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.
25 there is no lookup order, but exactly one place to search for pixmaps.
27 - specify a full pathname (PLEASE, don't!), with a leading slash.
28 - specify a relative pathname, without leading slash.
29 The file will be searched for under the default skin image directory.
30 use this to refer to pixmaps which are included in the default
31 distribution, i.e. no skin specific stuff but for example the
33 - relative to the skin's directory (with a leading "~/").
34 ~ in this case can be seen as the skin's "home directory", that's the
35 place where the skin.xml is.
36 use this if you are building a skin.
41 Enigma can user either a 32bit argb or an 8bit pseudocolor output. In any
42 case, enigma uses 8bit PNGs for skins.
44 Though it would be easy to support 32bit pngs as well, it questionable if
45 this would be a great idea.
47 a.) the quality improvement is realative
49 you can use another palette for each png. that gives you unique 256 colors
50 for each skin element. Unless you have very big PNGs, you shouldn't be able
51 to notive the difference between 32bit and 8bit.
53 b.) 32bit skins wouldn't be compatible to 8bit displays
55 we still want to use enigma on hardware which is too slow for using a 32bit
56 output (after all, framebuffers can be very slow). Turning a 32bit bitmap
57 into an 8bit one is not ease and involves a lot of computations.
59 It would end up that you need to specify an 8bit and a 32bit version. Is
60 that really what you want?
62 c.) 32bit PNGs don't compress well
64 PNG is a lossless format. 32bit bitmap data is very hard to compress
67 We could use JPG, but jpgs don't offer a transparency channel, as far as i
71 So, how to make your PNGs to look good?
73 It's simple. Edit them as 32bit ARGB (photoshop, gimp should be able to do
74 this fine!). Be sure that if you want alphatest, transparency really has an
75 alpha value of 0 / 255 (i.e. the extreme).
77 When you're finished, use "pngquant 256 <filename>" to process your PNGs to
78 be compatible with enigma.
83 if you're having less than 16 colors in your png file, pngquant generates a
84 16color (4bit) PNG, which is not really what we want. Either add more colors
85 (evil workaround), fix enigma (good idea!) or patch pngquant to
86 always create 8bit pngs.
91 First, do not mix up transparency with alpha. I agree, both terms refer to
92 the same thing, but in our case, it's more complicated. As long as we don't
93 run on accelerated graphic, we need to differentiate between these two.
95 Alpha, in our context, is the ratio between the video and the OSD. Alpha = 0
96 means that OSD is completely visible, and no video, whereas Alpha = 1 (or
97 0xFF, if you express it so) means that there is only video.
99 Transparency, on the other hand, is OSD-only. When you have a background,
100 say a color, and you want to blit a picture on it, you can mix the
101 background with the picture. (*) This allows pixmap with a non-rectangular
104 Because of speed reasons, we don't support real alpha blending when not
105 running with acceleration. Instead, we use alpha testing. This means that a
106 special color is "transparent", whereas all other colors are not. This
107 colors *HAS TO BE AT INDEX 0*. As you can't count on automatic palette
108 merging (it's disabled when the target is 32bit, so you you're not
109 restricted to 8bit in total, only 8bit per pixmap), you have to tell your
110 gfx program to put the transparent color at index 0. This is what's normally
111 done, but in case transparency doesn't work correctly, you might want to
115 (*) Note, that, technically, if we start with a alpha=1 background (i.e.
116 only video), and alphablend on this, we generalized the problem enough that
117 we can handle both cases the same. But currently, we have to differentiate
118 between them, as we can't always alphablend simply for performance reasons.
123 Right now, most lcd-skins ("summary screens") are implemented right in the
124 python screens. However, you can override them with regular skinfiles.
126 There is some confusion about the actual size of the LCD. For now, assume it
127 to be 132x64 pixel, but think of the fact that some (most?) hardware can
128 only display either 128 (dreambox) or 120 (dbox2, dm8000) pixels
131 Right now some pixels will be cropped, currently at the right side. This
132 will be (hopefully) fixed soon, so that the used pixels are always in the
137 Design LCD skins for 132x64, with no important items (text etc.) at the
138 outermost 6 pixels on each side. In doubt, leave them white.
143 current LCDs are not able to display grayscale graphics. For this, there
144 will be a 1bit quantization. However, skins should be designed for 8bit
145 grayscale (and still look good in 1bit!), because some next-generation
146 display might be able to display some shades of gray - likely not 256, but