window_title: Window titles (main menu only)
wui_window_title: Window titles (game and editor)
label_fs: Normal labels (main menu only)
label_wui: Normal labels (game and editor)
tooltip_fs: Tooltips (main menu only)
tooltip_hotkey_fs: Hotkey tooltips (main menu only)
tooltip_header_fs: Tooltip headings (main menu only)
tooltip_wui: Tooltips (game and editor)
tooltip_hotkey_wui: Hotkey tooltips (game and editor)
tooltip_header_wui: Tooltip headings (game and editor)
game_summary_title: Heading in the end-of-game-summary screen
warning: Warnings and errors
disabled: Greyed-out items
wui_attack_box_slider_label: The label over the in-game attack dialog’s slider
wui_info_panel_heading: Headings for info texts (game and editor)
wui_info_panel_paragraph: Info texts (game and editor)
wui_message_heading: Headings for in-game inbox messages
wui_message_paragraph: Text of in-game inbox messages
wui_game_speed_and_coordinates: Time, speed and coordinates strings in the game/editor info panel