////////////////////////////////////////////////////////////////////////// // This is brief description of skin engine xml format // ////////////////////////////////////////////////////////////////////////// /************************************************************************\ Common object description format: -------------------------------------------------------------------------- ...
<....> ... Attributes: type - the type of object: possible values are 'glyph', 'solid', 'gradient', 'none' default is 'none' The 'fonts' section describes modifiers of user font. if specific attribute is not specified - means do not change user setted one. E.g if only 'color' attribute is specified - this color will be used instead of user requested. If several painting are occurs before text rendering - the settings will be accumulated. If several same settings are will be accumulated - the last one will be used as result. But 'effort' attribute is show the '255'-based effort of specified value (for color only) to be combined the old color and new one like: result_color=(old_color*(255-effort)+newcolor*(effort))/255; the resultet color will be same like this opacity effect. Subsections: main - info regarding main font: Nick for contacts or groupname for groups. second - info about second font: Second row line for contacts or group counter third - info about third font: Third row line for contacts, top color of group divider fourth - info about fourth font: Time for contacts or bottom color of group divider Attributes: /************************************************************************\ Glyph object description format: -------------------------------------------------------------------------- ... <....> ... The Glyph Object is described within node. Attributes: opacity - object opacity, numeric, [0..255], default is 255. The image is described in subnode. Attributes: file - image file name relative to skin root folder, default is empty - mean internal clist modern skin image. x, y - top left corner of fragment on image map - default are (0,0) width, height - width and height of fragment image, default are image size minus top-left corner coordinate. The second subnode is - describe how to fill requested area if glyph image is too small: Attributes: top, bottom, left, right- the constant margins on sides, default are 0 mode - the how to fill mode, possible values: tile, vtile, htile, stretch - (tile both directions, tile vertical, tile horizontal, stretch both directions), default is 'stretch' ********** Example of skin *************** ..... ....
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