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WDW file structure

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Revision as of 08:47, 6 January 2009 by Aggelakis (Talk | contribs) (fix category)

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Overview

Issue 12 introduced the ability to save in-game window positions. This article aims to document the format/syntax of the text files created.

Breakdown

status 470 959 295 65 1.000000 7c7c7cff 4d 0 2

  • status = Window name. Conforms to the list given by /window_names.
  • 470 = X coordinate. Distance in pixels from top of screen/window to the top of UI window.
  • 959 = Y coordinate. Distance in pixels from left edge of screen/window to the left edge of UI window.
  • 295 = Window width. In pixels, always the window's width at 100% scale.
  • 65 = Window height. In pixels, always the window's height at 100% scale.
  • 1.000000 = Window scale. Values can range from 0.650000 (65%) to 2.25000 (225%).
  • 7c7c7cff = Color in hexadecimal RRGGBBAA (Red - Green - Blue - Alpha) format. The alpha value is the opacity of the window border, not of the window opacity. Omitting this value will cause a crash or error when loading the file.
  • 4d = Unknown internal field. May show other values. Do not edit.
  • 0 = Window docking status. Can take values 0 (undocked/detached from its standard parent window) or 1 (docked/attached to its standard parent window).
  • 2 = Window display status. Can take values 2 (window is shown) or 4 (window is hidden). Numbers > 4 in this field produce odd windows with no title bar that do not always function correctly.

Placement and scaling

Because the window position and dimension values are always given at the window's 100% scale, manually editing this file presents some challenges when trying to arrange windows by their bottom or right edges when the overall UI scale is smaller or larger than 100%.

However, wdw files are editable during play, and any changes will be visible immediately by reloading the edited and saved file into the game.

See Also

Template:Window Commands NavBox