ImagePathFunctions

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Revision as of 18:44, 19 April 2010 by ShikadiQueen (talk | contribs) (Remove DevFeature templates after 1.8, reorganize ~RC()/~PAL() documentation)

Image Path Functions provide a simple method for WML coders to alter the way their specified images will be displayed in the game. All of the function parameters are included at the end of an image path and should not contain any spaces or special characters (other than those specified here).

Team-Color Function

In Wesnoth version 1.2, the only Image Path Function was ~TC(), which took two comma-separated parameters: the team number and the source color palette. The valid values for both of these parameters are defined in the file data/team-colors.cfg

Syntax

~TC( team number , source color palette )

  • team number - this is the first parameter, a number 1-9 signifying the team number of a unit. Number 1 typically means the red team, 2 typically means the blue team, and so on (unless the scenario color settings for any side have been altered).
  • source color palette - the second parameter is a source color palette, usually magenta. Do not surround this parameter with quotes.

Re-Color Function

May be used to change some colors in an image.

Syntax

~RC( source color palette > color range ID )

  • source color palette - the first parameter is a source color palette, usually magenta. Do not surround this parameter with quotes.
  • color range ID - this is the second parameter, signifying the ID of a color range defined in the file data/core/team-colors.cfg (or it may be a custom ID for a color range defined locally).

Example

In the following example, the magenta regions in an elvish captain's image are turned a healthy shade of green:

 [message]
     speaker=narrator
     image=units/elves-wood/captain.png~RC(magenta>green)
     message=_ "Now I am on the green team."
 [/message]

The IDs of the color ranges may be the lowercased English name of the palette's base color (e.g. 'red', 'brown', etc.). They may also be numeric color indices from the palette WML included with the game, but this is not recommended.

Palette-switch Function

May be used to change colors in an image following the specifications of a source and target (new) palette.

Syntax

~PAL( source color palette > target color palette )

  • source color palette - the first parameter is a source color palette, such as magenta. Do not surround this parameter with quotes.
  • target color palette - the new palette to take the place of the source colors in the image.

Flip Function

May be used to flip an image horizontally and/or vertically

Syntax

~FL( optional argument list )

  • vertical - if the string "vert" is found anywhere in the argument list, the image will be flipped vertically.
  • horizontal - if the string "horiz" is found anywhere in the argument list, the image will be flipped horizantally.
  • if the argument list is empty, the image will only be flipped horizantally.

Greyscale Function

May be used to greyscale the image (turn to black and white)

Syntax

~GS( )

Crop Function

Extracts a rectangular section of an image file.

Syntax

~CROP(x,y,width,height)

  • x,y: top-left corner coordinates for the rectangular section extracted. Must be greater or equal than zero, and inside the image's bounds.
  • width: width of the selected region. Must be less than or equal to the original image's width.
  • height: height of the selected region. Must be less than or equal to the original image's height.

Color-shift function

Performs simple per-channel color shifts by adding the arguments to the respective color channels.

Syntax

Multi-channel: ~CS(r,g,b) Single-channel: ~R(v), ~G(v), ~B(v)

The multichannel syntax assumes all arguments are set to zero initially, so one can use, e.g. ~CS(2,4) to add +2 and +4 units to the red and green channels respectively, leaving the blue channel intact. Arguments may be negative to diminish a channel's value; this can be used to change an image's brightness. Checks for out-of-range arguments or results (less than 0 or greater than 255) are made, so the resultant values are truncated if necessary.

The single channel syntax behaves exactly the same, except that only single-channel modifications are made per function. However, one can stack them to produce the same behavior as ~CS(), e.g. ~R(r)~G(g)~B(b), but that tends to be just a performance loss.

Any color-shift is performed before changing opacity or desaturating the graphic (see ~O() and ~GS()).

Image-scaling function

Scales a graphic up or down.

Syntax

~SCALE( new_width, new_height )

The new_width and new_height parameters are taken as the image's original width or height, respectively, if one of them happens to be zero. Negative values are treated in the same way, but an error is printed in stderr.

Opacity modifying function

Changes an image's opacity at render time.

Syntax

~O( factor or percentage% )

If the argument includes the percentage symbol (%), it will be treated as a percentage of full (real) opacity; an image will be displayed at its native opacity with ~O(100%).

Without the percentage symbol, the argument is assumed to be a factor by which the image's native opacity should be multiplied. Thus, ~O(0.5) and ~O(50%) are equivalent forms of specifying to reduce an image's opacity by half.

Blurring function

Blurs a graphic at render time using the same algorithm used for in-game dialogs.

Syntax

~BL( radius )

Null function

Does nothing.

Syntax

~NOP()

Precedence of Functions

All functions are applied in left-to-right order, with the exception of RC() and TC() which are applied always before any other functions. That is, stuff like "units/elves-wood/fighter.png~CROP(0,0,20,20)~CROP(10,10,10,10)" would result in taking a crop of the rectangle x=20;y=20;w=40;h=40 and then taking a crop from that rectangle as x=10;y=10;w=10;h=10 resulting in the area x=30;y=30;w=10;h=10 from the original graphic.