Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Reskinnable UI: Need extra abstraction layer for control textures

Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
04-11-2008 07:25
During all this talk of skinning the Dazzle UI, I've been working on a little HUD that really should look like the UI because it's kind of an extension of UI features in-world. And that got me thinking about how such a HUD might use skinnable UI textures for its own buttons and other controls.

So, in my HUD, I started with 1.19 UI texture keys and discovered they simply won't work on 1.20, so evidently--and presumably obviously to client code contributers--the client resolves those texture key references locally.

But if the HUD were to try to match the UI textures for a skinnable UI, there would need to be another layer of abstraction it could reference--a kind of texture "symbol" like "button_enabled_selected" instead of the actual key, so the HUD button would match the skin in use.

Ideally, if a viewer can re-skin while running, those symbolic texture references on the HUD also should be re-homed to the viewer's newly skinned textures.

I'm thinking of the symbolic textures being referenced by script, but in theory there could be special in-world textures for building that mapped through the symbols, too.

Unless there's more hidden magic in the existing client, this sort of thing would have to await some client code refactoring. But... if anybody else thinks this would be beneficial, I'll try to write up a coherent jira incorporating any suggestions posted here.

(Or, if this is already just assumed to be a feature of any skinnable UI--or is somehow already an available functionality--I'd love to know that, however embarrassing it would make this thread. :o )
Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
04-11-2008 16:31
All textures now reside in this folder

C:\Program Files\SecondLifeReleaseCandidate\skins\textures

Suggested awhile ago about a way to edit your hud/linked prims attached to your hud (special place only for gui maybe?) , so you could put various gui commands on it, with llcommands on a prim attached , so if you clicked that your client would recognize it as a command to do stuff .

Like "quit SL", "load map", whatever the shortcuit keys could do or other things in debug to load so you could change them, to handy so wont happen : P, then SL would have a market? for making new hud gui skins for users but it would be pretty amazing anyway.