2008-07-24, 18:24
I have lines upon lines of redundant code in Aeon because, if I want different things to appear in certain situations, every instance has to be a separate control. I know this can be alleviated somewhat by using loads of includes, but how about simply making the labels and textures within each control conditional?
Examples:
<texture condition="Skin.HasSetting(bugaboo)">Texture One</texture>
<texture condition="!Skin.HasSetting(bugaboo)">Texture Two</texture>
<label condition="Window.IsActive(Home)">This is Home</label>
<label condition="!Window.IsActive(Home)">This is not Home</label>
Examples:
<texture condition="Skin.HasSetting(bugaboo)">Texture One</texture>
<texture condition="!Skin.HasSetting(bugaboo)">Texture Two</texture>
<label condition="Window.IsActive(Home)">This is Home</label>
<label condition="!Window.IsActive(Home)">This is not Home</label>