# File: ui_entry_renderer.txt # Configure how a quantity is rendered in the user interface. Currently only # used for the parts of the second character screen and the equippable # comparison. # The name is used to link the renderer with a user interface element in # ui_entry.txt so changes here would have to be mirrored there to keep the # link. # code binds the renderer to a specific backend in the executable. It must # be one of the values listed in list-ui-entry-renderers.h. # combiner controls how multiple values are combined when displaying the # combined value or choosing how to color the label. Possible values are # limited by the code and must be one of ADD, BITWISE_OR, FIRST, LOGICAL_OR, # LOGICAL_OR_WITH_CANCEL, LARGEST, LAST, RESIST_0, or SMALLEST. Those are the # same (and have have the same meanings) as those described in ui_entry.txt. # If not set, the default combiner for the backend is used. # colors and labelcolors configure the palette of colors used for either the # value or the label. How indices into the palette are used depends on the # backend the renderer is bound to. Changes to colors and labelcolors can # affect usability. Both are optional; if not set, default values from the # backend are used. # symbols defines the palette of symbols the renderer uses if it converts # values to symbols (some of the rendering functions won't use the symbols # field). How indices into the palette are used depends on the backend the # renderer is bound to. Changes to symbols can affect usability. It is # optional. If not set, default values from the backend are used. # ndigit is the number of digits to display for a numeric value. That is # only used by some renders and does not need to be set. If set it must be a # positive integer. If not set, the default value from the backend will be # used. # sign configures whether a sign indicator is shown with numeric values. That # is only used by some renderers and does not need to be set. If set, it # must be one of the following: NO_SIGN, ALWAYS_SIGN, or NEGATIVE_SIGN. # NO_SIGN specifies that no sign indicator will be shown. ALWAYS_SIGN # specifies that a sign indicator will always be shown (+ will be used for # zeros). NEGATIVE_SIGN specifies that a sign indicator will only be shown # for negative values. If not set, the default value from the backend will be # used. # units configures whether a label is shown immediately after numeric values. # This is only used by some renderers and does not need to be set. By default, # numeric values will not be labeled with units. # combined-renderer sets name of the renderer to use if the renderer is asked # to display the combined value. That name must be one of the renderers # configured in this file for the combined value to be shown. If # combined-renderer is omitted, the renderer will not show a combined value. # COMPACT_RESIST_RENDERER_WITH_COMBINED_AUX renders one or more resistance # values with the label colored by the combined resistance. The auxiliary # values are treated as timed resistances. The default combiner is RESIST_0. # One of twenty-two symbols (unknown, not present, none, resist, vulnerable, # immune, timed resist + none, timed resist + resist, timed resist + # vulnerable, timed vulnerability + none, timed vulnerability + resist, # timed immunity + none, timed immunity + resist, timed immunity + # vulnerable, resist + vulnerable, timed resist + resist + vulnerable, # timed vulnerability + resist + vulnerable, timed immunity + resist + # vulnerable, timed resist + timed vulnerability + none, timed resist + # timed vulnerability + resist, timed resist + timed vulnerability + vulnerable, # timed resist + timed vulnerability + resist + vulnerability) are used for # each resistance value. Each of those symbols has a corresponding color # (from the first 22 colors) and alternate color (from the second 22 colors). # The alternate color is used for every other resist. A palette of 13 colors # is used for the label. They are: # unknown rune # no net permanent resistance or immunity and no net timed effects # net permanent resistance and no net timed effects # net permanent vulnerability and either timed vulnerability or no net timed # effects # permanent immunity with or without any timed effects # a net timed resistance with no net permanent effects # a net timed resistance with net permanent resistance # a net timed resistance with net permanent vulnerability # timed vulnerability with no net permanent effects # timed vulnerability with net permanent resistance # timed immunity with no net permanent effects # timed immunity with net permanent resistance # timed immunity with net permanent vulnerability # COMPACT_FLAG_RENDERER_WITH_COMBINED_AUX renders one or more boolean flags # with the label colored by the combined (logical or) value. The auxiliary # values are treated as timed effects. The default combiner is LOGICAL_OR. # One of five symbols (unknown, not present, off, on, timed on) is used for # each flag. The symbol for the timed effect is only used if the permanant # effect is known and is off. Each of five symbols has a corresponding color # (from the first five colors) and alternate color (from the second five # colors). The alternate color is used for every other flag. A palette of # four colors is used for the label. They are unknown rune, no flags are # known to be on and there is no timed effect, at least one flag is on, and no # flags are known to be on but there is at least one timed effect. # COMPACT_FLAG_WITH_CANCEL_RENDERER_WITH_COMBINED_AUX renders one or more # flags (off (0), on (positive), or cancel (negative)) with the label colored # by the combined value. The auxiliary values are treated as timed effects. # The default combiner is LOGICAL_OR_WITH_CANCEL. One of eleven symbols # (unknown, not present, off, on, cancel, timed on + off, timed on + on, timed # on + cancel, timed cancel + off, timed cancel + on, timed cancel + cancel) is # used for each flag. Each of the symbols has a corresponding color (from the # first eleven colors) and alternate color (from the second eleven colors). # The alternate color is used for every other flag. A palette of seven colors # is used for the label. They are unknown rune, the combined effect is off with # at least one permanent cancel, the combined effect is off with at least one # timed cancel and no permanent on flags, the combined effect is off with at # least one permanent on flag and one timed cancel, the combined effect is off # and doesn't fall in one of the earlier categories, the combined effect is on # with at least one permanent on flag, and the combined effect is on with no # permanent on flags. # NUMERIC_AS_SIGN_RENDERER_WITH_COMBINED_AUX renders one or more integer # modifiers with the label colored by the combined value. The auxiliary # values are treated as timed effects. The default combiner is ADD. One # of eleven symbols is used for each modifier: # unknown # not present # combined value and auxiliary value is zero, and auxiliary value is zero # combined value and auxiliary value is zero, and auxiliary value is # positive # combined value and auxiliary value is zero, and auxiliary value is # negative # combined value and auxiliary value is positive, and auxiliary value is # zero # combined value and auxiliary value is positive, and auxiliary value is # positive # combined value and auxiliary value is positive, and auxiliary value is # negative # combined value and auxiliary value is negative, and auxiliary value is # zero # combined value and auxiliary value is negative, and auxiliary value is # positive # combined value and auxiliary value is negative, and auxiliary value is # negative # Each of the symbols has a corresponding color (from the first eleven colors) # and alternate color (from the second eleven colors). The alternate color is # used for every other modifier. A palette of ten colors is used for the # label. They are: # unknown rune # the combined known values and auxiliary values are zero and the combined # known auxiliary values are zero # the combined known values and auxiliary values are zero and the combined # known auxiliary values are positive # the combined known values and auxiliary values are zero and the combined # known auxiliary values are negative # the combined known values and auxiliary values are positive and the # combined known auxiliary values are zero # the combined known values and auxiliary values are positive and the # combined known auxiliary values are positive # the combined known values and auxiliary values are positive and the # combined known auxiliary values are negative # the combined known values and auxiliary values are negative and the # combined known auxiliary values are zero # the combined known values and auxiliary values are negative and the # combined known auxiliary values are positive # the combined known values and auxiliary values are negative and the # combined known auxiliary values are negative # NUMERIC_RENDERER_WITH_COMBINED_AUX renders one or more integer values # as decimal integers with the label colored by the combined value. The # auxiliary values are treated as timed effects. The default combiner is ADD. # One of eleven colors or eleven alternate colors is used for each modifier: # unknown # not present # combined value and auxiliary value is zero, and auxiliary value is zero # combined value and auxiliary value is zero, and auxiliary value is # positive # combined value and auxiliary value is zero, and auxiliary value is # negative # combined value and auxiliary value is positive, and auxiliary value is # zero # combined value and auxiliary value is positive, and auxiliary value is # positive # combined value and auxiliary value is positive, and auxiliary value is # negative # combined value and auxiliary value is negative, and auxiliary value is # zero # combined value and auxiliary value is negative, and auxiliary value is # positive # combined value and auxiliary value is negative, and auxiliary value is # negative # The alternate colors are used for every other value. There are seven # symbols that may be used. The first symbol is used when the value is # unknown. The second symbol is used when the value is not present. The # third symbol is used when the combined value and auxiliary value is zero and # the auxiliary value is zero. The fourth symbol is used when the combined # value and auxiliary value is zero and the auxiliary value is positive. The # fifth symbol is used when the combined value and auxiliary value is zero and # the auxiliary value is negative. For the first five symbols, it may be shown # with a sign depending on the setting for the sign indicator described below. # The sixth symbol is used in place of digits when the combined value and # auxiliary value is positive and does not fit in the given number of digits. # The seventh symbol is used in place of digits when the combined value and # auxiliary value is negative and does not fit in the given number of digits. # A palette of ten colors is used for the label. They are: # unknown rune # the combined known values and auxiliary values are zero and the combined # known auxiliary values are zero # the combined known values and auxiliary values are zero and the combined # known auxiliary values are positive # the combined known values and auxiliary values are zero and the combined # known auxiliary values are negative # the combined known values and auxiliary values are positive and the # combined known auxiliary values are zero # the combined known values and auxiliary values are positive and the # combined known auxiliary values are positive # the combined known values and auxiliary values are positive and the # combined known auxiliary values are negative # the combined known values and auxiliary values are negative and the # combined known auxiliary values are zero # the combined known values and auxiliary values are negative and the # combined known auxiliary values are positive # the combined known values and auxiliary values are negative and the # combined known auxiliary values are negative # The number of digits is used to configure the number of digits shown for # each value. The default value for the number of digits is one. The sign # display is used to configure whether the digits are shown with a sign # indicator. By default, a sign indicator will not be shown. The units label # configures whether that label is shown after each numeric value. By # default, no such label is shown. # NUMERIC_RENDERER_WITH_BOOL_AUX renders one or more integer values # as decimal integers with the label colored by the combined value. The # auxiliary values are treated as booleans (one use would be for sustains). # The default combiner is ADD. One of eight colors (unknown, not present, # zero with the auxilary flag off, zero with the auxiliary flag on, positive # with the auxiliary flag off, positive with the auxiliary flag on, negative # with the auxiliary flag off, negative with the auxiliary flag on) or an # alternate set of eight colors for those same conditions is used for each # modifier. The alternate colors are used for every other value. There are # six symbols that may be used. The first symbol is used when the value is # unknown. The second symbol is used when the value is not present. The # third symbol is used when the value is zero and the auxiliary flag is off. # The fourth symbol is used when the value is zero and auxiliary flag is on. # For the first four symbols, if the symbol is '0', then it may be shown with # a sign, depending on the the setting for the sign indicator described below. # The fifth symbol is used in place of digits when the value is positive and # too large to display with the given number of digits. The sixth symbol is # used in place of digits when the value is negative and too large to display # with the given number of digits. A palette of seven colors is used for the # label. They are: # unknown rune # the sum of the known values is zero and none of the auxiliary flags are on # the sum of the known values is zero and at least one auxiliary flag is on # the sum of the known values is positive and none of the auxiliary flags is on # the sum of the known values is positive and at least one auxiliary flag is on # the sum of the known values is negative and none of the auxiliary flags is on # the sum of the known values is positive and at least one auxiliary flag is on # # The number of digits is used to configure the number of digits shown for # each value. The default value for the number of digits is one. The sign # display is used to configure whether the digits are shown with a sign # indicator. By default, a sign indicator will not be shown. The units label # configures whether that label is shown after each numeric value. By default, # no such label is shown. name:char_screen1_resist_renderer code:COMPACT_RESIST_RENDERER_WITH_COMBINED_AUX colors:wwwwwwGGGrrGGGwGrGwwrwWWWWWWGGGrrGGGWGrGWWrW labelcolors:swBrgwBrwBwBr symbols:?..+-*!^.=.%%%~!=%~+=~ name:char_screen1_flag_renderer code:COMPACT_FLAG_RENDERER_WITH_COMBINED_AUX colors:wwwwGWWWWG labelcolors:swBw symbols:?..+! name:char_screen1_flag_with_cancel_renderer code:COMPACT_FLAG_WITH_CANCEL_RENDERER_WITH_COMBINED_AUX colors:wwwwwGwwGGwWWWWWGWWGGW labelcolors:swwwwBw symbols:?..+-!+-=.- name:char_screen1_numeric_as_sign_renderer code:NUMERIC_AS_SIGN_RENDERER_WITH_COMBINED_AUX colors:wwwGowGowGoWWWGoWGoWGo labelcolors:swwwBBBrrr symbols:?....+!+--= # Currently, labelcolors has no impact on what's shown in the character screen # and what uses this internally expects ndigit to be one, sign to be NO_SIGN, # and nothing to be set for units. name:char_screen1_stat_mod_renderer code:NUMERIC_RENDERER_WITH_BOOL_AUX colors:sdsgGgrRsdsgGgrR labelcolors:wwwwwww symbols:? .s*= ndigit:1 sign:NO_SIGN