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#1 | |
Major Dude
Join Date: Jun 2015
Location: Hungary
Posts: 611
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Editing xmls and maki scripts
This is a new thread to continue the Is it possible to move PE_Info to the main player? topic because most of the questions raised there are not strictly Quinto-specific.
Quote:
How did you do it? Did you lower the value of x in the "a1" tag? That's not the best idea because it may confuse you about how x's are calculated. Removing the words by editing playlistlength.m and then compiling it to playlistlength.maki as described in this post will not cause such confusion. |
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#2 |
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Join Date: Nov 2010
Posts: 53
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I did it as you described in your post (with maki). Of course it would have taken me much less time, if I had your detailed explanation )
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#3 | ||
Major Dude
Join Date: Jun 2015
Location: Hungary
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Quote:
Quote:
Add this line to the <!-- FONTS --> section of elements.xml somewhere between <elements> and </elements>: code: Then change the font of one of the timers to testfont and see that the distances will be all right. |
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#4 |
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Join Date: Nov 2010
Posts: 53
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If I understand you correctly the codes are
display="time" display="songlength" display="timeremaining" I tried you testfont, on one hand the font is smaller and the distances between digits are small too, on the other hand the distance between the colon and the following digit is huge, a whole digit with spaces can fit there. There is this line in main-player.xlm in the timer section <!-- space between number left/right and ":", here 8 pixels --> but it's not clear what this comment refers to in the code and whether this space can be changed. I made one digit smaller in the original bitmap timer font and indeed the space around this digit became greater. So I don't know how to explain all this. But from the practical point of view I am concerned not so much about the font size as about the distance between the colon and the following digits in different timers. |
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#5 |
Major Dude
Join Date: Jun 2015
Location: Hungary
Posts: 611
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Removing timecolonwidth="15" might fix it.
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#6 |
Major Dude
Join Date: Jun 2015
Location: Hungary
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This is what the Skin Developer Wiki says about timecolonwidth:
timecolonwidth - (int) How many extra pixels wider or smaller should the colon be when displaying time. Default is -1 |
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#7 |
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Join Date: Nov 2010
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I set it to 12 and it works fine, but not in the case of display="songlength" or total playlist length. For those two I tried removing the line altogether, setting it to -1, 0 , 1or 12 – it doesn't affect the colon.
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#8 |
Major Dude
Join Date: Jun 2015
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Could you post how you modified this?
PHP Code:
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#9 |
Major Dude
Join Date: Jun 2015
Location: Hungary
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I have just found this: Change Time or Clock Format. If it still has not been fixed since 2010, and chances are that it has not, then it explains why you cannot set timecolonwidth for strings copied from PE_Info.
What bitmap font are you using for songlength and total playlist length? |
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#10 |
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PHP Code:
PHP Code:
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#11 |
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There is another minor thing with timers. The Quinto timer (display="time"), unlike other timers, has the leading zero. Can it be dropped?
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#12 |
Major Dude
Join Date: Jun 2015
Location: Hungary
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It seems timecolonwidth is still buggy. So I would use a TrueType font instead. In the example below, I am using a custom TrueType font called FifteenOkay.
Copy FifteenOkay.ttf in the PNG folder. Add this line to the fonts section in elements.xml: PHP Code:
Add fontsize and color. |
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#13 |
Major Dude
Join Date: Jun 2015
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Yes, it can but it would require heavy editing of 14-main-player.m and would go against the skin author's intention. You might want to send him an email asking for an option to turn oldTimer on and off in the next release of Quinto.
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#14 |
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Join Date: Nov 2010
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All right, thanks a lot for the info.
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#15 |
Major Dude
Join Date: Jun 2015
Location: Hungary
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You are welcome. Here you can find some other dotted fonts if you decide on using a TrueType font for your timers: wFonts.com
Just type 01:23 in the Custom fonts preview field and browser through the pages. |
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#16 |
Major Dude
Join Date: Jun 2015
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Calvaria, will you check your private messages, please?
Last edited by ariszlo; 30th March 2021 at 12:12. |
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#17 | |
Major Dude
Join Date: Jun 2015
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Quote:
To get the id of the Frequency Response Graph container, open frequency-response-graph.xml and search for container. You will see that its id is "frequency.response.graph". Now open main-player.xml and find the button you want to toggle the Frequency Response Graph window. Let's say, it is the VIS button. The VIS button has this parameter: PHP Code:
PHP Code:
There are three instances of each button text. The color of the letters in the first row is #2b3339 and it is #af8a2a in the other rows. The attached png contains the letters for FRG and EQ in a style similar to those used in Quinto. |
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#18 |
Major Dude
Join Date: Jun 2015
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It is not a button. It is there to tell you whether the equalizer is turned on or off. If you turn the equalizer on by pressing the EQ button in the Equalizer window then the text will turn to light blue.
Last edited by ariszlo; 7th April 2021 at 11:29. |
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#19 |
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Join Date: Nov 2010
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I thought you'd need some special guids to call up those things and was trying to find them.
I turned the Equalizer text into a button, anyway ![]() Thank you for the letters! I have another question, about Play and Pause buttons. The hoverimage and downimaage work well when those buttons are inactive, but when they are active (and they glow brightly in my version) those images are hard to see. For some reason they blend with the active image instead of replacing it. How to make them replace the active image? |
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#20 | |
Major Dude
Join Date: Jun 2015
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Quote:
PHP Code:
In Quinto, every button has a red hover glow around it but it is hidden by default. It only becomes visible if you hover the mouse pointer over an inactive button. The red hover glow is a layer whose opacity is set to 0 with the following line in 11-hoverglow.m: PHP Code:
PHP Code:
To show the hover glow around both active and inactive buttons, you need to simplify the triggerObject.onEnterArea funtion to this: PHP Code:
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#21 |
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Join Date: Nov 2010
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I should have said that I had already introduced hoverimage in all the buttons and that the images I use for hoverimage (and downimage) are completely different from Quinto images. The problem is this: when hoverimage and downimage are activated over an inactive button, they replace the inactive image, that's great. But when they are activated over an active button, they blend with the active image. Is this the internal Winamp feature or Quinto's ? Now my hoverimage and downimage are such, that they can hardly be seen against the glow of the active button (the latter being vastly different from Quinto's active image as well). To be seen they must replace the active image. How to get them to do it?
I would prefer to have separate images for hovered active button and pressed active button, but if not possible , then I'd rather have a distinct hover image (the same for active and inactive) and a distinct down image (the same for active and inactive). So which is the best way to solve this: with hoverimage or with hoverglow.maki or some other way? |
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#22 |
Major Dude
Join Date: Jun 2015
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Without maki, you can show three states of a regular button:
If you are okay with the above states then you might want to comment out all glow layers and all calls of 11-hoverglow.maki like this: PHP Code:
PHP Code:
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#23 |
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Join Date: Nov 2010
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Is possible to convert Play and Pause buttons into toggle buttons in order to use activeimage with them?
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#24 |
Major Dude
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I don't think so but there is a workaround. PeterK. does the trick by adding status tags after the button tags.
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#25 |
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It's still not quite clear to me. You ask me if image, hoverimage and downimage is enough for me. Yes, quite enough (and of course the active image too). So I have them and I have hoverglow.maki disabled. But hoverimage and downimage don't work the way their name suggests: they don't replace the image of the active button, merging with it instead. So I only have partial functionality of hoverimage and downimage – they work only when the button is inactive. Are you saying that to get them to work normally (that is to replace the image of the active button) I must use (modify) glow.maki?
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#26 |
Major Dude
Join Date: Jun 2015
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Now that you have spent so much time with editing Quinto, I think you will like FrisbeeMonkey's Tutorial. It is a bit outdated but still the best introduction to Winamp skinning.
Most of what you will find there still works. One notable exception is that you can no longer load the containers of the Winamp 3 default skin for your own skin. Another is that the original version of the Play-to-Pause maki is broken. But you can find an updated version here. |
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#27 |
Major Dude
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Do you mean that you want Quinto to show the button states as they are shown in the Winamp Classic skin? Then all you need to do is comment out all the extras added by PeterK. In addition to commenting out all the glow layers and all calls of 11-hoverglow.maki, you should also comment out the status tags immediately below the Play, Pause and Stop button tags.
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#29 |
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But status contains the definition of the active button, so if I comment it out I will have no active button! I need image, hoverimage, downimage and active image, with hoverimage and downimage replacing active image when hovered over or pressed down. Why do hoverimage and downimage merge with active image, why this strange behavior? Different images (button states) are supposed to replace each other, not merge.
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#30 |
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This must be somehow connected with the special status of the <status tag and its playBitmap (what does it mean? why not just "image"? This status thing somehow resists being replaced.
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#32 | |
Major Dude
Join Date: Jun 2015
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Quote:
The status tag will show the playback status with images specified with playBitmap, pauseBitmap and stopBitmap. Since the status tag with the id "mp.button.play.active.id" only specifies playBitmap, it will only hide the Play button's image and downimage if playback is on. |
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#33 | |
Major Dude
Join Date: Jun 2015
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playlistlengthchunks.maki
Quote:
1. Keep the info.input tag in main-player.xml as it is. 2. Replace the a1 tag in main-player.xml with these 5 tags: PHP Code:
3. Replace the tag calling playlistlength.maki with this: PHP Code:
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#34 |
Major Dude
Join Date: Jun 2015
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Explaining the gettoken function
PHP Code:
PHP Code:
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#35 |
Major Dude
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button states
I am trying to understand what you are aiming at.
quinto-button-states.png shows how button states are shown in Quinto with the original 11-hoverglow.maki. quinto-fifth-button-state.png shows how the active-hover state would be displayed if you simplified this function in 11-hoverglow.m: PHP Code:
PHP Code:
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#36 |
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If you don't mind, I will for now ignore your helpful info on the colon issue because I need to be clear about buttons.
I now see the cause of my confusion. My downimage has alpha less than 255 and my hoverimage has a large transparent area. That's why they merge with the active button image instead of replacing it. What confused me is that they don't merge with non-active button image and they don't merge with each other (downimage always "cancels" hoverimage). So I expected them to work the same way with the active button. But now you have drawn my attention to the fact that the active button image, unlike regular/hover/down images, has a different ID (I paid little attention to IDs), and so one image can't cancel the other but rather overlays it. I am now experimenting with playBitmap, pauseBitmap and stopBitmap. |
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#37 |
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It depends on the difficulty, but I want at least to have hoverimage and downimage replace (not cover!) the active button image, so that I have the following states:
regular (inactive/stopped – is there any difference?) active hover (the same image for active and inactive) down (the same image for active and inactive) Maybe I might also add hoveractive and hoverinactive, downactive and downinactive, but I am not sure if it makes visual sense. |
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#38 |
Major Dude
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Yes, there is:
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#39 |
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I am talking about the play/pause buttons only, other buttons are simple and clear. So my question is if there is any difference between a basic (regular) play button (coded with image=), an inactive play button (coded with alphainactive=) and a stopped play button (coded with stopBitmap=). As far as I understood Winamp defines an inactive button as one that is located in an inactive Winamp component. So if for example Winamp's player is not selected, then all its buttons are inactive (which makes the inactive feature of little use, I initially thought that the play button during the playback would be active and in all other cases inactive, but no way).
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#40 | |
Major Dude
Join Date: Jun 2015
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Quote:
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