the dim layer behind a modal window
used for the flat panel when no texture is set
What widgets lay themselves out against, instead of a hardcoded "left".
A game with mwg/i18n sets this from I18n.direction() whenever the active language
changes; a game without it never has to think about the field at all.
distance between baselines, as a multiple of size
opacity of the layer behind a modal window, 0 to 1
space between a window's frame and its contents
Optionalpanelthe panel texture behind windows; without one, windows draw a flat rectangle
how many pixels of panel are its fixed border
space between stacked items in a list
How the interface looks.
Widgets read from here rather than carrying their own colours, so a game restyles its whole interface by assigning one object. Everything has a default that works, so a game that does not care never has to think about it.