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0001 <?xml version="1.0" ?> 0002 <!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.5-Based Variant V1.1//EN" "dtd/kdedbx45.dtd" [ 0003 <!ENTITY ksirkskineditor '<application>KsirK Skin Editor</application>'> 0004 <!ENTITY i18n-ksirkskineditor '<application>KsirK Skin Editor</application>'> 0005 <!ENTITY % addindex "IGNORE"> 0006 <!ENTITY % English "INCLUDE"> 0007 ]> 0008 0009 <book id="ksirkskineditor" lang="&language;"> 0010 0011 <bookinfo> 0012 <title>The &i18n-ksirkskineditor; Handbook</title> 0013 0014 <authorgroup> 0015 <author> 0016 <firstname>Gaël</firstname> <othername>Kleag</othername> <surname>de Chalendar</surname> 0017 <affiliation><address><email>Kleag@free.fr</email></address></affiliation> 0018 </author> 0019 <!-- Translators: put here the copyright notice of the translation --> 0020 <!-- TRANS:ROLES_OF_TRANSLATORS --> 0021 </authorgroup> 0022 0023 <copyright> 0024 <year>2009</year> 0025 <holder>Gaël de Chalendar</holder> 0026 </copyright> 0027 <!-- Put here the FDL notice. Read the explanation in fdl-notice.docbook 0028 and in the FDL itself on how to use it. --> 0029 <legalnotice>&FDLNotice;</legalnotice> 0030 0031 <!-- Date of the documentation 0032 Change date/releaseinfo only if 0033 docbook is updated and verified to be valid for the current app version 0034 or 0035 docbook is proofread and verified to be valid for the current app version 0036 Don't forget to include this last date. 0037 Please respect the format of the date (YYYY-MM-DD),it is used by scripts. 0038 --> 0039 <date>2021-10-14</date> 0040 0041 <!--version information of Frameworks/Plasma/Applications this documentation is valid for. 0042 Example: 0043 Frameworks xx.yy for docbooks in frameworks 0044 Plasma xx.yy for docbooks in plasma workspace 0045 Applications xx.yy for docbooks released as Applications 0046 xx.yy (Applications xx.yy) for docbooks with own version released as Applications 0047 $applicationname xx.yy for applications with independent release schedule (extragear/playground) 0048 --> 0049 <releaseinfo>KDE Gear 21.08</releaseinfo> 0050 0051 <!-- Abstract about this handbook --> 0052 0053 <abstract> 0054 <para>&ksirk; is a computerized version of a well known strategy game. It is fully skinable. This manual explains how to create new skins from scratch, using a file browser, a &SVG; image editor and &i18n-ksirkskineditor;.</para> 0055 </abstract> 0056 0057 <!-- This is a set of Keywords for indexing by search engines. 0058 Please at least include KDE, the KDE package it is in, the name 0059 of your application, and a few relevant keywords. --> 0060 0061 <keywordset> 0062 <keyword>KDE</keyword> 0063 <keyword>editor</keyword> 0064 <keyword>free</keyword> 0065 <keyword>game</keyword> 0066 <keyword>GPL</keyword> 0067 <keyword>risk</keyword> 0068 <keyword>skin</keyword> 0069 <keyword>strategy</keyword> 0070 </keywordset> 0071 0072 </bookinfo> 0073 0074 <!-- The contents of the documentation begin here. Label 0075 each chapter so with the id attribute. This is necessary for two reasons: it 0076 allows you to easily reference the chapter from other chapters of your 0077 document, and if there is no ID, the name of the generated HTML files will vary 0078 from time to time making it hard to manage for maintainers and for the CVS 0079 system. Any chapter labeled (OPTIONAL) may be left out at the author's 0080 discretion. Other chapters should not be left out in order to maintain a 0081 consistent documentation style across all KDE apps. --> 0082 0083 <chapter id="introduction"> 0084 <title>Introduction</title> 0085 0086 <!-- The introduction chapter contains a brief introduction for the 0087 application that explains what it does and where to report 0088 problems. Basically a long version of the abstract. Don't include a 0089 revision history. (see installation appendix comment) --> 0090 <para>&ksirk; is a computerized version of a well known strategy game. It is fully skinable. This manual explains how to create new skins from scratch, using a file browser, a &SVG; image editor and &i18n-ksirkskineditor;.</para> 0091 0092 <screenshot> 0093 <screeninfo>Here's a screenshot of &i18n-ksirkskineditor;</screeninfo> 0094 <mediaobject> 0095 <imageobject><imagedata fileref="main-snapshot.png" format="PNG"/></imageobject> 0096 <textobject><phrase>Screenshot</phrase></textobject> 0097 </mediaobject> 0098 </screenshot> 0099 0100 <para>There is three main steps to create a new skin: creating the folders hierarchy; creating the graphics, all pooled inside a &SVG; file; and then placing sprites and naming things using &i18n-ksirkskineditor;.</para> 0101 </chapter> 0102 0103 <chapter id="using-kapp"> 0104 <title>Creating a &ksirk; skin</title> 0105 0106 <para>&ksirk; is fully skinable. For who have graphic capabilities, creating a new skin is as simple as copying an existing one, editing or changing the graphics and updating the data in a <literal role="extension">.desktop</literal> configuration file, which is done using the &i18n-ksirkskineditor;. A last step is to edit the file describing what to install.</para> 0107 0108 <para>All examples (text and images) are taken from the default skin of &ksirk;.</para> 0109 0110 <sect1 id="sdf"> 0111 <title>Structure of folders and files</title> 0112 0113 <itemizedlist> 0114 <listitem><para><filename class="directory">Data/</filename> : Data used by the program to handle the images of the skin.</para> 0115 <itemizedlist> 0116 <listitem><para><filename>CMakeLists.txt</filename> : Describes what to install.</para></listitem> 0117 <listitem><para><filename>onu.desktop</filename> : Main file for the description of the skin. See its description below.</para></listitem> 0118 </itemizedlist> 0119 </listitem> 0120 0121 <listitem><para><filename class="directory">Images/</filename> : The images of the skin (map, sprites, &etc;)</para> 0122 <itemizedlist> 0123 <listitem><para><filename>CMakeLists.txt</filename> : Describes what to install.</para></listitem> 0124 <listitem><para><filename>pool.svg</filename> : The map and all the sprites used in this skin.</para></listitem> 0125 <listitem><para><filename>map-mask.png</filename> : The image allowing the program to find which country the mouse is over during the game (see below).</para></listitem> 0126 <listitem><para><literal role="extension">*.png</literal> : The other images here are buttons images.</para></listitem> 0127 </itemizedlist> 0128 </listitem> 0129 0130 <listitem><para><filename>CMakeLists.txt</filename> : Describes what to install.</para></listitem> 0131 <listitem><para><filename class="directory">Sounds/</filename> : Sound files for the skin.</para></listitem> 0132 </itemizedlist> 0133 0134 <sect2 id="tdd"> 0135 <title>The Data folder</title> 0136 0137 <para>This folder contains only one file, <filename>world.desktop</filename>. This file is a description of the content of the skin. It is used to describe the organization of the world and how to display it. You don't have to fill it manualy as it will be handled by the &i18n-ksirkskineditor;. But, for the sake of completeness, we will now describe its structure.</para> 0138 0139 <para>An <literal>onu</literal> group contains a number of country entries, a number of nationality entries and lastly a number of continent entries. Then various groups contain the description of the different sprites, the description of the different countries, continents, nationalities and goals.</para> 0140 0141 <para>The following sections describe the content of each group.</para> 0142 0143 <sect3> 0144 <title>The <literal>onu</literal> group</title> 0145 0146 <table> 0147 <title>The <literal>onu</literal> group entries</title> 0148 <tgroup cols="2"> 0149 <thead> 0150 <row> 0151 <entry>Entry name</entry> 0152 <entry>Signification</entry> 0153 </row> 0154 </thead> 0155 <tbody> 0156 <row> 0157 <entry><literal>width</literal></entry> 0158 <entry>The width of the skin's map.</entry> 0159 </row> 0160 <row> 0161 <entry><literal>height</literal></entry> 0162 <entry>The height of the skin's map.</entry> 0163 </row> 0164 <row> 0165 <entry><literal>skinpath</literal></entry> 0166 <entry>The path of the skin relative to the application data path (⪚ <filename>skins/default</filename>).</entry> 0167 </row> 0168 <row> 0169 <entry><literal>nb-countries</literal></entry> 0170 <entry>The number of countries (42 in the default skin). There should be the same number of country groups below.</entry> 0171 </row> 0172 <row> 0173 <entry><literal>nb-nationalities</literal></entry> 0174 <entry>The number of nationalities (6 in the default skin). There should be the same number of nationality groups below.</entry> 0175 </row> 0176 <row> 0177 <entry><literal>nb-continents</literal></entry> 0178 <entry>The number of continents (6 in the default skin). There should be the same number of continent groups below.</entry> 0179 </row> 0180 <row> 0181 <entry><literal>pool</literal></entry> 0182 <entry>The path and name of the pool file relative to the skin path (⪚ <filename>Images/pool.svg</filename>).</entry> 0183 </row> 0184 <row> 0185 <entry><literal>map-mask</literal></entry> 0186 <entry>The path and name of the map mask file relative to the skin path (⪚ <filename>Images/map-mask.png</filename>).</entry> 0187 </row> 0188 <row> 0189 <entry><literal>format-version</literal></entry> 0190 <entry>The version of the skin file format (2.0).</entry> 0191 </row> 0192 <row> 0193 <entry><literal>name</literal></entry> 0194 <entry>The display name of the skin.</entry> 0195 </row> 0196 <row> 0197 <entry><literal>desc</literal></entry> 0198 <entry>The long description of the skin.</entry> 0199 </row> 0200 <row> 0201 <entry><literal>fighters-flag-y-diff</literal></entry> 0202 <entry>The height difference between flags and cannons sprites.</entry> 0203 </row> 0204 <row> 0205 <entry><literal>width-between-flag-and-fighter</literal></entry> 0206 <entry>The number of pixels between the left most pixel of the flag and the right most pixel of the simple cannon (when not firing nor exploding).</entry> 0207 </row> 0208 </tbody> 0209 </tgroup> 0210 </table> 0211 </sect3> 0212 0213 <sect3> 0214 <title>The sprites description groups</title> 0215 0216 <para>Each type of sprite (flag, infantry, cavalry, cannon, firing cannon and exploding cannon) is defined by a group. Only some sprites have a width entry. This entry is used for relative positioning during animations: the cannons, firing or exploding should not <quote>move</quote> around the country's flag during fight.</para> 0217 0218 <table> 0219 <title>Sprite description group entries</title> 0220 <tgroup cols="2"> 0221 <thead> 0222 <row> 0223 <entry>Entry name</entry> 0224 <entry>Signification</entry> 0225 </row> 0226 </thead> 0227 <tbody> 0228 <row> 0229 <entry><literal>width</literal></entry> 0230 <entry>The reference width of the flag sprite frames.</entry> 0231 </row> 0232 <row> 0233 <entry><literal>height</literal></entry> 0234 <entry>The reference height of the flag sprite frames.</entry> 0235 </row> 0236 <row> 0237 <entry><literal>frames</literal></entry> 0238 <entry>The number of frames of the sprite.</entry> 0239 </row> 0240 <row> 0241 <entry><literal>versions</literal></entry> 0242 <entry>The number of versions of the flag sprites.</entry> 0243 </row> 0244 </tbody> 0245 </tgroup> 0246 </table> 0247 </sect3> 0248 0249 <sect3> 0250 <title>The countries description groups</title> 0251 0252 <para>Each country listed in the <literal>onu</literal> group, countries entry has its own group whose label is the country name. The table below lists the entries of these groups.</para> 0253 0254 <table> 0255 <title>Country entries</title> 0256 <tgroup cols="2"> 0257 <thead> 0258 <row> 0259 <entry>Entry name</entry> 0260 <entry>Signification</entry> 0261 </row> 0262 </thead> 0263 <tbody> 0264 <row> 0265 <entry><literal>id</literal></entry> 0266 <entry>The integer unique identification number of the country, must start at zero (0).</entry> 0267 </row> 0268 <row> 0269 <entry><literal>name</literal></entry> 0270 <entry>The displayed name of the country.</entry> 0271 </row> 0272 <row> 0273 <entry><literal><sprite>-point</literal></entry> 0274 <entry>Each type of sprite (flag, infantry, &etc;) in the country is displayed at a certain position defined by this entry made of two integers separated by a comma.</entry> 0275 </row> 0276 <row> 0277 <entry><literal>neighbours</literal></entry> 0278 <entry>The list of the ids of the neighbors of the current country.</entry> 0279 </row> 0280 </tbody> 0281 </tgroup> 0282 </table> 0283 </sect3> 0284 0285 <sect3> 0286 <title>The nationalities description groups</title> 0287 0288 <para>Each nationality listed in the <literal>onu</literal> group, nationalities entry has its own group whose label is the nationality name. The table below lists the entries of these groups.</para> 0289 0290 <table> 0291 <title>Nationality entries</title> 0292 <tgroup cols="2"> 0293 <thead> 0294 <row> 0295 <entry>Entry name</entry> 0296 <entry>Signification</entry> 0297 </row> 0298 </thead> 0299 <tbody> 0300 <row> 0301 <entry><literal>name</literal></entry> 0302 <entry>The name of the nationality (⪚ <literal>Japan</literal>).</entry> 0303 </row> 0304 <row> 0305 <entry><literal>leader</literal></entry> 0306 <entry>The name that will be proposed to the player choosing this nationality.</entry> 0307 </row> 0308 <row> 0309 <entry><literal>flag</literal></entry> 0310 <entry>The name of the country's flag sprite element in the <literal>onu</literal> &SVG; file.</entry> 0311 </row> 0312 </tbody> 0313 </tgroup> 0314 </table> 0315 </sect3> 0316 0317 <sect3> 0318 <title>The continents description groups</title> 0319 0320 <para>Each continent listed in the <literal>onu</literal> group, continents entry has its own group whose label is the continent name. The table below lists the entries of these groups.</para> 0321 0322 <table> 0323 <title>Continent entries</title> 0324 <tgroup cols="2"> 0325 <thead> 0326 <row> 0327 <entry>Entry name</entry> 0328 <entry>Signification</entry> 0329 </row> 0330 </thead> 0331 <tbody> 0332 <row> 0333 <entry><literal>name</literal></entry> 0334 <entry>The name of the continent (⪚ <literal>Africa</literal>).</entry> 0335 </row> 0336 <row> 0337 <entry><literal>id</literal></entry> 0338 <entry>The integer unique identification number of the continent.</entry> 0339 </row> 0340 <row> 0341 <entry><literal>bonus</literal></entry> 0342 <entry>The number of armies obtained at the end of the turn by the player owning all the countries of the continent.</entry> 0343 </row> 0344 <row> 0345 <entry><literal>continent-countries</literal></entry> 0346 <entry>The list of the ids of the countries inside the current continent.</entry> 0347 </row> 0348 </tbody> 0349 </tgroup> 0350 </table> 0351 </sect3> 0352 0353 <sect3> 0354 <title>The goals description groups</title> 0355 0356 <para>Each goal listed in the <literal>onu</literal> group, goals entry has its own group whose label is the goal name. The table below lists the entries of these groups.</para> 0357 0358 <table> 0359 <title>Goal entries</title> 0360 <tgroup cols="2"> 0361 <thead> 0362 <row> 0363 <entry>Entry name</entry> 0364 <entry>Signification</entry> 0365 </row> 0366 </thead> 0367 <tbody> 0368 <row> 0369 <entry><literal>type</literal></entry> 0370 <entry>The type of goal. Can be continents, countries or player.</entry> 0371 </row> 0372 <row> 0373 <entry><literal>nbArmiesByCountry</literal></entry> 0374 <entry>Set the minimal number of armies the player will have to put on each country.</entry> 0375 </row> 0376 <row> 0377 <entry><literal>nbCountries</literal></entry> 0378 <entry>Set the number of countries the player must possess.</entry> 0379 </row> 0380 <row> 0381 <entry><literal>nbCountriesFallback</literal></entry> 0382 <entry>For a player goal type, if the target player is killed by another one, this sets the number of countries the player will have to conquer instead.</entry> 0383 </row> 0384 <row> 0385 <entry><literal>desc</literal></entry> 0386 <entry>A full text description of the goal with appropriate placeholders (needs more doc here).</entry> 0387 </row> 0388 <row> 0389 <entry><literal>continents</literal></entry> 0390 <entry>The list of continents ids the player will have to conquer.</entry> 0391 </row> 0392 </tbody> 0393 </tgroup> 0394 </table> 0395 </sect3> 0396 </sect2> 0397 0398 <sect2 id="tid"> 0399 <title>The Images folder</title> 0400 0401 <para>This folder contains the buttons specific to &ksirk; and the pool &SVG; file that contains the map and all sprites.</para> 0402 0403 <sect3> 0404 <title>The <filename>pool.svg</filename> file</title> 0405 0406 <para>This &SVG; file contains the map and all the sprites of the game. Each element is named such that the game can select and render separately each of them.</para> 0407 0408 <para>In the default skin, the sprites are flags, infantry, cavalry and cannon. Infantry represents one army, five for cavalry and ten for cannons. Cannons are also used to display fighting armies. That's why there is three kinds of cannon sprites: normal static or moving cannon, firing one and exploding one.</para> 0409 0410 <para>Each sprite image is the concatenation of the various views of the object and for each view, its frames. Views are organized vertically and frames horizontally. Where to cut the image in individual frames is found by dividing the height of the image by the number of views and the width by the number of frames. These data are found in the <filename>onu.desktop</filename> file.</para> 0411 0412 <mediaobject> 0413 <imageobject><imagedata fileref="cannon.png" format="PNG"/></imageobject> 0414 <caption><para>An example of a sprite image: <filename>cannon.png</filename></para></caption> 0415 </mediaobject> 0416 0417 <para>For armies sprites, there is three different views, from top to bottom:</para> 0418 0419 <itemizedlist> 0420 <listitem><para>looking right</para></listitem> 0421 <listitem><para>looking left and</para></listitem> 0422 <listitem><para>facer</para></listitem> 0423 </itemizedlist> 0424 0425 <para>For flags, there is only one view. All sprites backgrounds should be set to transparent.</para> 0426 0427 <mediaobject> 0428 <imageobject><imagedata fileref="italy.png" format="PNG"/></imageobject> 0429 <caption><para>An example of a flag sprite image: <filename>italy.png</filename></para></caption> 0430 </mediaobject> 0431 0432 <table> 0433 <title>The elements of the pool</title> 0434 <tgroup cols="3"> 0435 <thead> 0436 <row> 0437 <entry>Element name</entry> 0438 <entry>Sample image</entry> 0439 <entry>Signification</entry> 0440 </row> 0441 </thead> 0442 <tbody> 0443 <row> 0444 <entry><literal>map</literal></entry> 0445 <entry><mediaobject><imageobject><imagedata fileref="map.png" format="PNG"/></imageobject></mediaobject></entry> 0446 <entry>Map of the skins's world. Countries can have arbitrary shapes, but should be grouped in eye-recognizable continents, by location only or by color.</entry> 0447 </row> 0448 <row> 0449 <entry><literal>italy</literal></entry> 0450 <entry><mediaobject><imageobject><imagedata fileref="italy.png" format="PNG"/></imageobject></mediaobject></entry> 0451 <entry>The flag of the Italy nation. There is one such entry for each nation.</entry> 0452 </row> 0453 <row> 0454 <entry><literal>infantry</literal></entry> 0455 <entry><mediaobject><imageobject><imagedata fileref="infantry.png" format="PNG"/></imageobject></mediaobject></entry> 0456 <entry>Icon representing one army.</entry> 0457 </row> 0458 <row> 0459 <entry><literal>cavalry</literal></entry> 0460 <entry><mediaobject><imageobject><imagedata fileref="cavalry.png" format="PNG"/></imageobject></mediaobject></entry> 0461 <entry>Icon representing five armies.</entry> 0462 </row> 0463 <row> 0464 <entry><literal>cannon</literal></entry> 0465 <entry><mediaobject><imageobject><imagedata fileref="cannon.png" format="PNG"/></imageobject></mediaobject></entry> 0466 <entry>Icon representing ten armies.</entry> 0467 </row> 0468 <row> 0469 <entry><literal>firing</literal></entry> 0470 <entry><mediaobject><imageobject><imagedata fileref="firing.png" format="PNG"/></imageobject></mediaobject></entry> 0471 <entry>Icon representing armies during a fight.</entry> 0472 </row> 0473 <row> 0474 <entry><literal>exploding</literal></entry> 0475 <entry><mediaobject><imageobject><imagedata fileref="exploding.png" format="PNG"/></imageobject></mediaobject></entry> 0476 <entry>Icon representing armies when losing a fight.</entry> 0477 </row> 0478 <row> 0479 <entry><literal>alaska</literal></entry> 0480 <entry><mediaobject><imageobject><imagedata fileref="alaska.png" format="PNG"/></imageobject></mediaobject></entry> 0481 <entry>The shape of the Alaska country. This is used to highligth the country. There is one such shape for each country. Its color is not used. As such, the color is free.</entry> 0482 </row> 0483 <row> 0484 <entry><literal>reddices</literal></entry> 0485 <entry><mediaobject><imageobject><imagedata fileref="reddices.png" format="PNG"/></imageobject></mediaobject></entry> 0486 <entry>The red dices used to show battles results.</entry> 0487 </row> 0488 <row> 0489 <entry><literal>bluedices</literal></entry> 0490 <entry><mediaobject><imageobject><imagedata fileref="bluedices.png" format="PNG"/></imageobject></mediaobject></entry> 0491 <entry>The blue dices used to show battles results.</entry> 0492 </row> 0493 <row> 0494 <entry><literal>mark1</literal></entry> 0495 <entry><mediaobject><imageobject><imagedata fileref="mark1.png" format="PNG"/></imageobject></mediaobject></entry> 0496 <entry>This mark is added to fighting sprites to show the number of armies they represent, here 1. There is also a <literal>mark2</literal> and a <literal>mark3</literal> elements.</entry> 0497 </row> 0498 </tbody> 0499 </tgroup> 0500 </table> 0501 </sect3> 0502 0503 <sect3> 0504 <title>The <filename>map-mask.png</filename> file</title> 0505 0506 <para>This is a png file representing also the map of the skins's world, but with coded colors that allows one to identify uniquely each country. Countries must have at least the same shapes as the corresponding countries on the <filename>map.png</filename> file so that users can click anywhere in a viewable country and select the good one. Countries, like little islands as Indonesia in the default map can be greater than the equivalent in the <filename>map.png</filename> file to facilitate the selection of the country.</para> 0507 0508 <mediaobject> 0509 <imageobject><imagedata fileref="map-mask.png" format="PNG"/></imageobject> 0510 <textobject><phrase>A sample map-mask</phrase></textobject> 0511 </mediaobject> 0512 0513 <para>The blue component (in RGB model) of a country's color identifies the country: index 0 is country 0 in the <filename>onu.xml</filename> file, index 1 is country 1, &etc; White (0xFFFFFF in RGB) identifies the absence of country (sees or, why not, no man's lands).</para> 0514 </sect3> 0515 0516 <sect3> 0517 <title>The buttons images</title> 0518 0519 <para>The filenames are hard-coded in the code, so they should not be modified. The table below shows all the buttons that should be provided.</para> 0520 0521 <table> 0522 <title>The buttons of the &GUI;</title> 0523 <tgroup cols="3"> 0524 <thead> 0525 <row> 0526 <entry>Image</entry> 0527 <entry>Filename</entry> 0528 <entry>Signification</entry> 0529 </row> 0530 </thead> 0531 <tbody> 0532 <row> 0533 <entry><mediaobject><imageobject><imagedata fileref="newNetGame.png" format="PNG"/></imageobject></mediaobject></entry> 0534 <entry><filename>newNetGame.png</filename></entry> 0535 <entry>Tries to join a network game.</entry> 0536 </row> 0537 <row> 0538 <entry><mediaobject><imageobject><imagedata fileref="recycling.png" format="PNG"/></imageobject></mediaobject></entry> 0539 <entry><filename>recycling.png</filename></entry> 0540 <entry>After all players have put their armies, it is possible to modify the distributions (named recycling). This button asks to do such a redistribution.</entry> 0541 </row> 0542 <row> 0543 <entry><mediaobject><imageobject><imagedata fileref="recyclingFinished.png" format="PNG"/></imageobject></mediaobject></entry> 0544 <entry><filename>recyclingFinished.png</filename></entry> 0545 <entry>Chooses not to redistribute. All clients windows must have this button clicked to really end the distribution.</entry> 0546 </row> 0547 <row> 0548 <entry><mediaobject><imageobject><imagedata fileref="nextPlayer.png" format="PNG"/></imageobject></mediaobject></entry> 0549 <entry><filename>nextPlayer.png</filename></entry> 0550 <entry>Ends the current player's turn and switch to the next one or to the next turn if the current player was the last one.</entry> 0551 </row> 0552 <row> 0553 <entry><mediaobject><imageobject><imagedata fileref="attackOne.png" format="PNG"/></imageobject></mediaobject></entry> 0554 <entry><filename>attackOne.png</filename></entry> 0555 <entry>Chooses to start an attack with one army.</entry> 0556 </row> 0557 <row> 0558 <entry><mediaobject><imageobject><imagedata fileref="attackTwo.png" format="PNG"/></imageobject></mediaobject></entry> 0559 <entry><filename>attackTwo.png</filename></entry> 0560 <entry>Chooses to start an attack with two armies.</entry> 0561 </row> 0562 <row> 0563 <entry><mediaobject><imageobject><imagedata fileref="attackThree.png" format="PNG"/></imageobject></mediaobject></entry> 0564 <entry><filename>attackThree.png</filename></entry> 0565 <entry>Chooses to start an attack with three armies.</entry> 0566 </row> 0567 <row> 0568 <entry><mediaobject><imageobject><imagedata fileref="defendOne.png" format="PNG"/></imageobject></mediaobject></entry> 0569 <entry><filename>defendOne.png</filename></entry> 0570 <entry>Chooses to defend an attacked country with one army.</entry> 0571 </row> 0572 <row> 0573 <entry><mediaobject><imageobject><imagedata fileref="defendTwo.png" format="PNG"/></imageobject></mediaobject></entry> 0574 <entry><filename>defendTwo.png</filename></entry> 0575 <entry>Chooses to defend an attacked country with two armies.</entry> 0576 </row> 0577 <row> 0578 <entry><mediaobject><imageobject><imagedata fileref="moveArmies.png" format="PNG"/></imageobject></mediaobject></entry> 0579 <entry><filename>moveArmies.png</filename></entry> 0580 <entry>Chooses to start the moving of armies between two countries (last action in the turn).</entry> 0581 </row> 0582 </tbody> 0583 </tgroup> 0584 </table> 0585 </sect3> 0586 </sect2> 0587 0588 <sect2 id="tsd"> 0589 <title>The Sounds folder</title> 0590 0591 <para>This folder contains three sound files:</para> 0592 0593 <itemizedlist> 0594 <listitem><para><filename>roll.wav</filename> played when armies are moving </para></listitem> 0595 <listitem><para><filename>cannon.wav</filename> played when firing and </para></listitem> 0596 <listitem><para><filename>crash.wav</filename> played when a cannon explodes</para></listitem> 0597 </itemizedlist> 0598 </sect2> 0599 </sect1> 0600 0601 <sect1 id="using-kse"> 0602 <title>Using the &i18n-ksirkskineditor;</title> 0603 0604 <para>After creating the graphics in the right folder and &SVG; file, you just have to create countries, players, &etc; and associate them with the right &SVG; element in the pool. This can be done with the &i18n-ksirkskineditor;. Note that each part of this application is auto-described by tooltips and contextual help usually reachable through the <keycombo action="simul">&Ctrl;<keycap>F1</keycap></keycombo> shortcut.</para> 0605 0606 <screenshot> 0607 <screeninfo>Here's a screenshot of &i18n-ksirkskineditor;</screeninfo> 0608 <mediaobject> 0609 <imageobject><imagedata fileref="main-snapshot.png" format="PNG"/></imageobject> 0610 <textobject><phrase>Screenshot</phrase></textobject> 0611 </mediaobject> 0612 </screenshot> 0613 </sect1> 0614 </chapter> 0615 0616 <chapter id="commands"> 0617 <title>Command Reference</title> 0618 0619 <sect1 id="kapp-mainwindow"> 0620 <title>The main &i18n-ksirkskineditor; window</title> 0621 0622 <sect2> 0623 <title>The buttons</title> 0624 0625 <variablelist> 0626 <varlistentry> 0627 <term> 0628 <inlinemediaobject> 0629 <imageobject><imagedata fileref="document-open.png" format="PNG"/></imageobject> 0630 <textobject><phrase>Load</phrase></textobject> 0631 </inlinemediaobject> 0632 <guibutton>Load...</guibutton> 0633 </term> 0634 <listitem><para><action>Causes the program to load an existing skin.</action></para></listitem> 0635 </varlistentry> 0636 0637 <varlistentry> 0638 <term> 0639 <inlinemediaobject> 0640 <imageobject><imagedata fileref="document-save.png" format="PNG"/></imageobject> 0641 <textobject><phrase>Save</phrase></textobject> 0642 </inlinemediaobject> 0643 <guibutton>Save</guibutton> 0644 </term> 0645 <listitem><para><action>Saves the currently edited skin.</action></para></listitem> 0646 </varlistentry> 0647 </variablelist> 0648 </sect2> 0649 </sect1> 0650 </chapter> 0651 0652 <chapter id="developers"> 0653 <title>Developer's Guide to &i18n-ksirkskineditor;</title> 0654 0655 <para>Please refer to <ulink url="https://api.kde.org/">https://api.kde.org/</ulink> for the documentation of the API.</para> 0656 </chapter> 0657 0658 <chapter id="faq"> 0659 <title>Questions and Answers</title> 0660 0661 &updating.documentation; 0662 0663 </chapter> 0664 0665 <chapter id="credits"> 0666 0667 <!-- Include credits for the programmers, documentation writers, and 0668 contributors here. The license for your software should then be included below 0669 the credits with a reference to the appropriate license file included in the KDE 0670 distribution. --> 0671 0672 <title>Credits and License</title> 0673 0674 <para>&ksirkskineditor;</para> 0675 0676 <para>Program copyright 2009 Gaël de Chalendar <email>kleag@free.fr</email></para> 0677 0678 <para>Documentation copyright 2009 Gaël de Chalendar <email>kleag@free.fr</email></para> 0679 0680 <!-- TRANS:CREDIT_FOR_TRANSLATORS --> 0681 0682 &underFDL; <!-- FDL: do not remove. Commercial development should --> 0683 <!-- replace this with their copyright and either remove it or re-set this.--> 0684 0685 <!-- Determine which license your application is licensed under, 0686 and delete all the remaining licenses below: 0687 0688 (NOTE: All documentation are licensed under the FDL, 0689 regardless of what license the application uses) --> 0690 0691 &underGPL; <!-- GPL License --> 0692 0693 </chapter> 0694 0695 &documentation.index; 0696 </book> 0697 <!-- 0698 Local Variables: 0699 mode: sgml 0700 sgml-minimize-attributes:nil 0701 sgml-general-insert-case:lower 0702 sgml-indent-step:0 0703 sgml-indent-data:nil 0704 End: 0705 -->