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|0x00||res_id||01 39 00 00||57||00057-level_3_part.PSpc|
|0x04||lev_id||01 00 00 06||3||level 3|
|0x08||int16||00 00||0||x-coordinate of top left corner of top left rectangle|
|0x4E||int16||00 00||0||y-coordinate of bottom right corner of bottom right rectangle|
|0x50||link||01 38 00 00||0||link to 00056-h_03.TXMP|
- For more info on nine-grid rendering, see HERE
- What is stored
- There are 9 rectangles stored in PSpc: 4 corners, 4 sides and one interior rectangle. Typically all 9 are used (to draw buttons for example) or only one is used (the top left corner, to draw checkboxes for example). There are cases where the top left corner and the interior rectangle are present which indicates that the code can choose what part to draw.
- The reason for using 9 rectangles is to allow drawing of buttons (and anything else that has a border) in various sizes without distorting the image.
- the corners are never rescaled
- horizontal sides can be stretched horizontally
- vertical sides can be stretched vertically
- the interior can be stretched both ways
- Of course that means that the sides and the interior must be "special" images that can be stretched without visible distortion.
- How it is stored
- Every 2 int16 fields make a texture coordinate. The former 9 texture coordinates (18 bytes) are the top left corners of the 9 rectangles. The latter 9 coordinates are the bottom right corners of the 9 rectangles. When both coordinates are 0 then the rectangle is not used. The order of the coordinates is top to bottom and left to right. The order of the 9 rectangles is: top left, top, top right, left, center, right, bottom left, bottom, bottom right.
|ONI BINARY DATA|
|PNTA << Other file types >> PSpL|
|PSpc : Part Specification|