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📄 skins.txt

📁 一个类似于WinAmp的Mp3播放器,功能不错,有换肤等功能,是一个不错的vb播放器.
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	Element definition:  B49,.......,"deluxe*"
	
	Screen		Skin to load
	------		------------
	640x400		"deluxe640.skin"
	800x600		"deluxe800.skin"
	1024x768		"deluxe1024.skin"
	...and so on

	Make sure you have a skin that matches your screen resolution
	otherwise you will get an error message.


(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%)
	L19 * Jukebox Current Page
	L20 * Jukebox Max Page
	L21 * Jukebox Credits
	L22 * Jukebox Status
	L24 - Playback Speed (% of Normal)

	* = Not implemented yet [NI]

(D) Digital Displays
--------------------

 These are digital displays using graphics digits/letters of any size. 

Format: Dnn,x,y,x2,y2,w,h,w2,g,s,f,ToolTip

	D01 - Track Time
	D02 - Track Number
	D03 - Current Time
	D04 - kbps setting
	D05 - kHz setting
	D06 - Track Title
	

Notes:	- w,h are for a SINGLE digit
	- w2 is the width of the period and colon.
	- g is the source bitmap format
		0=Numeric Only (0123456789 .:)
			(the space can be blank, a "zero", or "unlit" form of the digit)
			(cannot be used for element D6!)
		1=Alphanumeric (Full ascii)
		2=Alphanumeric (Uppercase ascii)
		3=WinAmp Standard (Uppercase ascii)
	- s is additional spacing for destination
	- f is the display format number (0 to 8):
		0="99:99" (elapsed time)
		1 to 7=number of digits
		8="HH:MM" (time)
		9 or higher =length of track title

(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 Indicator (graphic)
	S05 - Playback Speed

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
	I17 - Mute
	I18 - NOT Mute

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
	X02 - Jukebox Selector List


Import skins
------------

  Import skins are standard skins with additional commands to read bitmap
files and assemble them into a format that VB-Amp understands. To indicate
an import skin, line 4 of the skin definition file must start with a "*". 

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.

There are three temporary bitmaps (0 to 2) that you can use:

  0 - Corresponds to the main bitmap
  1 - Corresponds to the resource bitmap
  2 - Temp bitmap. Used as the source for blitting to 0 or 1.

The following extra commands are available:

  * Rn,filename		- Read bitmap (0=main,1=resource,2=temp)
  * ?c,label		- Conditional forward jump based on success of R cmd
			  Where c is: 0=false, 1=true
  * :label		- Label (target of ? cmd)
  * Wn,w,h		- Set width/height of bitmap (0 or 1)
  * Zn,x,y,w,h,x2,y2	- Blits from temp to main or resource bitmap
  * USE			- use bitmaps (copy 0 to main, 1 to resource)

The "R" command reads in a bitmap from the import path. You can use the "?"
commnad to test if the read command was successful (1=yes,0=no). The command can be
used to skip other commands/elements that depend on the bitmap existing (ie: blit
commands and buttons). Example:

  R1,playlist.bmp	;read the playlist bitmap file
  ?0,skip		;if it doesn't exist (0=false) jump to the line labelled "skip"
  ...			;do whatever you need here (ie: blit and define elements)
  :skip			;this is the label it jumps to if false
  ...			;continue normal processing

Note: The "?" command only jumps FORWARD. Labels do not have to be unique.


How to Make a Non-Rectangular Skin
----------------------------------

Method 1: Bitmap with "transparent" colour

	For the main bitmap pick a colour, then draw any area to become transparent
in that color. Make sure you do not use that color anywhere in the bitmap that
you want to be visible. In the skin use the letter "O" command to specify the
transparent colour like this:

  O,r,g,b	- where r,g,b are the red/green/blue values of the transparent colour

	Note: This method is good for very complex shapes, but slows down with
		large bitmap files.

Method 2: Vector Region Co-ordinates

  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!

	Note: This method is good for simple shapes or large skins


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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