📄 skins.txt
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B29 - Show Mixer
B30 - Set A point (or toggle A/B/Off if B31 not visible)
B31 - Set B point
B32 - Reverse
B33 - Forward
B34 - Toggle Cover Window
B35 - Visual Playlist Selector
B36 - Play/Pause Toggle
B37 to B48 - Reserved for future use
(B) Special Buttons
-------------------
These buttons perform special functions when pressed. The "Skin Link"
buttons let you load a specific named skin. They can be used when you
want to switch between your favorite skins or to have elements appear
to move around etc.
Format: Bnn,x,y,w,h,x2,y2,key,tooltip,skinname
B49 - Skin Link Button #1
B50 - Skin Link Button #2
Skinname = The name of the skin to load (do not specify path!).
(C) Pictures
------------
This element is for the album cover bitmap on the main form.
Format: Cnn,x,y,w,h,ToolTip
C01 - Album Cover bitmap
(L) Labels
----------
These are text labels that have a transparent background so that the
graphics on the form show through.
Format: Lnn,x,y,w,h,r,g,b,pt,font,tooltip
L01 - Time (elapsed/remain)
L02 - Track Title
L03 - Current Time
L04 - Track Number
L05 - Snooze Time indicator
L06 - Full Date
L07 - Day of week
L08 - Mute indicator
L09 - AM/PM indicator (blank when in 24hr mode)
L10 - Kbps
L11 - KHz
L12 - Stereo/Mono
L13 - Total Track Time
L14 - Playlist Title
L15 * General messages (ie: volume or position change status)
L16 - Total entries in playlist
L17 * Total time of all playlist entries
L18 - Volume (0-100%)
* = Not implemented yet [NI]
(D) Digital Display Digits
--------------------------
These are digital displays using graphics digits of any size.
Format: Dnn,x,y,x2,y2,w,h,w2,s,f,ToolTip
D01 - Track Time
D02 - Track Number
D03 - Current Time
D04 - kbps setting
D05 - kHz setting
Notes: - Digits must be arranged on one line like this: 0123456789 .:
(the space can be blank, a "zero", or "unlit" form of the digit)
- w,h are for a SINGLE digit
- w2 is the width of the period and colon.
- s is additional spacing for destination [NI]
- f is the display format number (0 to 8):
0="99:99" (elapsed time)
1 to 7=number of digits
8="HH:MM" (time)
(S) Sliders / Graphic Indicator
-------------------------------
These are analog sliders that can be dragged to any position and
Graphic Indicators whos width or height changes proportionally
in sync with another slider.
Format: Snn,x,y,w,h,x2,y2,w2,h2,tooltip
S01 - Playback position
S02 - Main Volume
S03 - Main Balance [NI]
S04 - Main Volume (graphic indicator)
Notes - x,y are the position of the top left of the slider
w,h determine the length of the slider. One MUST be zero!
x2,y2,w2,h2 is the position of the slider image in the res bitmap.
For graphics indicators w2 and h2 should be the same as w and h!
(I) Indicator Lights
--------------------
Format: Inn,x,y,w,h,r,g,b,shape,comment
I01 - Stereo Indicator Light [NI]
I02 - Stop Light
I03 - Pause Light
I04 - Play Light
I05 - Intro Light
I06 - STP Light
I07 - Repeat Light
I08 - AB Repeat Light
I09 - Random Light
I10 - Shuffle Light [NI]
I11 - NOT Intro
I12 - NOT STP
I13 - NOT Repeat
I14 - NOT AB Repeat
I15 - NOT Random
I16 - NOT Shuffle
Notes: - Shape values are:
0=Rectangle 1=Square 2=Oval 3=Circle
4=Rounded Rect 5=Rounded Square
- Comments are only for reference
- The "NOT" indicators can be used to hide parts of the display
(X) Other Elements
------------------
Format: Xnn,x,y,w,h,r,g,b,pt,font,tooltip
X01 - Playlist
How to make a non-rectangular skin (Window Regions)
--------------------------------------------------------------
If you do not specify Region coordinates in the skin file your main
form will be rectangular. To make a non-rectangular form you must define
all the points that make up the bounding area (region) or areas. Points
are connected by straight lines, so to make a circular section you will
need to specify many points. If you specify multiple regions that overlap
a "cutout" (or hole) will be produced.
For Single Regions you must first specify the number of points in the
region, like this:
Nnn - Where: nn is the total number of points
For Multiple Regions you must specify the number of points in total,
the number of regions and the number of points in EACH region, like this:
Mnn,xx,R1,R2...Rxx
Where: - nn is the total number of points
- xx is the number of regions
- R1 to Rxx are the number of points in each region
Then, you must follow with the appropriate number of coordinate points in
a list like this:
Px,y
Px,y
Px,y
etc...
Coordinates are specified in pixels. If you list extra coordinates they
will be ignored. If you list fewer coordinates the entire region(s) will
be ignored!
Note: Your form should be bigger than the entire region otherwise points
outside the form rectangle will not produce the desired effect (the edge
will be straight where the form ends). This could also be a good thing if
used properly (for example with the "toggle large" button).
In a Single region skin the last point will automatically be joined to the
first point. In multiple region skins you must join them yourself in EACH
region!
Ending the skin
---------------
The skin file must end with the single line: END
Linking Skins
-------------
There may be a situation where you need to "link" skins together to
achieve the desired look for your skin.
Example 1: You want to have a simple skin with minimal controls but
sometimes need the ability to use the other controls, which you want to
be located to the right. You could use the "toggle large" button to make
the window wider but what if you had the power button in the "title bar"
at the top right of the normal window? The button would now be in the
middle of the titlebar and wouldn't look right. What you need to do is
move the power button back to the top right, which means you need new
coordinates. You can do this by creating a new skin and "linking" the
first skin to the new skin, then the second skin links back to the
first one.
Example 2: You would like to have the album cover bitmap normally visible
but then when you click on a button you want the cover to be replaced by
the playlist and the playlist editing buttons (move up/down del etc).
You need to create two skin files each linking to the other.
Example 3: You have a really outrageous non-rectangular skin, and like
example#1 you want to display some controls only occasionally. One skin
can't have two different region outlines, so you must link two skins.
To link skins use Button#49 and/or Button#50 in the skin file. These
buttons are just like the other buttons with the addition of the name
of the skin file to link added to the end of the parameter list. The
complete name of the skin file must be specified, however the name does
not have to end in ".skin" (this lets you "hide" the skin from the
standard select skin requester box). In the main file you link to the
second skin (ie with button#49) then in the second skin link back to
the original skin (also with button#49). In this way pressing the
button appears to cause a transformation of the skin. For complicated
skins you may need to use both link buttons.
Some final tips when creating a skin
------------------------------------
* Use a bitmap editor with a pixel coordinate info display. Have the skin
file open at the same time and use the mouse to help you locate the
points for your elements.
* By using the selection tool you can select a single "button" image to
find out it's width and height.
* Try to avoid moving the buttons around in the resource file. Remember,
large areas that don't contain buttons can be used for the digital
display digits.
* The resource bitmap can be larger than the main bitmap. You can increase
the width or hight of the resource bitmap to make room for the digital
display digits.
* If the main bitmap is large with lots of open areas you can also
decrease the size of the resource bitmap by rearranging the elements into
a small area. This will also reduce the memory requirement of the skin,
however it means you will need to specify the new coordinates of each
element (those that are moved only) in the skin file.
Finally, if you think of a new or innovative way to improve the skin
capabilities, don't hesitate to e-mail me.
Thanks!
Steve.
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