By taking images/misc/orb@2x.png and editing it (in non-trivial ways,
sadly), we get images that are more suitable for the UI than what we had
up to this point, without the result looking upscaled and ugly, and
without requiring a hardcoded IPF full of magic numbers.
I drew the frame for the pressed variation myself using the pressed
slider block thingy from images/buttons/sliders/slider-pressed.png.
The selection-border corners were designed to be an overlay over the
edges, but GUI2 uses them adjoining to the edge images.
This has been fixed by manually overlaying them in the images
themselves.
Overall statistics (only for files with a smaller recompressed size):
Original size: 14370 KiB on 172 files
Optimized size: 12855 KiB
Total saving: 1514 KiB = 10% decrease
I had to rename these ellipses to make them compatible with the IS_HERO macro as well. This way, a user can assign a ellipse with the usual ellipse=misc/ellipse-hero, and when a unit loses its ZoC, it'll be updated accordingly. Leaving the file names as they were wasn't a good solution, because it required a way to split the ellipse-hero string to insert the nozoc- part.
With this solution, no WML change is required; however, we may want to add a wmllint rule to warn UMC authors if they have a ellipse= key in their unit cfgs.
Overall statistics (only for files with a smaller recompressed size):
Original size: 16720 KiB on 404 files
Optimized size: 15237 KiB
Total saving: 1482 KiB = 8% decrease
This commit is a follow-up of 82b8d9ecdf
The updated 16x16 terrain type icons need to be wired with the 16x16 TC-able icon base so that the status info works properly.
30x30 icons are provided for a future use in high-res displays, where they should be overlaid on top of the 32x32 TC-able icon base
The icon bases are meant for use with the terrain type icons and unit profile icons.
Team color-able hexes offer a flexible alternative to single-color cursor components.
A set of color ranges specifically tailored for terrain type icons has been added to team-colors.cfg. Each color range is named after the base terrain type it corresponds to.