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[vdr] Re: [PRE] Skin loader engine



Sascha Volkenandt <lists@magoa.net> wrote:

> Sorry for bothering again, but I did not explicitly mention that many
> features are still missing in this pre-release (that's why it's pre
> :-) ). Especially the menu isn't supported yet, I'm still thinking
> about a good way to fit it into the file layout (I'd appreciate some
> inspiration).

i really don't know what makes the diffrents to your allready done file
layout, but maybe a xml like skin description may help to bring things
together nicely. i have written a layout parser for my own SDL-Gui
library and it uses a file structure like that:

<Layout>

   <Screen>
      <geometry x="0" y="0" w="640" h="480"/>
      <enable cursor="true" fullscreen="false" progressbar="true"/>
   </Screen>

   <Widget name="bgd" type="Container">
      <geometry x="0" y="0" w="800" h="600"/>
      <background image="background.png" zoom="true" color="blk"/>

      <Widget name="stars" type="Starfield">
         <geometry x="300" y="200" w="300" h="240"/>
         <animation delay="20"/>
      </Widget>

      <Widget name="button" type="Button">
         <geometry x="500" y="30" w="130" h="80"/>
         <image pressed="pressed.png" released="released.png"/>
      </Widget>

      <Widget name="clock" type="Clock">
         <geometry x="580" y="5" w="55" h="30"/>
         <font file="fontfile.ttf" size="12"/>
         <text alignment="center" color="wht" offset="0"/>
      </Widget>

...

just to give you an idea. the xml parser is just 250 lines of code (no
external dependencies) so this is not an issue. you can have the code if
you like.

best regards ...
clemens


-- 
"Real programmers are not afraid of the goto, but they avoid it whenever
it is possible by writing self modifying code!"       (found in c.l.c++)


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