2009-05-12, 09:03
I have figured out some of the issues I will need to solve, and made some progress on this overall project. This is relatively crappy looking but its not a mockup, its actually XBMC running the skin:
This was done by directly modifying 720\Viewtype_WideShowcase.xml.
I had to make 5 "new" modified texture files, which slowed things down a lot because it meant having to reinstall Photoshop and then remember how to do things like alpha channel masking, plus I had to figure out how to use the new resizer tool. Then I spent the last couple hours feeling my way around the code and beginning to understand how it works. The code is beautiful, with almost everything inside of includes. Of course, that makes it way less easy to read.
I believe I have figured out a relatively painless way to cycle to new ViewTypes once they're added.
I changed 720\Includes_ViewSelect.xml, specifically line 68, and added a new line @ line 69.
This corresponds to the little "select view" panel that pops up when you go to change the view type. If you simply click on it rather than pressing a direction, it usually would just cancel and go back to the media list. This alters that behavior to cycle the viewmode and then return to the media list. Not very sexy but its the easiest way I could think of to add arbitrary view modes without altering any onscreen graphics or text.
This leads me to the problem I haven't at all figured out yet: adding new ViewModes to the skin. I need to do a little more research on how the skin engine has evolved, since I haven't really done any skinning since like 2006, back when the Xbox version was all I could use. Its soooo much faster / easier to dev with XBMC on the same machine where you do code and graphics! Anyways, I'll try to post my results / ideas.
RWParris, thats kinda what I was thinking for the wide "wall". Not super crazy or anything, just a way to browse at the show level with wide icons. Obviously I'd want to use the same sort of nice shiny / rounded edges style seen on the other icons, but now I have the graphics made to do that, so no problem
This was done by directly modifying 720\Viewtype_WideShowcase.xml.
I had to make 5 "new" modified texture files, which slowed things down a lot because it meant having to reinstall Photoshop and then remember how to do things like alpha channel masking, plus I had to figure out how to use the new resizer tool. Then I spent the last couple hours feeling my way around the code and beginning to understand how it works. The code is beautiful, with almost everything inside of includes. Of course, that makes it way less easy to read.
I believe I have figured out a relatively painless way to cycle to new ViewTypes once they're added.
I changed 720\Includes_ViewSelect.xml, specifically line 68, and added a new line @ line 69.
Code:
Line 68: <onclick>Container.NextViewMode</onclick>
Line 69: <onclick>SetFocus(900)</onclick>
This corresponds to the little "select view" panel that pops up when you go to change the view type. If you simply click on it rather than pressing a direction, it usually would just cancel and go back to the media list. This alters that behavior to cycle the viewmode and then return to the media list. Not very sexy but its the easiest way I could think of to add arbitrary view modes without altering any onscreen graphics or text.
This leads me to the problem I haven't at all figured out yet: adding new ViewModes to the skin. I need to do a little more research on how the skin engine has evolved, since I haven't really done any skinning since like 2006, back when the Xbox version was all I could use. Its soooo much faster / easier to dev with XBMC on the same machine where you do code and graphics! Anyways, I'll try to post my results / ideas.
RWParris, thats kinda what I was thinking for the wide "wall". Not super crazy or anything, just a way to browse at the show level with wide icons. Obviously I'd want to use the same sort of nice shiny / rounded edges style seen on the other icons, but now I have the graphics made to do that, so no problem