4 A skin file is an XML file. Better read the existing skin file as an
10 you can define alias names for different colors. the "value" is given as
11 #aarrggbb, or just #rrggbb.
15 here you can configure the "window style", i.e. the bord around windows.
20 these are the different widgets for the screens. they can also be embedded
21 in the screens itself.
27 Enigma can user either a 32bit argb or an 8bit pseudocolor output. In any
28 case, enigma uses 8bit PNGs for skins.
30 Though it would be easy to support 32bit pngs as well, it questionable if
31 this would be a great idea.
33 a.) the quality improvement is realative
35 you can use another palette for each png. that gives you unique 256 colors
36 for each skin element. Unless you have very big PNGs, you shouldn't be able
37 to notive the difference between 32bit and 8bit.
39 b.) 32bit skins wouldn't be compatible to 8bit displays
41 we still want to use enigma on hardware which is too slow for using a 32bit
42 output (after all, framebuffers can be very slow). Turning a 32bit bitmap
43 into an 8bit one is not ease and involves a lot of computations.
45 It would end up that you need to specify an 8bit and a 32bit version. Is
46 that really what you want?
48 c.) 32bit PNGs don't compress well
50 PNG is a lossless format. 32bit bitmap data is very hard to compress
53 We could use JPG, but jpgs don't offer a transparency channel, as far as i
57 So, how to make your PNGs to look good?
59 It's simple. Edit them as 32bit ARGB (photoshop, gimp should be able to do
60 this fine!). Be sure that if you want alphatest, transparency really has an
61 alpha value of 0 / 255 (i.e. the extreme).
63 When you're finished, use "pngquant 256 <filename>" to process your PNGs to
64 be compatible with enigma.
69 if you're having less than 16 colors in your png file, pngquant generates a
70 16color (4bit) PNG, which is not really what we want. Either add more colors
71 (evil workaround), fix enigma (good idea!) or patch pngquant to
72 always create 8bit pngs.