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| == Introduction ==
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| === What is XML? ===
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| XML stands for [http://en.wikipedia.org/wiki/XML eXtensible Markup Language], a generic syntax used to encode data in a series of parent-child relationships. An XML document contains a hierarchical list of ''elements'', each of which is described by a set of ''traits''. In Oblivion, XML is used to encode various customizable properties of the user interface. Every button, box, piece of text, and colorful widget in a menu (or the HUD) is an element in that menu's XML file, where it is described by traits such as position, color, and graphical texture.
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| === General Syntax ===
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| XML markup syntax is largely based on HTML. An XML element is defined by an pair of opening and closing ''tags'' - matching angle brackets "<>" enclosing the type of the element. For example, the following xml code defines a text element:
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| <text> </text>
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| Note that the closing tag is denoted by slash. Anything in between an element's tags is considered to be a child of that element. For example, the following defines an image element which has a child text element:
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| <image> <text> </text> </image>
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| If an element has no children, like the first example above, then the opening/closing tag syntax can be abbreviated to:
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| <text />
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| Element traits are written as name/value pairs in the opening tag:
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| <image traitname="traitvalue"> </image>
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| Comments can be added to the code by enclosing them with "<!--" and "-->":
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| <!-- this is a comment -->
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| To learn more about XML syntax, read the [http://www.w3.org/XML/ complete specification] or one of the tutorials provided by the World Wide Web Consortium.
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| == Oblivion XML Schema == | | == Oblivion XML Schema == |
| === Traits === | | === Traits === |
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| === Elements === | | === Elements === |