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Themes
======
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EmulationStation allows each system to have its own "theme." A theme is a collection **views** that define some **elements** , each with their own **properties** .
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Simple Example
==============
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Here is a very simple theme that changes the description text's color:
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```
< theme >
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< version > 3< / version >
< view name = "detailed" >
< text name = "description" >
< color > 00FF00< / color >
< / text >
< image name = "my_image" extra = "true" >
< pos > 0.5 0.5< / pos >
< origin > 0.5 0.5< / origin >
< size > 0.8 0.8< / size >
< path > ./my_art/my_awesome_image.jpg< / path >
< / image >
< / view >
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< / theme >
```
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How it works
============
Everything must be inside a `<theme>` tag.
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**The `<version>` tag *must* be specified**. This is the version of the theming system the theme was designed for. The current version is 3.
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A *view* can be thought of as a particular "screen" within EmulationStation. Views are defined like this:
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```
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< view name = "ViewNameHere" >
... define elements here ...
< / view >
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```
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An *element* is a particular visual element, such as an image or a piece of text. You can either modify an element that already exists for a particular view (as is done in the "description" example), like this:
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```
< elementTypeHere name = "ExistingElementNameHere" >
... define properties here ...
< / elementTypeHere >
```
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Or, you can create your own elements by adding `extra="true"` (as is done in the "my_image" example) like this:
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```
< elementTypeHere name = "YourUniqueElementNameHere" extra = "true" >
... define properties here ...
< / elementTypeHere >
```
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"Extra" elements will be drawn in the order they are defined. When they get drawn relative to the pre-existing elements depends on the view. Make sure "extra" element names do not clash with existing names.
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*Properties* control how a particular *element* looks - for example, its position, size, image path, etc. There different types of properties that determine what kinds of values you can use - you can read about them below in the "Reference" section. Properties are defined like this:
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```
< propertyNameHere > ValueHere< / propertyNameHere >
```
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Advanced Features
=================
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It is recommended that if you are writing a theme you launch EmulationStation with the `--debug` and `--windowed` switches. This way you can read error messages without having to check the log file. You can also reload the current gamelist view with `Ctrl-R` if `--debug` is specified.
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### The `<include>` tag
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You can include theme files within theme files, similar to `#include` in C (though the mechanism is different, the effect is the same). Example:
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`~/.emulationstation/all_themes.xml` :
```
< theme >
< version > 3< / version >
< view name = "detailed" >
< text name = "description" >
< fontPath > ./all_themes/myfont.ttf< / fontPath >
< color > 00FF00< / color >
< / text >
< / view >
< / theme >
```
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`~/.emulationstation/snes/theme.xml` :
```
< theme >
< version > 3< / version >
< include > ./../all_themes.xml< / include >
< view name = "detailed" >
< text name = "description" >
< color > FF0000< / color >
< / text >
< / view >
< / theme >
```
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Is equivalent to this `snes/theme.xml` :
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```
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< theme >
< version > 3< / version >
< view name = "detailed" >
< text name = "description" >
< fontPath > ./all_themes/myfont.ttf< / fontPath >
< color > FF0000< / color >
< / text >
< / view >
< / theme >
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```
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Notice that properties that were not specified got merged (`< fontPath > `) and the `snes/theme.xml` could overwrite the included files' values (`< color > `). Also notice the included file still needed the `<version>` tag.
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### The "common" view
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Sometimes you want to apply the same values to the same element across many views. The "common" view is one way to do this.
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```
< theme >
< version > 3< / version >
< view name = "common" >
< image name = "header" >
< path > ./snes_art/snes_header.png< / path >
< / image >
< / view >
< view name = "detailed" >
< image name = "header" >
< path > ./snes_art/snes_header_detailed.png< / path >
< / image >
< / view >
< / theme >
```
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Is equivalent to:
```
< theme >
< version > 3< / version >
< view name = "basic" >
< image name = "header" >
< path > ./snes_art/snes_header.png< / path >
< / image >
< / view >
< view name = "detailed" >
< image name = "header" >
< path > ./snes_art/snes_header_detailed.png< / path >
< / image >
< / view >
< view name = "grid" >
< image name = "header" >
< path > ./snes_art/snes_header.png< / path >
< / image >
< / view >
< view name = "system" >
< image name = "header" >
< path > ./snes_art/snes_header.png< / path >
< / image >
< / view >
... and any other view that might try to look up "header" ...
< / theme >
```
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Notice that you can still override the "common" view in a specific view definition (as shown in the "detailed" view).
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You probably should not use the "common" view for element positioning. You also should not use it to create "extra" elements.
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Reference
=========
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## Views, their elements, and accepted properties:
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#### basic
* image name="background" - PATH | TILING
* image name="header" - POSITION | SIZE | PATH
* textlist name="gamelist" - ALL
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#### detailed
* image name="background" - PATH | TILING
* image name="header" - POSITION | SIZE | PATH
* textlist name="gamelist" - ALL
* image name="gameimage" - POSITION | SIZE
* container name="infoPanel" - POSITION | SIZE
* text name="description" - POSITION | FONT_PATH | FONT_SIZE | COLOR
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#### grid
* image name="background" - PATH | TILING
* image name="header" - POSITION | SIZE | PATH
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#### system
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* image name="header" - ALL
* image name="system" - ALL
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#### menu
* ninepatch name="background" - PATH
* textlist name="menulist" - FONT_PATH | COLOR | SOUND
* sound name="menuOpen" - PATH
* sound name="menuClose" - PATH
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#### fastSelect
* ninepatch name="background" - PATH
* text name="letter" - FONT_PATH | COLOR
* text name="subtext" - FONT_PATH | COLOR
## Types of elements and their properties:
#### image
* `pos` - type: NORMALIZED_PAIR.
* `size` - type: NORMALIZED_PAIR.
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* `maxSize` - type: NORMALIZED_PAIR.
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* `origin` - type: NORMALIZED_PAIR.
* `path` - type: PATH.
* `tile` - type: BOOLEAN.
#### text
* `pos` - type: NORMALIZED_PAIR.
* `size` - type: NORMALIZED_PAIR.
* `text` - type: STRING.
* `color` - type: COLOR.
* `fontPath` - type: PATH.
* `fontSize` - type: FLOAT.
* `center` - type: BOOLEAN.
#### textlist
* `pos` - type: NORMALIZED_PAIR.
* `size` - type: NORMALIZED_PAIR.
* `selectorColor` - type: COLOR.
* `selectedColor` - type: COLOR.
* `primaryColor` - type: COLOR.
* `secondaryColor` - type: COLOR.
* `fontPath` - type: PATH.
* `fontSize` - type: FLOAT.
* `scrollSound` - type: PATH.
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* `center` - type: BOOLEAN.
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#### container
* `pos` - type: NORMALIZED_PAIR.
* `size` - type: NORMALIZED_PAIR.
#### ninepatch
* `pos` - type: NORMALIZED_PAIR.
* `size` - type: NORMALIZED_PAIR.
* `path` - type: PATH.
A quick word on the "ninepatch" type - EmulationStation borrows the concept of "nine patches" from Android (or "9-Slices"). Currently the implementation is very simple and hard-coded to only use 48x48px images (16x16px for each "patch"). Check the `data/resources` directory for some examples (button.png, frame.png).
#### sound
* `path` - type: PATH.
*Note that a view may choose to only make only certain properties on a particular element themable.*
## Types of properties:
* NORMALIZED_PAIR - two decimals, in the range [0..1]. For example, `0.25 0.5` .
* PATH - a path. If the first character is a `~` , it will be expanded into the environment variable for the home path (`$HOME` or `%HOMEPATH%` , depending on platform). If the first character is a `.` , it will be expanded to the theme file's directory.
* BOOLEAN - `true` /`1` or `false` /`0`.
* COLOR - a hexidecimal RGB or RGBA color (6 or 8 digits). If 6 digits, will assume the alpha channel is `FF` (not transparent).
* FLOAT - a decimal.
* STRING - a string of text.
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-Aloshi
http://www.aloshi.com