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KeyGen Studio 2002
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Ares Rc4.exe
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TestSkin.ini
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INI File
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2000-06-13
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16KB
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434 lines
;///////////////////////////////////////
;// GUIGUI SKIN INI FILE
;// FORMAT:
;// Each section refers to a specific UI element on the screen.
;// All sections have the same data key names. Which means (if you
;// are paying attention) is that you can define offsets and text
;// colors for radio buttons and etc (now what happens if you do this
;// depends on how the guigui lib is written).
;// Key data:
;// Graphic=filename the bitmap. Each UI type has a different number
;// of images in them.
;// or Graphic=filename1,filename2,... the bitmaps, one per each state.
;// ScalingMode=Edge|Stretch| if Edge, then EdgeMargins is used.
;// None defaults to Stretch, which scale to fit.
;// NOT used for radio, cheboxes, titlebar buttons
;// EdgeMargins=t,b,l,r if ScalingMode=Edge, then these values are used
;// to compute corners that are NOT scaled; the bits
;// in between are scaled to fit.
;// Offset=x,y If set, deviate from the Windows default offset for this item.
;// This is applied to the upper-left orgin of this object.
;// Exception: titlebar buttons are applied from the upper-RIGHT pos.
;// Adjustment=t,b,l,r If set, modify the top/bottom/left/right of the control's
;// rectangle by these amounts. Generally usefull for groupboxes.
;// TextColor-?=hexvalue If set, deviate from the Windows default color for
;// this text. The ? applies to the image index (display mode)
;// thus if the object has 2 images, -0 and -1 are used. If
;// 5 images, -0 through -4 are used. Not applied if the object
;// has no text. Note that for buttons that give you a focus
;// box, this will also affect the color of THAT dashed gizmo.
;// DrawMode=Transparent|Backcolor|Solid By default, Transparent is used so that the dialog
;// bitmap can be seen through - GUIgui will do a layered
;// draw with the background bitmap. If you have a graphic that
;// does not use the transparent color, or if you want
;// a performance increase, use Backcolor, which uses the
;// dialog background color, which for small transparent areas,
;// should be cool. Backcolor is not recommended for bitmaps
;// with large transparent areas, since they will show up icky.
;// If you have NO transparent colors in the bitmap, use Solid
;// for a performance increase.
;//
[Skin]
Name=G
MinVersion=0.0
;// Pushbuttons have 5 images.
;// 0=normal, 1=pressed (down), 2=disabled, 3=has focus (selected, focus box),
;// 4=default button in dialog
[Pushbutton]
Graphic=./Ares/GButton.bmp
ScalingMode=Edge
;ScalingMode=Stretch
EdgeMargins=4,9,4,13
TextColor-0=FFFFFF
TextColor-1=EEEEEE
TextColor-2=C0C0C0
TextColor-3=FFFF90
TextColor-4=90FFFF
;// Checkboxes have 4 images.
;// 0=unchecked, 1=checked, 2=disabled unchecked, 3=disabled checked.
;// Note that the disabled images are used when the user is transitioning from checked
;// to unchecked and vice-versa.
;// Tristate checkboxes are drawn with a 50% background blend of the checked state
;// Streching and scaling are not done here.
;// Note that we are using this one as a demo of how to do multiple images for the states.
;// This is a long line, so scroll over.
[Checkbox]
Graphic=./Ares/GCheck.bmp
TextColor-0=806000
TextColor-1=000000
;// Radiobuttons have 4 images.
;// 0=unselected, 1=selected, 2=disabled unselected, 3=disabled selected.
;// Note that the disabled images are used when the user is transitioning from selected
;// to unselected and vice-versa.
;// Streching and scaling are not done here.
[Radiobutton]
Graphic=./Ares/GRadio.bmp
TextColor-0=806000
TextColor-1=000000
;// Progress bars have 2 images.
;// 0=background (unfilled area), 1=progress (filled area)
;// Edge and scaling mode are used here, so if you have a beveled bar, you need
;// to define it right.
;// Progress bars do not have text.
;// You should always use Backcolor for progress bars to cut down on flicker
[ProgressBar]
Graphic=./Ares/GProgressBar.bmp
ScalingMode=Edge
;ScalingMode=Stretch
EdgeMargins=2,3,3,4
DrawMode=Solid
[ProgressBar-Ick]
Graphic=./Ares/GProgressBar-Volume-Back.bmp,./Ares/GProgressBar-Volume-Front.bmp
ScalingMode=Edge
;ScalingMode=Stretch
EdgeMargins=2,2,2,2
;// Static text items do not have any bitmaps, but do have colors.
;// 0 is normal, 1 is disabled.
;// If you do not define them, it uses the default system colors.
[Static text]
TextColor-0=000000
TextColor-1=7B5B7B
;// Groupboxes basically are a window frame, so we just treat it the same.
;// Groupboxes have two states: 0 is normal, 1 is disabled. They do not
;// have a focus style.
;// The text can be drawn in different colors, of course.
;// The graphic for the text area is used to fill in the background. It is
;// generally not used, but can be!
;// Offset is used to position the text within the graphic area (or within
;// the actual top frame).
;// Note the Adjustment's are used in the top and bottom edges to account for the width
;// of the left and right graphic.
[Groupbox Top Edge]
Graphic=./Ares/GGroup-Top.bmp,./Ares/GGroup-Top.bmp
ScalingMode=Edge
EdgeMargins=2,3,10,13
Adjustment=0,0,4,-4
DrawMode=Transparent
;// The title text for the groupbox may optionally have a background text graphic.
;// The graphic is positioned, drawn, and then the text is positioned relative to THIS
;// graphic and then drawn. If no graphic is defined, then the text is positioned relative
;// to the Top Edge (ie: no TTB, no offset, duh)
;// Note that you can have an offset and adjustment even if there is no graphic!
[Groupbox Title Text Background]
;Graphic=GGroup-Text.bmp,GGroup-Text.bmp
;ScalingMode=Edge
;EdgeMargins=4,4,3,4
Offset=4,1
DrawMode=Solid
;// Offset is used to position the text
[Groupbox Title Text]
TextColor-0=FFFFFF
TextColor-1=7B5B7B
;Offset=3,0
;Adjustment=-1,1,0,0
[Groupbox Bottom Edge]
Graphic=./Ares/GGroup-Bottom.bmp,./Ares/GGroup-Bottom.bmp
ScalingMode=Edge
EdgeMargins=1,1,1,1
Adjustment=0,0,4,-4
[Groupbox Left Edge]
Graphic=./Ares/GGroup-Left.bmp,./Ares/GGroup-Left.bmp
ScalingMode=Edge
EdgeMargins=20,5,0,0
;Adjustment=4,0,0,0
[Groupbox Right Edge]
Graphic=./Ares/GGroup-Right.bmp,./Ares/GGroup-Right.bmp
ScalingMode=Edge
EdgeMargins=20,5,0,0
;Adjustment=4,0,0,0
;// Trackbars come in lots of flavors. LR, TB, different types of pointers,
;// hash marks, etc. So you have to define a wad of stuff, and the actual logic
;// can get pretty hairy.
;// Note that for this we do not currently deal with the TICKS style.
;// Most applications will not care about the size and shape of the actual slider.
;// However, there is support for changing the size of the slider if you use
;// TBS_FIXEDLENGTH. We do not currently support this, but will probably do so
;// in the future.
;// If any of the following are used in the style, we do not hook:
;// TBS_FIXEDLENGTH
;// The channel comes in two styles: Left/Right and Top/Bottom, each having 3
;// images: 0=unselected, 1=selected, 2=disabled
;// Note that the channel is centered OVER the place that Windows will use.
;// If you want to adjust this, change the Offset value.
;// Suggest using Solid drawmode in order to stop flicker; we don't here in order
;// to show the transparent
[Trackbar LR Channel]
Graphic=./Ares/GTrackbar-LR-Back.bmp
Offset=0,0
ScalingMode=Edge
EdgeMargins=2,2,2,2
DrawMode=Transparent
;// To see the effect of solid vs transparent, open the Slider test dialog and notice the flicker
;// in the lr vs tb sliders with selection areas.
[Trackbar TB Channel]
Graphic=./Ares/GTrackbar-TB-Back.bmp
Offset=0,0
ScalingMode=Edge
EdgeMargins=2,2,2,2
DrawMode=Solid
;// Trackbars also can have a "selection" (which is never used by anyone as far
;// as we can tell) that highlights a section. Recommend NOT using the Offset
;// for this, but DO use the Adjustment to shrink the top & bottom inwards.
;// This is drawn overtop of the Channel graphic.
;// Always use Solid drawmode in order to stop flicker unles you have transparents.
[Trackbar LR Channel Selection]
Graphic=./Ares/GTrackbar-LR-Back-Sel.bmp
Offset=0,0
Adjustment=3,-3,0,1
ScalingMode=Edge
EdgeMargins=1,1,1,1
DrawMode=Solid
[Trackbar TB Channel Selection]
Graphic=./Ares/GTrackbar-TB-Back-Sel.bmp
Offset=0,0
Adjustment=0,1,3,-3
ScalingMode=Edge
EdgeMargins=1,1,1,1
DrawMode=Solid
;// The selecting control on the trackbar is referred to as the Slider,
;// which is similar to the scrollbar. Generally, the control is a rectangle
;// that is stretched to fit. However, you can define a shape that does not
;// stretch (like a pancake) so that it does not resize up.
;// Note that the thumb is also is centered OVER the place that Windows will use.
;// If you want to adjust this, change the Offset value.
;// Thumbs have 3 images: 0=unselected, 1=selected, 2=disabled
[Trackbar LR Slider]
Graphic=./Ares/GTrackbar-LR-Slider.bmp
Offset=0,0
ScalingMode=None
[Trackbar TB Slider]
Graphic=./Ares/GTrackbar-TB-Slider.bmp
Offset=0,0
ScalingMode=None
;// Optional slider used when "Point" is set to Top. If not set, defer to base.
[Trackbar LR Slider TopPoint]
Graphic=./Ares/GTrackbar-LR-Slider-TP.bmp
Offset=0,0
ScalingMode=None
;// Optional slider used when "Point" is set to Bottom. If not set, defer to base.
[Trackbar LR Slider BottomPoint]
Graphic=./Ares/GTrackbar-LR-Slider-BP.bmp
Offset=0,0
ScalingMode=None
;// Optional slider used when "Point" is set to Left. If not set, defer to base.
[Trackbar TB Slider LeftPoint]
Graphic=./Ares/GTrackbar-TB-Slider-LP.bmp
Offset=0,0
ScalingMode=None
;// Optional slider used when "Point" is set to Right. If not set, defer to base.
[Trackbar TB Slider RightPoint]
Graphic=./Ares/GTrackbar-TB-Slider-RP.bmp
Offset=0,0
ScalingMode=None
;// Window title backgrounds have 2 images
;// 0=active state, 1=inactive state.
;// Backgrounds do not have text.
;// Offset is used to determine where to place the icon and Title Text Background at,
;// relative to THIS bitmap. The icon is placed first, then the TTB after that (+Y ignored).
;// If there is no icon, then the TTB is placed at the offset position.
[Window Title Background]
Graphic=./Ares/GWindowTitleBackground.bmp
ScalingMode=Edge
;ScalingMode=Stretch
EdgeMargins=2,3,10,13
Offset=7,2
DrawMode=Solid
;// Window title texts have 2 images
;// 0=active state, 1=inactive state.
;// Offset is used to place where the text is at, relative to THIS bitmap.
;// This bitmap is always placed to the right of the icon (if any) of the title background,
;// and extends to the edge of the window, or if there are system buttons in the titlebar,
;// to the leftmost edge of these.
;// Define text color for -0 and -1 (active,inactive) so that your users can be happy.
[Window Title Text]
Graphic=./Ares/GWindowTextBackground.bmp
ScalingMode=Edge
;ScalingMode=Stretch
EdgeMargins=2,2,1,5
Offset=2,2
TextColor-0=FFFFFF
TextColor-1=5B5B5B
DrawMode=Solid
;// Windows titlebars may optionally have a button background area.
;// This is useful when you have a titlebar bitmap that has a distint area
;// that the buttons go, but you want a division edge on it.
;// 0=active state, 1=inactive state.
;// Offset is used to place this bitmap relative to the rightmost edge of the titlebar
;// bitmap. This is generally used to adjust the left-edge of this border to line up with
;// the text or title background graphics.
;// Define text color for -0 and -1 (active,inactive) so that your users can be happy.
[Window Title Button Background]
Graphic=./Ares/GWindowButtonsBackground.bmp
ScalingMode=Edge
;ScalingMode=Stretch
EdgeMargins=2,2,5,1
Offset=0,0
DrawMode=Solid
;// Window close button (the X box) has 6 images.
;// 0=active window, up. 1=active window, down. 2=active window, transition/rollover
;// 3=inactive window, up. 4=inactive window, down. 5=inactive window, transition/rollover
;// Offset is used to place the bitmap RELATIVE to the the TOP RIGHT EDGE of the window's
;// titlebar. Be sure to account for the width of the bitmap.
;// There is no disabled state.
;// Windows title buttons do not have text.
[Window Close]
Graphic=./Ares/GWindowClose.bmp
Offset=-10,3
DrawMode=Transparent
;// Window minimize button (the underline box) also has 6 images.
;// 0=active window, up. 1=active window, down. 2=active window, transition/rollover
;// 3=inactive window, up. 4=inactive window, down. 5=inactive window, transition/rollover
;// Offset is used to place the bitmap RELATIVE to the the TOP RIGHT EDGE of the window's
;// titlebar. Be sure to account for the width of the bitmap.
;// There is no disabled state.
;// Windows title buttons do not have text.
[Window Minimize]
Graphic=./Ares/GWindowMin.bmp
Offset=-32,3
DrawMode=Transparent
;// Window maximize button (the open/stacked boxes box) also has 6 images. This is almost
;// the same as the other two buttons, however, this button is a toggle between 0/2 & 3/5
;// 0=active window, non max state (where an open box would be shown).
;// 1=active window, clicked down.
;// 2=active window, maxed state (where two stacked boxes would be shown).
;// 3=inactive window, non max state (where an open box would be shown).
;// 4=inactive window, clicked down.
;// 5=inactive window, maxed state (where two stacked boxes would be shown).
;// Note that for rollover effects, we simply flip 0/2 & 3/5.
;// Offset is used to place the bitmap RELATIVE to the the TOP RIGHT EDGE of the window's
;// titlebar. Be sure to account for the width of the bitmap.
;// There is no disabled state.
;// Windows title buttons do not have text.
[Window Maximize]
Graphic=./Ares/GWindowMax.bmp
Offset=-21,3
DrawMode=Transparent
;// Dialog backgrounds only have one image. By default, this is tiled to fill the entire
;// dialog. If you use stretch, it will probably look terrible, unless it's a solid color.
;// Edge mode probably should never be used, unless you have some very oddball bitmap.
[Dialog Background]
;Graphic=GDialogBackground-Transparent Testing.bmp
Graphic=./Ares/GDialogBackground.bmp
;We use the pink one to check for the bleedthrough of various items.
ScalingMode=Tile
;ScalingMode=Edge
;ScalingMode=Stretch
;EdgeMargins=0,0,0,0
DrawMode=Solid
;// There are three window frame styles: Dialog Frame (thick, no resize),
;// Thin (no resize), and Resizing (has resize areas).
;// Window edges/frames have 2 images
;// 0=active state, 1=inactive state.
;// Note that for this example, I'm using the bitmap list to use the same bitmap
;// twice, for each state, since this particular skin does not have different inactive
;// frame designs. For your own frame designs, you will probably want to do use the
;// standard imagelist bitmap style or two different bitmaps.
;// You will almost always want to use Edge mode to stretch the center.
;// You will almost always want to use 0,0 for the left and right edge.
[Window (Dialog Frame) Left Edge]
Graphic=./Ares/GDialogLeftEdge.bmp,./Ares/GDialogLeftEdge.bmp
ScalingMode=Edge
EdgeMargins=20,5,0,0
DrawMode=Solid
[Window (Dialog Frame) Right Edge]
Graphic=./Ares/GDialogRightEdge.bmp,./Ares/GDialogRightEdge.bmp
ScalingMode=Edge
EdgeMargins=20,5,0,0
DrawMode=Solid
[Window (Dialog Frame) Bottom Edge]
Graphic=./Ares/GDialogBottomEdge.bmp,./Ares/GDialogBottomEdge.bmp
ScalingMode=Edge
EdgeMargins=0,0,5,5
DrawMode=Solid
;// For resizing frames, the edges margins should be enough to cover the gripper spots.
[Window (Resize Frame) Left Edge]
Graphic=./Ares/GResizeLeftEdge.bmp,./Ares/GResizeLeftEdge.bmp
ScalingMode=Edge
EdgeMargins=20,15,0,0
DrawMode=Solid
[Window (Resize Frame) Right Edge]
Graphic=./Ares/GResizeRightEdge.bmp,./Ares/GResizeRightEdge.bmp
ScalingMode=Edge
EdgeMargins=20,15,0,0
DrawMode=Solid
[Window (Resize Frame) Bottom Edge]
Graphic=./Ares/GResizeBottomEdge.bmp,./Ares/GResizeBottomEdge.bmp
ScalingMode=Edge
EdgeMargins=0,0,15,15
DrawMode=Solid