📄 skins.txt
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VB-Amp Skins (updated for V1.06 DX)
============
Note: VB-Amp Pro can share skins with my newly release "Mimic" program.
The player and clock elements are the same.
Intro
-----
Skins let you totally change the look of the program to almost
anything you want. Skins are replacement images for all the buttons
text and digits in the window.
A skin consists of two or three files:
1) A text file that defines the placement of elements of the skin.
2) A "main" bitmap that represents the graphical "up" and "off"
state of all the elements.
3) An optional "resource" bitmap that contains the "down" or "on"
state of each element PLUS other images, such as digits.
A basic skin only needs the first two files, however it will have limited
user feedback (ie: when you click on a button the image does not change)
and you are limited to standard text. By including the optional resource
bitmap you can define the look of each button when depressed plus you can
define graphic digits for the time, track number, or clock.
VB-Amp is not limited to a rectangular form. In the skin file you
can also define an irregular-shaped outline region for your skin or
specify a "transparent colour" for the main bitmap.
How to make your own skin
-------------------------
Tip: Look at the "default.skin" file. It is an example of an advanced
skin using just almost all of the different skin features (except regions).
First, think about the layout of your skin. Where will the elements
go? How big will the buttons be? Do you want your own digits or
are standard text fonts okay?
There are a few different elements that will make up your skin. All
elements are optional. If you don't define them they will not appear.
These are the different types of elements available:
* Buttons
* Text
* Digital Display
* Playlist
* Slider
* Album Cover Bitmap
The elements are placed in the program "window" which we will refer to
as the "form". The background (static graphics that do not change), and
buttons will be drawn on the main form. Other elements (such as text) will
be placed on the form in the position you specify. Text placed on the form
will have no background of its own (IE: your graphics will show through).
You can use just about any graphics editor to create the bitmap(s).
Bitmaps can be saved in either BMP, GIF, or JPEG format and can contain
from 16 to 16 million colours. Keep in mind that if you try to display
16 million colours on a 256 colour or less screen mode, Windows95 will
adjust the image and it may not appear as you intended! Also, note that
JPEG images are good for life-like images with lots of colour but are
not good for text or cartoon-like images. For these type images use GIF.
The Main Bitmap
---------------
The main bitmap is the image that appears on your form and gives the
skin it's look. This is where you can draw whatever you want and it
will appear as-is on the form.
Draw all the buttons in their "up" state. You could create buttons
with labels on them or you could put the label beside the button.
If all your buttons were the same size and you put the labels on the
form instead of inside the button you could save some work since you
would only need to draw one "down" button on the resource bitmap. If
each button is labeled you will need to draw the "down" version of
each button in the resource bitmap. Buttons can be any shape you want.
They do not have to be rectangular, however the definition for the
button area will be rectangular so you need to be careful how the
buttons are placed so that the area doesn't overlap another button.
Overlapping buttons are possible but you would need to do some creative
drawing in the resource bitmap...
The Resource Bitmap
-------------------
The "resource" bitmap contains all the buttons in their "down" state.
An easy way to make the resource bitmap is to copy the main bitmap then
modify the buttons to look depressed. A common technique with "standard"
buttons is to reverse the highlighting. IE, in the "up" button the top
and left are light coloured, whereas the bottom and right are dark.
When depressed those are reversed so that the top and left are now dark
and the others are light. Another common technique is to make the button
darker and to slightly offset the label down and to the right to give the
appearance of being pushed in.
The resource bitmap does not need to be the same size as the main bitmap.
If you have a large-sized form with large areas and/or you need to create
room for the digital display digits then you might need to re-arrange the
"down" buttons on the resource form. If you do this you will need to
specify the new coordinates in the skin file.
To create the digital display digits, draw each digit in a single
line like this:
0123456789 .: (there is a "space" between the "9" and "."!)
Make sure ALL characters are all exactly the same width. The "space"
character can be blank, a "zero", or the segments that make up the digit
in an "unlit" state. The "." and ":" are special cases. Even though they
take the same width in the bitmap as the others they can be thinner
than the other digits by specifying their width (w2) in the parameter
list (they will need to be aligned to the left).
The Skin file
-------------
The skin file is a text file that ties everything together. In the skin
file you define everything that makes the skin work. You define the size
of the form in it's normal, expanded, and small modes. You define the
location of the buttons and text, their sizes, colour, and font etc. You
define where in the resource bitmap the digital digits are located and
what size they are. You can also define all the points that make up the
outline of the form if you choose to make your skin non-rectangular.
The format:
The first FIVE lines must be in the following format. NO extra comments
or blank lines can appear above them!
* Line1 must contain only the exact string: "VB-Amp Skin"
* Line2 is a line for the skin name, your name, copyright etc that will
be displayed in the info tab
* Line3 are 3 pairs of Width/Height sizes corresponding to the size
of the normal form, extended form and small form like this:
w1,h1,w2,h2,w3,h3
NOTE: All dimensions are in pixels!
* Line4 is the bitmap or import control line.
> For standard skins it contains the bitmap filenames like this:
main,resource
(Files can be bmp, gif, or jpeg format. If you don't have a
resource file then use the same filename as main)
> For import skins the format is:
*,directory,filter,defaultfile
- The directory is the default location for importing.
- The filter determines the type(s) of files to show.
- The defaultfile is the name of the main file.
* Line5 contains option settings:
Bmode,ScnPos,BgRed,BgGreen,BgBlue,xx,xx,xx
- Bmode: Defines the action when the mouse pointer
goes over a button on the form:
0=No action
1=Draw border rectangle
2=Display down-button image
- ScnPos: Defines if the skin should appear in a specific
position on the screen:
0=No change (use last position)
1=Top Left corner
2=Top Right corner
3=Bottom Right corner
4=Bottom Left corner
5=Centred
- Bg[Red/Green/Blue]: Background Color of main form
- xx: extra elements for future use (use "0" for now)
The rest of the file defines the elements in the skin. If you wish to
add comments to the file put a semi-colon followed by a comma (";,") at
the beginning of the line. Everything after the comma upto the end of
the line will be ignored.
You can include skin comments, which are displayed in the "info" tab of
the preferences screen by starting the line(s) with "/," characters.
Eg: /, This is a skin comment
/, This is another comment
Comments will be appended one after another and displayed exactly as
entered on the line.
Elements
--------
Different elements are defined using a unique identifier consisting of
a letter and number (for example: B12). Following the identifier are one or
more parameters depending on the type of element.
The following are the element codes:
* B - Buttons
* K - Link Buttons (Skin/URL)
* L - Labels
* S - Slider
* D - Digital display
* I - Indicator Light
* C - Pictures
* X - Other (listboxes etc)
The Following are control codes:
* N - Single Region initialization
* M - Multiple Region initialization
* P - Point in region
* R - Read bitmap (0=main,1=resource,2=temp)
* ? - Conditional jump based on success of above command
* W - Set width/height of bitmap
* Z - Blit from temp to main or resource bitmap
* /,- Skin comment
* ;,- Comment
* : - Label (target for ? commnad)
* USE - use bitmaps (for import skins only)
The following are possible parameters:
* X, Y - Coordinate of the top left of an element.
* W, H - The Width and Height of an element.
* X2, Y2 - Coordinate of corresponding image in resource bitmap.
(if you use 0,0 then the main X,Y coordinates are used)
* W2,H2 - Extra Width and Height (ie: for a sub-image).
* key - The Keyboard command.
* tooltip - Text that appears when the mouse is over the element.
NOTE: if the text contains a comma you must enclose the
entire string in quotations!
Tooltips starting with "~" will not be displayed
* r, g, b - Foreground colour - Red,Green,Blue components (Range is 0 to 255).
* r2,g2,b2- Background colour - Red,Green,Blue components (Range is 0 to 255).
* pt - The Point Size for the font.
* font - The Font Name. To specify any of Bold, Italic or Underlined
append a colon then one or more letters: B, I, or U, like this:
MS Sans Serif:BIU
Small Fonts:B
NOTE: Make sure the font is available in the desired style!
* f - Numeric Format type.
NOTE: All coordinates and dimensions are in PIXELS!
If you DO NOT specify an element it will NOT appear. If you set the
width and/or height of an element to zero it will also not appear.
The following describes the format of the parameters for each element
and the function of each element:
(B) Buttons
-----------
Format: Bnn,x,y,w,h,x2,y2,key,tooltip
B01 - Power button
B02 - Minimize (hide) window
B03 - Toggle Large Mode (window size 2)
B04 - Toggle Small Mode (window size 3)
B05 - About/Preferences
B06 - Select Skin
B07 - Volume Down
B08 - Volume Up
B09 - Volume Mute
B10 - Stop
B11 - Pause
B12 - Play
B13 - Eject
B14 - Previous Track
B15 - Next Track
B16 - Info
B17 - Delete Track
B18 - Move Track Down
B19 - Move Track Up
B20 - Clear Playlist
B21 - Load Playlist
B22 - Save Playlist
B23 - Add Track
B24 - Add Directory
B25 - Toggle Intro
B26 - Toggle STP
B27 - Toggle Repeat
B28 - Toggle Shuffle
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 * Jukebox Page Down
B38 * Jukebox Page Up
B39 * Jukebox Add Selected
B40 * Jukebox Select Source Directory
B41-B79 - Reserved
B80-B99 - Unused, Available
(K) Link 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. The "Web Link" buttons take you to the specified
URL using your default browser.
Format: Knn,x,y,w,h,x2,y2,key,tooltip,link
K01-K10 Skin Link Button 1 to 10
K11-K20 Web Link Button 1 to 10
link = The name of the skin or URL to load
(Note: Skin links should include the extension but not the path!)
If you link to a "full-screen" skin and you have created a skin for
each screen resolution you may use the format "name*" for the skinname.
VB-Amp will substitute the current screen width into the name when
the button is clicked. Example:
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