Difference between revisions of "Object Element"

1,643 bytes removed ,  13:33, 19 May 2009
Replacing page with '== Oblivion XML Schema == === Traits === === Elements ==='
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imported>JRoush
(Replacing page with '== Oblivion XML Schema == === Traits === === Elements ===')
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== Introduction ==
=== What is XML? ===
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. 
=== General Syntax ===
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:
<text> </text>
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:
<image> <text> </text> </image>
If an element has no children, like the first example above, then the opening/closing tag syntax can be abbreviated to:
<text />
Element traits are written as name/value pairs in the opening tag:
<image traitname="traitvalue"> </image>
Comments can be added to the code by enclosing them with "&lt;!--"  and "--&gt;":
&lt;!-- this is a comment --&gt;
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.
== Oblivion XML Schema ==
== Oblivion XML Schema ==
=== Traits ===
=== Traits ===
   
   
=== Elements ===
=== Elements ===
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