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MediaPortal 1
Development
General Development (no feature request here!)
Is there a need for a skin editor?
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<blockquote data-quote="arion_p" data-source="post: 507678" data-attributes="member: 45945"><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin :D" loading="lazy" data-shortname=":D" /> for your work.</p><p></p><p>Btw, these are the class names. Unfortunately there is currently no way to find the actual filename of the xml loaded by each class. It is usually loaded in method Init() using something like: [code]Load(GUIGraphicsContext.Skin + @"\MyMusicPlayingNowAnVu.xml");[/code]What is worse is that there are windows that conditionally choose the xml to load at runtime (see for e.g GUIMusicPlayingNow.cs) and thus map to multiple xmls. The only way to vercome this would be to add some attribute to the classes that declare the related xml filenames. That could be done later when the skin editor is more mature.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="arion_p, post: 507678, member: 45945"] :thx: for your work. Btw, these are the class names. Unfortunately there is currently no way to find the actual filename of the xml loaded by each class. It is usually loaded in method Init() using something like: [code]Load(GUIGraphicsContext.Skin + @"\MyMusicPlayingNowAnVu.xml");[/code]What is worse is that there are windows that conditionally choose the xml to load at runtime (see for e.g GUIMusicPlayingNow.cs) and thus map to multiple xmls. The only way to vercome this would be to add some attribute to the classes that declare the related xml filenames. That could be done later when the skin editor is more mature.:) [/QUOTE]
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MediaPortal 1
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General Development (no feature request here!)
Is there a need for a skin editor?
Contact us
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