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Divider

A horizontal rule. With a texture it's a decorative flourish. Without one it's a plain line.

{
  "Type": "Divider",
  "TexturePath": "Assets/PeacefulEnd.Parchment/divider1",
  "Sizing": "ShrinkToFit",
  "Alignment": "Center",
  "Scale": 2
}
{
  "Type": "Divider",
  "TintColor": "255 0 0",
  "Sizing": "Fixed",
  "Width": 64,
  "Alignment": "Center",
  "Scale": 4
}

A textured divider's height comes from its source rectangle. A textureless one's comes from Thickness.

Divider fields

Property Type Default Description
Sizing optional sizing mode Fill How wide the divider is. Fill stretches it across the column. ShrinkToFit draws the sprite at its natural size, placed by Alignment. ShrinkToFit requires a TexturePath, since a plain line has no natural width.
Width optional int? The divider's width in unscaled sprite pixels × Scale. Required when Sizing is Fixed.
Thickness optional int 1 The line's height in unscaled sprite pixels × Scale. Only used when there's no texture (with one, the art decides how thick the divider is).

Sprite fields

HoverTextureSourceRectangle has no effect: dividers aren't interactive unless you give them an Action, and a hovering rule would be odd.

Property Type Default Description
TexturePath optional string The asset name of the sprite sheet, such as Assets/PeacefulEnd.Parchment/panelFrame2 or a vanilla path like LooseSprites/Cursors. This is a game asset name, not a file path in your content pack. Load your PNG into the game's content with a Content Patcher Load patch first. See Loading your art.
TextureSourceRectangle optional Rectangle the whole texture The area of the sprite sheet to draw. Almost always needed: without it, the whole sheet is used, which for a multi-sprite sheet means a much larger element than you expect.
HoverTextureSourceRectangle optional Rectangle? An alternate source rectangle drawn while the cursor is over the element. Must be the same size as TextureSourceRectangle. The element's layout is measured from the normal rectangle, so a differently-sized hover sprite will overhang its own bounds. For a moving hover state on an Image, use HoverFrames instead.
TintColor optional color white A colour multiplied into the sprite. Multiplying means it can only darken: red on grey art gives red, red on blue art gives near-black. Best on neutral or greyscale art.
SpriteEffects optional None | FlipHorizontally | FlipVertically None Mirrors the sprite within its own bounds. It does not move the element. If flipping appears to shift the art sideways, the sprite has uneven transparent padding inside its source rectangle. Combine with a comma: "FlipHorizontally, FlipVertically". Ignored by Panel and Button, which are nine-sliced.

Common fields

Property Type Default Description
Type required element type Which kind of element this is. Determines every other field below.
Id optional string An optional identifier for this element. Not used for navigation, purely for your own reference.
Alignment optional Left | Center | Right Left Where the element sits within its container's width. Only has an effect when the element is narrower than the space available (see Layout).
Scale optional number 1 The element's scale. Its meaning depends on the element type: sprite scale for Image, Panel, Banner, Button and Divider. Font scale for Title, Heading and Paragraph. See Units and scale.
SpacingAfter optional int 8 The gap between this element and the next one, in unscaled sprite pixels × Scale. Not applied after the last visible element, so a trailing gap can't appear at the bottom of a page or panel.
MarginLeft optional int 0 Space reserved to the element's left, in unscaled sprite pixels × Scale. This narrows the width the element measures against, so text wraps at the indented width rather than overflowing.
MarginRight optional int 0 Space reserved to the element's right, in unscaled sprite pixels × Scale.
Position optional Point { X: 0, Y: 0 } The element's position, in screen pixels. Only used in Background, Foreground, Underlay and Overlay, where elements are placed rather than stacked. Unlike every other spacing field this is not multiplied by Scale. Changing an element's scale resizes it in place rather than moving it.
Condition optional string A game state query. When it evaluates false the element is hidden, and elements below it close the gap. Re-checked several times a second while the book is open.
Action optional string A trigger action run when the element is clicked. When set, the element becomes interactive: any element type can have one, not just Button.
Actions optional list of string Trigger actions run in order when the element is clicked. Combined with Action rather than replacing it, so an element with both runs Action first.
Sound optional string bigSelect The cue played when the element is clicked. Only used when Action or Actions is set, and played once however many actions run. Set to null for a silent click.
HoverAction optional string A trigger action run when the cursor moves onto the element. Runs on entry, not while the cursor rests there. Sound doesn't apply.
HoverActions optional list of string Trigger actions run in order when the cursor moves onto the element. Combined with HoverAction rather than replacing it, so an element with both runs HoverAction first.
DisplayName optional string The bold title of the element's hover tooltip. Works in every list, including a page's Background and Foreground.
Description optional string The body of the element's hover tooltip. Works in every list, including a page's Background and Foreground, where setting it is also what makes an otherwise decorative element reachable by the cursor.

Fill stretches the art

A Fill divider stretches its sprite to the full column width, which gives uneven pixels unless the art is a flat, repeatable rule. A one-pixel-wide source stretches perfectly to any width. For an ornate divider with detail in it, use ShrinkToFit. See Preparing your art.