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Creating a UI skin

You should read the Mods page first before proceeding

In order to add a UI skin mod (yes, UI skins are just another type of mod), all you need to do is add your images under Images/Skins/MyCoolSkinExample and enable the mod as a permanent visual mod.

The game will then recognize the skin, and allow you to pick it in the options menu.

Just like tilesets, UI skins can be used to alter the appearance of Unciv. Please note that UI skins do not support custom icons and fonts and not every UI element can be customized yet too.

We use so called 9.png (or Ninepatch) files for every skin image because UI elements need a way to be resized based on game window size and resolution. Ninepatch files can be created manually by adding black pixels around your custom images in a specific manner or by using Android Studio's Draw 9-patch tool or this tool by romannurik for example. You may also check if your favorite image creation tool supports nine patches itself to generate them more easily.

A skin image can either be gray scale and later be colored in game by modifying the tint in the skinConfig or be colored directly in the image. When coloring the image directly it is important to set the tint of the UI element to white. Please note that tileable ninepatches and ninepatches with multiple stretch areas are not supported because of technical restrictions by libgdx.

There are 6 basic shapes which can be placed inside the Images/Skins/MyCoolSkinExample folder: - checkbox - checkbox-pressed - rectangleWithOutline - roundedEdgeRectangle - select-box - select-box-pressed

These shapes are used all over Unciv and can be replaced to make a lot of UI elements change appearance at once. To change just one specific element use the table below to create an image at the specified directory using the specified name inside Images/Skins/MyCoolSkinExample. See the image below for an example file structure. skinExample

Limitations

  • UI elements which change color because they have multiple states can not be given multiple colors based on their state using tint
  • When coloring the image directly, setting the tint of the UI element to white overwrites these states
  • Tileable ninepatches and ninepatches with multiple stretch areas are not supported because of technical restrictions by libgdx

Available UI elements

Directory Name Default shape Image
AnimatedMenu/ Button roundedEdgeRectangleMid
CityScreen/ CityPickerTable roundedEdgeRectangle
CityScreen/CitizenManagementTable/ AvoidCell null
CityScreen/CitizenManagementTable/ FocusCell null
CityScreen/CitizenManagementTable/ ResetCell null
CityScreen/CityConstructionTable/ AvailableConstructionsTable null
CityScreen/CityConstructionTable/ ConstructionsQueueTable null
CityScreen/CityConstructionTable/ Header null
CityScreen/CityConstructionTable/ PickConstructionButton null
CityScreen/CityConstructionTable/ PickConstructionButtonSelected null
CityScreen/CityConstructionTable/ QueueEntry null
CityScreen/CityConstructionTable/ QueueEntrySelected null
CityScreen/CityScreenTileTable/ Background null
CityScreen/CityScreenTileTable/ InnerTable null
CityScreen/CityStatsTable/ Background null
CityScreen/CityStatsTable/ InnerTable null
CityScreen/ConstructionInfoTable/ Background null
CityScreen/ConstructionInfoTable/ SelectedConstructionTable null
CivilopediaScreen/ EntryButton null
DiplomacyScreen/ LeftSide null
DiplomacyScreen/ RightSide null
DiplomacyScreen/ SelectedCiv null
General/ AnimatedMenu roundedEdgeRectangle
General/ Border null
General/ ExpanderTab null
General/ HealthBar null
General/ KeyCapturingButton roundedEdgeRectangleSmall
General/ TabbedPager null
General/ Tooltip roundedEdgeRectangle
General/Popup/ Background null
General/Popup/ InnerTable null
LanguagePickerScreen/ LanguageTable null
LoadGameScreen/ BottomTable null
LoadGameScreen/ TopTable null
MainMenuScreen/ Background null
MainMenuScreen/ MenuButton roundedEdgeRectangle
MapEditor/MapEditorToolsDrawer/ Handle null
ModManagementOptions/ ExpanderTab null
ModManagementScreen/ BottomTable null
ModManagementScreen/ TopTable null
MultiplayerScreen/ BottomTable null
MultiplayerScreen/ TopTable null
NewGameScreen/ BottomTable null
NewGameScreen/ GameOptionsTable null
NewGameScreen/ MapOptionsTable null
NewGameScreen/ PlayerPickerTable null
NewGameScreen/ TopTable null
NewGameScreen/NationTable/ Background null
NewGameScreen/NationTable/ BorderTable null
NewGameScreen/NationTable/ RightInnerTable null
NewGameScreen/NationTable/ Title null
NewGameScreen/PlayerPickerTable/ PlayerTable null
OverviewScreen/DiplomacyOverviewTab/ CivTable null
OverviewScreen/NotificationOverviewTable/ Notification roundedEdgeRectangle
OverviewScreen/ReligionOverviewTab/ BeliefDescription null
OverviewScreen/TradesOverviewTab/ OffersTable null
OverviewScreen/UnitOverviewTab/ UnitSupplyTable null
PlayerReadyScreen/ Background null
PolicyScreen/ PolicyBranchAdoptButton roundedEdgeRectangleSmall
PolicyScreen/ PolicyBranchAdoptButtonBorder roundedEdgeRectangleSmall
PolicyScreen/ PolicyBranchBackground rectangleWithOutline
PolicyScreen/ PolicyBranchBackgroundBorder rectangleWithOutline
PolicyScreen/ PolicyBranchHeader rectangleWithOutline
PolicyScreen/ PolicyBranchHeaderBorder rectangleWithOutline
PolicyScreen/Colors/ BranchBGAdopted 50,45,5
PolicyScreen/Colors/ BranchBGCompleted 255,205,0
PolicyScreen/Colors/ BranchBGNotAdopted 5,45,65
PolicyScreen/Colors/ BranchHeaderBG 47,90,92
PolicyScreen/Colors/ BranchLabelAdopted 150,70,40
PolicyScreen/Colors/ BranchLabelNotPickable 0xffffff7f
PolicyScreen/Colors/ BranchLabelPickable WHITE
PolicyScreen/Colors/ ButtonBGAdopted 1,17,19
PolicyScreen/Colors/ ButtonBGAdoptedSelected 1,17,19
PolicyScreen/Colors/ ButtonBGNotPickable 20,20,20
PolicyScreen/Colors/ ButtonBGNotPickableSelected 20,20,20
PolicyScreen/Colors/ ButtonBGPickable 32,46,64
PolicyScreen/Colors/ ButtonBGPickableSelected 37,87,82
PolicyScreen/Colors/ ButtonIconAdopted GOLD
PolicyScreen/Colors/ ButtonIconAdoptedSelected GOLD
PolicyScreen/Colors/ ButtonIconNotPickable 0xffffff33
PolicyScreen/Colors/ ButtonIconNotPickableSelected 0xffffff33
PolicyScreen/Colors/ ButtonIconPickable WHITE
PolicyScreen/Colors/ ButtonIconPickableSelected WHITE
PromotionScreen/ PromotionButton roundedEdgeRectangleMid
PromotionScreen/ PromotionButtonBorder roundedEdgeRectangleMidBorder
TechPickerScreen/ Background null
TechPickerScreen/ BottomTable null
TechPickerScreen/ CurrentTechColor 72, 147, 175
TechPickerScreen/ QueuedTechColor 72, 462, 43*2
TechPickerScreen/ ResearchableTechColor 28, 170, 0
TechPickerScreen/ ResearchedFutureTechColor 127, 50, 0
TechPickerScreen/ ResearchedTechColor 255, 215, 0
TechPickerScreen/ TechButtonIconsOutline roundedEdgeRectangleSmall
VictoryScreen/ CivGroup roundedEdgeRectangle
WorldScreen/ AirUnitTable null
WorldScreen/ BattleTable null
WorldScreen/ Notification roundedEdgeRectangle
WorldScreen/ PickTechButton roundedEdgeRectangle
WorldScreen/ TileInfoTable null
WorldScreen/ TutorialTaskTable null
WorldScreen/ UnitTable roundedEdgeRectangleMid
WorldScreen/CityButton/ AirUnitTable roundedEdgeRectangleSmall
WorldScreen/CityButton/ AirUnitTableBorder roundedEdgeRectangleSmall
WorldScreen/CityButton/ DefenceTable roundedTopEdgeRectangleSmall
WorldScreen/CityButton/ DefenceTableBorder roundedTopEdgeRectangleSmallBorder
WorldScreen/CityButton/ IconTable roundedEdgeRectangleMid
WorldScreen/CityButton/ IconTableBorder roundedEdgeRectangleMidBorder
WorldScreen/CityButton/ InfluenceBar null
WorldScreen/Minimap/ Background null
WorldScreen/Minimap/ Border null
WorldScreen/NextTurn/ ProgressBar null
WorldScreen/NextTurn/ ProgressColor FOREST
WorldScreen/TopBar/ LeftAttachment roundedEdgeRectangle
WorldScreen/TopBar/ ResourceTable null
WorldScreen/TopBar/ RightAttachment roundedEdgeRectangle
WorldScreen/TopBar/ StatsTable null
WorldScreenMusicPopup/TrackList/ Down null
WorldScreenMusicPopup/TrackList/ Over null
WorldScreenMusicPopup/TrackList/ Up null

SkinConfig

The skinConfig is similar to the tilesetConfig and can be used to define different colors and shapes for unciv to use.

To create a config for your skin you just need to create a new .json file under jsons/Skins/. Just create a .txt file and rename it to MyCoolSkinExample.json. You only have to add things if you want to change them. Else the default values will be used.

This is an example of such a config file that will be explain below:

{
    "baseColor": {"r":1,"g":0,"b":0,"a":1},
    "skinVariants": {
        "MainMenuScreen/MenuButton": {
            "image": "MyCoolNewDesign"
        },
        "TechPickerScreen/TechButton": {
            "image": "MyCoolNewDesign",
            "alpha": 0.7
        },
        "WorldScreen/TopBar/ResourceTable": {
            "alpha": 0.8
        },
        "WorldScreen/UnitTable": {
            "tint": {"r": 1, "g": 0, "b": 0},
            "image": "WorldScreen/TopBar/ResourceTable",
            "alpha": 0.4
        },
        "WorldScreen/Minimap/Background": {
            "tint": {"r": 0.2, "g": 0.4, "b": 0.45, "a": 1}
        }
    }
}

baseColor

A color defined with normalized RGBA values. Default value: {"r": 0, "g": 0.251, "b": 0.522, "a": 0.749}

Defines the color unciv uses in most ui elements as default

skinVariants

A dictionary mapping string to a SkinElement. Default value: empty

These variants can be used to define a different image, tint and/or alpha for a specified UI element. The string used to identify the UI element can be taken from the table above by appending the name to the directory.

| Directory             | Name          |
|-----------------------|---------------|
| WorldScreen/          | Notification  | -> WorldScreen/Notification
| WorldScreen/TopBar/   | StatsTable    | -> WorldScreen/TopBar/StatsTable

image

A path to an image. The file is expected to be located alongside the 6 basic shapes inside the Images/Skins/MyCoolSkinExample folder if just a name like MyCoolNewDesign is given. The image path can also be another ui element like WorldScreen/TopBar/ResourceTable so images can be reused by other elements.

tint

A color defined with normalized RGBA values. Default value: null

The color this UI element should have.

alpha

A float value. Default value: null

The alpha this UI element should have. Overwrites the alpha value of tint if specified.