UI Best Practices v3.x
- 1 Eclipse UI Best Practices v3.x Updates
- 1.1 Notice
- 1.2 Limit Context Menus
- 1.3 UI Graphics
- 1.3.1 OVERVIEW
- 1.3.2 DESIGN
- 1.3.3 Style & Design
- 1.3.4 Consistency & Reuse
- 1.3.5 Common Elements
- 1.3.6 Icon States
- 1.3.7 Design Templates
- 1.3.8 SPECIFICATIONS
- 1.3.9 IMPLEMENTATION
Eclipse UI Best Practices v3.x Updates
Last Updated: -- Kpeter.ca.ibm.com 15:18, 27 January 2007 (EST)
If you are looking for the Eclipse v2.1 UI guidelines, click here to return to Eclipse 2.1 UI Guidelines
To contribute ideas to expand these guidelines, please go to the Talk page: [Interface Guidelines Talk Page]
This section provides drafts of ongoing updates to the Eclipse v3.x UI Best Practices. We have decided to use a new format to document UI design guidelines for Eclipse v3.x. It's designed to help practitioners apply the UI design quicker and easier.
Limit Context Menus
Remove extra items from context menus on objects in editors and views.
A context menu provides a quick and convenient way to give a user access to a great deal of functionality. Unfortunately, it is tempting to add too much functionality to an object’s context menu. The resulting menus can become overly long and complicated, which slows down the efficiency of a user’s work with the product. Moreover, it is possible to create the same context menu for all objects, regardless of type, within an editor or view. Such uniformity deprives a user of subtle feedback about which type of object they are currently working with. Contextual feedback is needed for a user to have a clear sense of the functionality of each object type.
There are at least three ways to trim an object’s context menu, so that it will be quick to scan and well targeted at the object.
First, remove menu items that don’t apply to the object at all. This may sound obvious, but in a complicated product environment, it is easy for unrelated items to creep into a context menu. Of course, a menu item that doesn’t apply could be grayed out. But if it never applies, it’s better to remove the item entirely. For example, it would be confusing to have a “Run as” item on the context menu of a C++ header (.h) file in a navigator-style view, since run operations really apply to code instead.
Second, remove items that apply only to the view or editor as a whole. While a user may find it convenient to access these items from an object, it is better to have a “lean and mean” context menu instead – one that is uncluttered and focuses attention on the object at hand. Access to actions related to the view or editor as a whole are better handled by right clicking on the white space outside any object (or by clicking on the view menu). The user will get a better sense of the view or editor as a whole, without any confusion about what menu item lives where. For example, view preferences should not be on the context menu for an object in that view, but rather on the context menu outside any object (or in the view menu).
Finally, remove items from an object’s context menu that apply to other, nearby objects, but not to the specific one in question. The resulting menus will make more sense to the user, as the actions logically appropriate to the object will be there, but not actions logically appropriate to some other type of object. For example, it would be confusing to have a “Close Project” item on the context menu of a Java method shown in an explorer view, since import operations apply at the project level instead.
Tips and Tricks
Sometimes there is value in adding a view-specific item to an object’s context menu, if the action of the menu item can be customized in some way for the object. For example, a generic “New” menu item might open up a new editor pre-populated with item(s) related to the selected object. Be sure to keep the item order on a context menu as similar as possible for different types of object. This similarity will maximize consistency for the user.
In cases where it is not possible to reduce the number of items on a large context significantly, consider using submenus to refactor some top-level items to the second level.
Figure 1: a context-dependent menu tailored for a package in the Outline View.
Figure 2: a context menu tailored for a class in the Outline View.
Figure 3: a context-independent menu for the Outline View.
This issue is addressed in the Eclipse UI Guidelines 2.1, in the section titled “Component Development - Editors” (Guidelines 6.11-6.13).
* In Progress *
- The following guide covers user interface (UI) graphics for Eclipse 3.x-based tools. All visual user interface elements created for Eclipse-based tools follow a common style called the Eclipse visual style or Eclipse style. Any product, tool, or plug-in based on the Eclipse Workbench Version 3.0 and above should follow these guidelines to help ensure consistency of visual user interface elements. Consistency includes visual style, meaning, and implementation conventions.
- DESIGN provides guidance and tools for creating Eclipse style icons and wizard graphics.
- SPECIFICATIONS provides detailed information on color palette, graphic types, size and placement of the graphics in their alotted real estate, and positioning of the icon and wizard graphics in the user interface.
- IMPLEMENTATION provides automated cutting actions, conventions for file and folder naming and structure, and code snippets for implementing icon states on the toolbar and local toolbar and for placing overlays on model objects.
- These guidelines are for anyone creating Eclipse style user interface graphics or seeking best practices for their use. This is not a how-to guide, but you will find instructions for some tasks and a number of resources to assist in making the graphics. If you are a designer, you will be interested in the Design, Specifications, and Implementation sections. If you are a Developer, the Specifications and Implementations sections will be of most value to you.
This section provides guidance and tools for creating Eclipse style icons and wizard graphics.
- Style & Design covers style characteristics and gives guidance for designing effective Eclipse user interface graphics including topics such as metaphor, composition, lighting, color and more.
- Consistency & Reuse encourages consistency and reuse of existing graphical elements, and shows the core icon and wizard concepts currently in the tools.
- Common Elements provides a library of graphical elements that have already been developed for Eclipse-based tools. This extensive selection of common elements provides not only a base for creating new icons and wizard graphics, but for reusing existing ones as they are. Used in conjunction with the core concepts shown in the Consistency & Reuse section, this library will enable efficient creation of graphical elements and promote consistency throughout the user interface.
- States describes the use of enabled and disabled icons in the user interface. It also provides instructions and an automated action set for creating the disabled state of your enabled color icons, a useful tool when producing a large volume of icons.
- Templates provides design files for producing different types of user interface graphics. A description of the templates and guidance on how to work with them is provided to help you get started quickly and working effectively.
Style & Design
The Style & Design section covers style characteristics and gives guidance for designing effective Eclipse user interface graphics including topics such as composition, lighting, color and more.
Before beginning to design Eclipse-style icons or wizard banner graphics, first check if the concept or visual elements have been covered already. Refer to the Consistency & Reuse and Common Elements sections for these elements. If designing an icon or wizard graphic from the start, consider the underlying concept and how it can best be represented. There might be an existing metaphor to appropriately convey the concept.
The purpose of a metaphor is to create meaning. A metaphor will be meaningful if it is based on ideas the audience is already familiar with, and if it fits conceptually with the content and context. It should be clear, easily learned, and readily distinguishable. For example, project and file folders are used in the Eclipse-based workspace the same way they are used in the real world to organize and store project-related information. Since many concepts already have associated metaphors, use the existing metaphors, and when the concept allows, create new representations that extend the metaphor.
Icon style characteristics
The icons should have a clean elegant feel with rich but subtle color and lighting. They are rendered as if viewed directly from in front, but have the illusion of three dimensions. This affect is achieved by using color gradients and an implied light source from the top. A kind of ambient light is also used to illuminate different parts of each icon, either to bring out its shape or to emphasize a certain aspect of the image. Other key features include color gradient outlines to define edges and strong identifiable shapes with as few combined elements as possible.
- For most elements, lighting is achieved with simple vertical gradients. The gradients go from a lighter color at the top of the element to a darker color at the bottom. This approach gives subtle form and illuminates basic elements such as files, folders, and other rectilinear shapes. For spheres, triangles and more complex forms, an additional reflective light source is added near the base of the element to give it volume and to ground it in its environment.
- Each element within an individual icon features a single pixel keyline. Solid color lines define the top and bottom edges of the element, and gradients define the sides. To reinforce the light source from the top, the keyline color goes from light at the top to dark color at the bottom. The gradient along the sides bridges these light and dark colors.
- The color of the outline will vary according to the color of the individual element. In the example below, the file has a dark grayish-blue base and a light ochre color top. This is a standard color outline for this type of object. You will see that other elements use standard color outlines as well. Read more about standard colors under Color below, and use the Common Elements design resource for reusable elements.
Style differences between types
- View (includes Perspective and Fast View), Model Object (includes Table), Object Overlay, Progress Indicator, and Diagram icons have more saturated color and higher contrast than Toolbar, Local Toolbar, and Palette icons. It is important these icons stand out as focal points in the user interface because they are key indicators of the model. Since there are no tooltips associated with object type icons, they are less, or not, accessible to persons with low or no vision. Increased saturation and contrast helps compensate for this.
- Toolbar, Toolbar Wizard, Local Toolbar, and Palette icons have a more subtle approach to color and contrast than their object-based counterparts. These icons are more subtle because they are reliably present in the user interface and should not be distracting. Tooltips for these types of icons make them accessible to persons with low or no vision. Additionally, the use of color for the outlines, instead of black, means the images are not lost if people choose to work in a high-contrast (usually black) accessibility mode.
- A subset of core reusable elements illustrate this distinction best: Project, File, and Database elements each have a rich saturated version for the treeview and a light subtle version for the toolbar and local toolbar. Look for these differences in other icons within the Common Elements files.
Aim for simplicity. Bring focus to the primary function or object within an icon by using different visual cues, such as color, contrast, lighting, size and location to differentiate elements. To improve clarity and reduce visual noise, avoid using too many elements within any given icon.
The location of individual elements in an icon can have an impact on its meaning and recognition value. People learn, recognize, and expect patterns: using a consistent location for visual elements, when possible, establishes a pattern that is useful for identifying the object type or function of an individual or set of icons.
- Actions in toolbar and local toolbar icons tend to be on the left of the icon and identify a command that will be performed on an object or set of objects. For example, the following icon represents "Deploy Script" on the toolbar. The action "deploy" is represented by a green arrow on the left of the script object:
- However, not all actions are located on the left. To convey the intended meaning of a concept or to accommodate the context of the icon in the user interface, diverging from convention is sometimes required. Here are some actions that are notable exceptions to the action-on-the-left convention:
- Create or New is represented by a sparkle in the upper-right corner to denote the creation of a sparkling "new" object. The sparkle, though an object itself, is a metaphor for creating something new. Its location in the icon space is precisely 1 pixel down from the top and flush with the right edge of the 16 x 16 icon space. Using this exact location ensures a clean uncluttered presentation when seen across a number of "new" action icons on the toolbar or in the menu. For example:
- Import, when associated with an object, is represented by an arrow in the bottom-right corner facing downward and to the right. Location and direction are important here to convey that an object will be imported from another location into the workbench. Note that its counterpart, Export, follows the action-on-the-left convention with an arrow in the bottom-left corner because this location and direction is appropriate for denoting that an object will be exported from the workbench to another location.
- Open is represented by a curved arrow in the upper-right corner of the icon. The location, shape, and direction of the arrow indicate that the object is being opened. This action is used mostly on book- or file-type objects. For example:
- Pin is represented by a pushpin on the right of the object. The "Pin Fast View" icon is located on the right side of a view title bar. The location of the icon and the action within the icon indicate the side where the view will be pinned—on the right. Because of this location, the pin is pointing inward toward the object to be pinned. Placing the pin on the left would not work as well given the context and literal action of the icon.
- Objects are stacked vertically, often in large number, within treeviews and lists. Because of this stacking, attention to the alignment of objects within the icon design space is important. This is particularly true of repeated objects that use the same elements. For example, a file or folder used as a base for a series of model object images, should be located in the same place within the 16 x 16 pixel icon space in all of the images within the series. To illustrate the difference between aligned and not aligned objects, first, here is an example showing the base element—in this case the yellow folder—not aligned the same throughout a series of icons. The result is a choppy, harder to scan treeview or list:
- Second, here is an example showing the same base folder element aligned throughout the set. The result is a clean, easier to scan treeview or list:
- States are the result of a direct of indirect action on an object. Once an action is taken on an object, the object reflects that action by showing its state. This state is generally shown on the right side of the icon. For example, invoking the action "Run on Server" will show the server running in the Servers view with a green arrow run action on the right side of the server object.
- Stopping the server will show the blue square stop action on the right of the server object.
- Use a common color palette as the basis for creating graphical elements.
- An entire set of graphical elements, such as icons, wizards and user assistance graphics, requires a consistent, family-like appearance across the user interface (UI); contrarily, individual and sub-families of graphics require differentiation. Color choices can either bring unity or cause distraction.
- Eclipse supports 24 bit color depth, which means that colors used to create UI graphics can come from outside the defined 8 bit, or 256 color Eclipse-style palette. However, using the Eclipse-style palette as the base for applying color to your graphics will help ensure a visual fit within the Eclipse environment.
- To achieve a consistent appearance in graphics across the UI, use a common color palette as the basis for creating your graphical elements.
- Eclipse-based graphics tend to use a common or dominant set of colors: Blue and yellow are the base colors, with green, red, brown, purple, and beige used for signifying specific object types or functions. Here is the palette, with a number of examples of how its different colors are used.
- Figure 1.0 The Eclipse-style palette contains the core and dominant colors used in Eclipse-based icons, wizard banner graphics, and user assistance graphics. Go to the Implementation section below to download this palette.
- Figure 1.1 The two dominant colors, blue and yellow, bring harmony to the overall presentation of the user interface. Themselves complementary, blue and yellow form a base on which to apply accent colors. These few examples show blue and yellow as the common base for different icons, and how other accent colors have been applied to help convey a concept.
- Figure 1.2 Green is often used to indicate that something is being run or initiated, and as a common accent color. The actions "run" and "play" are prime examples of how the color green is applied to support a concept.
- Figure 1.3 Red is used to indicate an error or to signal an alert, but red is also used in real-world objects that are typically red.
- Figure 1.4 Brown is used less than the other colors mentioned, but it is generally associated with specific types of objects: the Java "package", "bundle", and the "Enterprise Java Bean (EJB)".
- Figure 1.5 Purple is associated with “Web Site" or "Site Project", plugin "fragment", and Java "Interface”.
- Figure 1.6 Beige is associated with "template" and "generic" objects. While not limited to these two object types, beige is usually reserved for placeholder or unrealized objects.
Tips and Tricks
- 1. Use color from existing graphics
- To quickly make graphics that are consistent with the Eclipse style without having to use the palette directly, select colors from existing Eclipse-based icons and wizards.
- 2. Consider the background
- When designing an icon, keep in mind the background color it will sit on. The various browsers and operating systems allow custom window backgrounds that people can set according to their own preferences. It is not always possible to know if an icon will be used in different places in the user interface, but generally, the background will be either white or a warm or cool mid-tone grey. Whether it is white or grey will depend on the icon type. Model Object, Object Overlay, and Diagram icons are usually on a white background, whereas Toolbar, Toolbar Wizard, Local Toolbar, and Palette icons usually sit on a mid-tone grey background.
- To achieve the best quality of color and edge treatment, test your icons across all known targeted operating system theme backgrounds. Modify the icons where needed to work well on most, if not all, of the backgrounds. Here is an example of testing a View icon with the different operating system theme selection colors, and a set of Toolbar icons on a number of known backgrounds:
- Antialiasing the edges is suitable if you know the background color. Since knowing the background color is not always possible, using medium to dark pixels on the edges will help ensure that the icon works well on most backgrounds. Using lighter edge pixels can result in poor quality, rough looking edges that do no blend well to the background. This is especially true of rounded shapes on dark backgrounds. The following example illustrates the effect of using lighter pixels on a round icon that sits on a medium to dark color background:
- This example shows the same icon on the same background, but with darker edge pixels:
- In some special cases, a single icon may appear on multiple backgrounds and will need to be designed specifically for each case.
- 3. Download the palette
- Click here to download the "eclipse-style_palette.aco" palette for working with raster-based files in Adobe Photoshop, and the "eclipse-style_palette.ai" palette for working with vector-based files in Adobe Illustrator.
- If you are using The GIMP, click here to download the “eclipse-style_palette.png” image file you will need to create a working palette.
- To load the palette in Adobe Photoshop, open the "Swatches" palette and choose "Load Swatches..."; then navigate to where you saved the "eclipse-style_palette.aco" palette.
- To load the palette in Adobe Illustrator, first save the "eclipse-style_palette.ai" palette in the Adobe Illustrator > Presets > Swatches folder. If you have Adobe Illustrator already open, you will need to restart it after adding this file. Once you restart Illustrator, go to Windows > Swatch Libraries and choose the "eclipse-style_palette.ai" palette from the list.
- To create the palette in The GIMP, first open the “eclipse-style_palette.png” image, then add a New palette in Palette Dialog. In the Palette Editor, which opens automatically when you add a new palette, set the number of columns to “33” then, starting with the top row of the “eclipse-style_palette.png” image, select each color from left to right and click the New icon in the Palette Editor to add the color to the palette. Continue this for each row and Save the palette. It will then show in the list of palettes in the Palette Dialog.
- Save your images with the palette as a base
- In Adobe Photoshop, when an image is complete and ready to be saved to GIF, index the image to "exact" color. This indexing preserves all of the colors the graphic was created with, including any colors you have added that are not contained in the base palette.
- In The GIMP, simply Save As GIF.
- This is an update to the palette shown in Eclipse UI Guidelines 2.1, in the section titled “Visual Design – Icon Palettes” (Guidelines 2.2-2.4): http://www.eclipse.org/articles/Article-UI-Guidelines/Index.html
- The GIMP User Manual is available online at: http://www.gimp.org/docs/
Consistency & Reuse
The Common Elements section provides a library of graphical elements that have already been developed for Eclipse-based tools. This extensive selection of common elements provides not only a base for creating new icons and wizard graphics, but for reusing existing ones as they are. Used in conjunction with the core concepts shown in the Consistency & Reuse section, this library will enable efficient creation of graphical elements and promote consistency throughout the user interface.
- Click here to download the “common_icon_elements_eclipse-proj.psd” for Eclipse Project icons and the "common_icon_elements_eclipse-tools.psd" file for a subset of icons related to Eclipse-based tools.
- Click here to download the "common_wizard_elements.ai" vector-based file for designing wizard banner graphics and the "common_wizard_elements.psd" raster-based file for cutting them.
The States section describes the use of enabled and disabled icons in the user interface. It also provides instructions and an automated action set for creating the disabled state of your enabled color icons, a useful tool when producing a large volume of icons.
- The enabled icon state is the color version of all toolbar, toolbar wizard, and local toolbar icons. This state indicates that a command is active and available for use. Information on creating the enabled color version of these icons can be found under Style & Design above.
- The disabled icon state is a dimmed version of the enabled color toolbar, toolbar wizard, and local toolbar icons. This state indicates that a command is inactive and not available for use. The following image shows a set of disabled toolbar icons beside the enabled state. Note that the disabled versions are not strictly grayscale, they retain a hint of color from the original icon. This is achieved by adjusting the saturation and lightness as you will see in the automated action below:
- NOTE: It is important to implement the graphical versions of the disabled state of toolbar and local toolbar icons. The quality and legibility of algorithmically rendered disabled icons is poor and they are not consistent with the majority of other tools that use the graphical versions.
- Creating the disabled icon state
- To create this state, you will use the "eclipse_disabledrender_R3V6.atn" action in the Eclipse-style Actions palette. Click here to download the Eclipse-style Actions.
- Load the "eclipse_disabledrender_R3V6.atn" into the the Adobe Photoshop Actions palette.
- Use the marquee tool to select all the enabled versions of the toolbar and local toolbar icons you plan to create a disabled state for.
- Next, hold the control key and hit the left or right arrow key once, then let go of the control key and hit the opposite arrow key to bump the images back into their exact initial position.
- Start the "Create Disabled State" action by clicking on the "play" arrow at the bottom of the Actions palette. A copy of the color icons will be created and a series of changes will be made to the copies to make them look disabled. It happens quickly so if you want to deconstruct it, you will need to enable the dialog boxes to show while you run the action. These toggles on located on the left side of the Actions palette.
- Once the disabled state is made, there is usually some minor adjustments required. We recommend you go through each icon and tweak any pixels that don't look right and to give a consistent treatment to similar elements.
- Here is what the "Create Disabled State" action looks like in the Actions palette:
- The toggled state is used on toolbars, local toolbars, and in menus. On toolbars and local toolbars, a toggle is represented by a button with two physical positions—up and down—which define a state, most commonly “on” and “off”. Icons on a toggle button, like the tool tips that accompany them, should persist from one state to the next. The only thing that changes is the position of the button. For example:
- Sometimes a toggle is not a simple on/off state. For example, there might be two different ways information can be displayed in a view. In this case, two buttons with two separate icons are required. The buttons sit beside one another on the local toolbar and when one is on, the other is off. For example:
- (Image not yet available: Toggle sample of two different ways of viewing something, e.g., list vs hierarchy)
Opened and closed folder states
- In the treeview, ideally, folders would be closed when the -/+ widget beside the folder icon is in a closed state, as in [+], and opened when the -/+ widget beside the folder icon is in an opened state, as in [-]. Because Eclipse does not animate opened and closed folder states in the treeview, project folders and regular folders are closed on the toolbar and local toolbar, but open in wizard banners and in treeviews. Here is the reasoning:
- On the toolbar, a closed folder represents one that has not been created yet.
- In a wizard banner, an open folder represents one that will be created in the form of a model object in the treeview.
- In the treeview, an open folder represents one an existing and active folder.
- One notable exception to open folders in the treeview is when used to represent a “group”, as is the case with high-level project groupings in the Project Explorer View. These are shown with closed folders.
NOTE: All instructions for creating visual elements are based on using Adobe Photoshop 7.0 and above and Adobe Illustrator 9.0 and above. If you use earlier versions of these tools, the instructions may not work exactly as described.
All design templates here.
This section provides design files for producing different types of user interface graphics. A description of the templates and guidance on how to work with them is also provided to help you get started quickly and working effectively.
Maintaining the simple structure of the templates will facilitate easy file sharing and efficient production of a large set of graphics for one tool.
Icon Design Template
- Populating the template : Fill out the icon_design_template.psd file with the names of all known required icons separated by type, for example view, toolbar, and model object. Feel free to add or remove rows as you need them. Each plug-in should have its own separate Photoshop document (PSD). If you have access to old icon files, these can be placed into the orig. (original) column as a reference or starting point.
- Designing the icons : Before beginning to design Eclipse-style icons or wizard banner graphics, first check if the concept or visual elements have been covered already. See the Consistency and Reuse and Common Elements sections.
Create initial passes of your ideas, and then place them in the template. Up to five different concepts for any given icon can be placed in the version cells provided, i.e., columns A, B, C, D and E.
When you are satisfied with the results, mark the icons you think are the strongest candidates with boxes on the preferred (black) layer, and send to the requester for feedback in the form of a flattened GIF image.
- Revising the original concept : It is likely that revisions to the first pass will be required. If there is room, revised icons can be placed in the version cells next to the first pass ones. If you run out of cells or need to erase any previous icon concepts, but do not want to lose them forever, save a new version of the design file and make space for new ideas by removing the icons that are not likely to be used.
Once the icons have been approved, move the chosen images to the cut column. To ensure they are positioned properly within the allotted screen space, turn on the cut layer (pink) in the PSD. For guidance on size and placement of different types of icons, see the Icon Size and Placement section.
- Creating the disabled versions : See the Icon States section for instructions on creating the disabled state for Toolbar and Local Toolbar icons.
- Cutting the icons : See the Cutting Actions section for instructions on cutting the final images for delivery.
- Marking revised icons : It is likely that even after the icons have been cut and delivered to the developer, further revisions will be required or entirely new icons may be requested. To keep track of which icons and their instances need to be cut or re-cut, a red box can be placed around each, using the cut or re-cut (red) layer.
Wizard Design Template
- Populating the vector-based template : Fill out the vector-based template vector-wizard_design_template.ai with the names of all required wizard banner graphics. As with the Icon Template, you can add or remove rows to suit the number of graphics you will be creating. If you have access to the related toolbar wizard icon file, add it to the file as a primary starting point. If you have access to old wizard graphics, these can be placed into the orig. (original) column as a secondary starting point.
- Designing the wizard banner graphics : Before beginning to design Eclipse-style wizard banner graphics, first check if the toolbar icon that launches the wizard has been created already. This will provide the basis of your design. Also, check if any of the visual elements that will be part of the wizard graphic have been created already in Adobe Illustrator. See the Consistency and Reuse and Common Elements sections for existing elements.The concept for a wizard banner should be closely aligned with, if not identical to, the toolbar wizard icon that launches the wizard dialog. Create an initial pass of each image on the New Wizard graphics layer, following the wizard banner stylistic treatment detailed in the Style & Design section. As with the icons, more than one pass on the design may be required before coming to the final design.When you are satisfied with the results, create a JPEG version of the template and send it to the requestor for feedback. Be sure to include the toolbar icon that corresponds to the wizard banner graphic as a reference.
- Transferring vector-based images to the PSD template : Once the graphics are approved and ready to be cut, you will need to transfer them from the AI template to the PSD template. In the AI template, turn off all layers, except New Wizard graphics.
Select File > Save for Web from the menu. The settings you will need for this part of the transfer are shown here:
The PNG-24 file is temporary and is used to transfer high quality images from the AI file to the PSD file where you will use an action palette to cut the files.
- Populating the PSD template : Fill out the eclipse_wizard_design_template.psd template with Layer Sets for each wizard banner graphic. Each Layer Set should have a single layer for the PNG-formatted wizard image. Add Layer Sets as you need them.Open the temporary PNG file and transfer the wizard graphics, one per layer, to the corresponding Layer Set in the PSD file. Once all of your wizard graphics are transferred, Save the file. You are ready to cut.
- Cutting the wizard banner graphics: See the Cutting Actions section for instructions on cutting wizard banner graphics.
This section details technical information you will need to design and prepare your Eclipse-style graphics for implementation.
- File Formats lists and describes the graphic file formats used for the different graphic types.
- Graphic Types describes the different types of graphics that are used in Eclipse-based tools, and where they are located within the user interface.
- Icon Size & Placement shows the final cut size of each of the different types of icons, as well as what the placement and drawing area is within the allotted space.
This section provides automated cutting actions, and conventions for file and folder naming and structure.
- Cutting Actions describes the macros for cutting icons, icon overlays, and wizard banner graphics to get them ready for implementation.
- Naming Conventions describes the Eclipse standard for file naming and guidelines for using suffixes that will help others quickly identify the graphic type or function.
- Folder Structure provides the Eclipse standard for folder names and structure for storing and implementing graphics within your plugin.