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455 lines
16 KiB
Markdown
455 lines
16 KiB
Markdown
Themes
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======
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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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==============
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Here is a very simple theme that changes the description text's color:
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```xml
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<theme>
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<version>3</version>
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<view name="detailed">
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<text name="description">
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<color>00FF00</color>
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</text>
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<image name="my_image" extra="true">
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<pos>0.5 0.5</pos>
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<origin>0.5 0.5</origin>
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<size>0.8 0.8</size>
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<path>./my_art/my_awesome_image.jpg</path>
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</image>
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</view>
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</theme>
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```
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How it works
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============
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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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```xml
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<view name="ViewNameHere">
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... define elements here ...
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</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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```xml
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<elementTypeHere name="ExistingElementNameHere">
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... define properties here ...
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</elementTypeHere>
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```
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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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```xml
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<elementTypeHere name="YourUniqueElementNameHere" extra="true">
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... define properties here ...
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</elementTypeHere>
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```
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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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```xml
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<propertyNameHere>ValueHere</propertyNameHere>
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```
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Advanced Features
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=================
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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`:
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```xml
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<theme>
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<version>3</version>
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<view name="detailed">
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<text name="description">
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<fontPath>./all_themes/myfont.ttf</fontPath>
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<color>00FF00</color>
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</text>
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</view>
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</theme>
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```
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`~/.emulationstation/snes/theme.xml`:
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```xml
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<theme>
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<version>3</version>
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<include>./../all_themes.xml</include>
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<view name="detailed">
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<text name="description">
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<color>FF0000</color>
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</text>
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</view>
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</theme>
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```
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Is equivalent to this `snes/theme.xml`:
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```xml
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<theme>
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<version>3</version>
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<view name="detailed">
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<text name="description">
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<fontPath>./all_themes/myfont.ttf</fontPath>
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<color>FF0000</color>
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</text>
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</view>
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</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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```xml
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<theme>
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<version>3</version>
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<view name="common">
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<image name="header">
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<path>./snes_art/snes_header.png</path>
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</image>
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</view>
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<view name="detailed">
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<image name="header">
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<path>./snes_art/snes_header_detailed.png</path>
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</image>
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</view>
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</theme>
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```
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Is equivalent to:
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```xml
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<theme>
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<version>3</version>
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<view name="basic">
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<image name="header">
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<path>./snes_art/snes_header.png</path>
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</image>
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</view>
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<view name="detailed">
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<image name="header">
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<path>./snes_art/snes_header_detailed.png</path>
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</image>
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</view>
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<view name="grid">
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<image name="header">
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<path>./snes_art/snes_header.png</path>
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</image>
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</view>
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<view name="system">
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<image name="header">
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<path>./snes_art/snes_header.png</path>
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</image>
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</view>
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... and any other view that might try to look up "header" ...
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</theme>
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```
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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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### Theming more than one elements at once
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You can theme multiple elements *of the same type* simultaneously. The `name` attribute actually works as a list (delimited by any characters of `\t\n ,` - that is, whitespace and commas). This is useful if you want to, say, apply the same color to all the metadata labels:
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```xml
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<theme>
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<version>3</version>
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<view name="detailed">
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<!-- Weird spaces/newline on purpose! -->
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<text name="md_lbl_rating, md_lbl_releasedate, md_lbl_developer, md_lbl_publisher,
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md_lbl_genre, md_lbl_players, md_lbl_lastplayed, md_lbl_playcount">
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<color>48474D</color>
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</text>
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</view>
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</theme>
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```
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Is equivalent to:
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```xml
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<theme>
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<version>3</version>
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<view name="detailed">
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<text name="md_lbl_rating">
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<color>48474D</color>
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</text>
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<text name="md_lbl_releasedate">
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<color>48474D</color>
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</text>
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<text name="md_lbl_developer">
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<color>48474D</color>
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</text>
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<text name="md_lbl_publisher">
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<color>48474D</color>
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</text>
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<text name="md_lbl_genre">
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<color>48474D</color>
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</text>
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<text name="md_lbl_players">
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<color>48474D</color>
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</text>
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<text name="md_lbl_lastplayed">
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<color>48474D</color>
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</text>
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<text name="md_lbl_playcount">
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<color>48474D</color>
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</text>
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</view>
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</theme>
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```
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Just remember, *this only works if the elements have the same type!*
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Reference
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=========
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## Views, their elements, and themable properties:
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#### basic
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* `image name="background"` - ALL
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- This is a background image that exists for convenience. It goes from (0, 0) to (1, 1).
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* `text name="headerText"` - ALL
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- A header text, which displays the name of the system. Displayed at the top center of the screen. Centered by default.
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* `image name="header"` - ALL
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- A header image. If a non-empty `path` is specified, `text name="headerText"` will be hidden and this image will be, by default, displayed roughly in its place.
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* `textlist name="gamelist"` - ALL
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- The gamelist. `primaryColor` is for games, `secondaryColor` is for folders. Centered by default.
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---
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#### detailed
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* `image name="background"` - ALL
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- This is a background image that exists for convenience. It goes from (0, 0) to (1, 1).
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* `text name="headerText"` - ALL
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- A header text, which displays the name of the system. Displayed at the top center of the screen. Centered by default.
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* `image name="header"` - ALL
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- A header image. If a non-empty `path` is specified, `text name="headerText"` will be hidden and this image will be, by default, displayed roughly in its place.
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* `textlist name="gamelist"` - ALL
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- The gamelist. `primaryColor` is for games, `secondaryColor` is for folders. Left aligned by default.
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* Metadata
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* Labels
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* `text name="md_lbl_rating"` - ALL
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* `text name="md_lbl_releasedate"` - ALL
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* `text name="md_lbl_developer"` - ALL
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* `text name="md_lbl_publisher"` - ALL
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* `text name="md_lbl_genre"` - ALL
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* `text name="md_lbl_players"` - ALL
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* `text name="md_lbl_lastplayed"` - ALL
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* `text name="md_lbl_playcount"` - ALL
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* Values
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* All values will follow to the right of their labels if a position isn't specified.
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* `image name="md_image"` - POSITION | SIZE
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- Path is the "image" metadata for the currently selected game.
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* `rating name="md_rating"` - ALL
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- The "rating" metadata.
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* `datetime name="md_releasedate"` - ALL
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- The "releasedate" metadata.
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* `text name="md_developer"` - ALL
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- The "developer" metadata.
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* `text name="md_publisher"` - ALL
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- The "publisher" metadata.
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* `text name="md_genre"` - ALL
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- The "genre" metadata.
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* `text name="md_players"` - ALL
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- The "players" metadata (number of players the game supports).
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* `datetime name="md_lastplayed"` - ALL
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- The "lastplayed" metadata. Displayed as a string representing the time relative to "now" (e.g. "3 hours ago").
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* `text name="md_playcount"` - ALL
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- The "playcount" metadata (number of times the game has been played).
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* `text name="md_description"` - POSITION | SIZE | FONT_PATH | FONT_SIZE | COLOR
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- Text is the "desc" metadata. If no `pos`/`size` is specified, will move and resize to fit under the lowest label and reach to the bottom of the screen.
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---
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#### grid
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* `image name="background"` - ALL
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- This is a background image that exists for convenience. It goes from (0, 0) to (1, 1).
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* `text name="headerText"` - ALL
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- A header text, which displays the name of the system. Displayed at the top center of the screen. Centered by default.
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* `image name="header"` - ALL
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- A header image. If a non-empty `path` is specified, `text name="headerText"` will be hidden and this image will be, by default, displayed roughly in its place.
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---
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#### system
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* `text name="headerText"` - ALL
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- A header text, which displays the name of the system. Displayed at the top center of the screen. Centered by default.
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* `image name="header"` - ALL
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- A header image. If a non-empty `path` is specified, `text name="headerText"` will be hidden and this image will be, by default, displayed roughly in its place.
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* image name="system" - ALL
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- A large image representing the system (usually a picture of the system itself).
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---
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#### fastSelect
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* `ninepatch name="windowBackground"` - PATH
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- Fit around the fast select UI as a background.
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* `text name="letter"` - FONT_PATH | COLOR
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- The big letter that shows what letter you'll jump to when you let go of the fast select button.
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* `text name="subtext"` - FONT_PATH | COLOR
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- The text that displays the current sort mode.
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---
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#### menu
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* `ninepatch name="windowBackground"` - PATH
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- Background for the menu. Fit from top-left corner at (0.175, 0.05) to bottom-right corner at (0.825, 0.95).
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* `textlist name="menulist"` - FONT_PATH | COLOR | SOUND
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- The list of menu options. `primaryColor` is for most options, `secondaryColor` is for the "shutdown" option.
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* `sound name="menuOpen"` - PATH
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- Played when the menu opens.
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* `sound name="menuClose"` - PATH
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- Played when the menu closes.
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## Types of properties:
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* NORMALIZED_PAIR - two decimals, in the range [0..1], delimited by a space. For example, `0.25 0.5`. Most commonly used for position (x and y coordinates) and size (width and height).
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* 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.
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* BOOLEAN - `true`/`1` or `false`/`0`.
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* COLOR - a hexidecimal RGB or RGBA color (6 or 8 digits). If 6 digits, will assume the alpha channel is `FF` (not transparent).
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* FLOAT - a decimal.
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* STRING - a string of text.
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## Types of elements and their properties:
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Common to almost all elements is a `pos` and `size` property of the NORMALIZED_PAIR type. They are normalized in terms of their "parent" object's size; 99% of the time, this is just the size of the screen. In this case, `<pos>0 0</pos>` would correspond to the top left corner, and `<pos>1 1</pos>` the bottom right corner (a positive Y value points further down). `pos` almost always refers to the top left corner of your element. You *can* use numbers outside of the [0..1] range if you want to place an element partially or completely off-screen.
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The order you define properties in does not matter.
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Remember, you do *not* need to specify every property!
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*Note that a view may choose to only make only certain properties on a particular element themable!*
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#### image
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Can be created as an extra.
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* `pos` - type: NORMALIZED_PAIR.
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* `size` - type: NORMALIZED_PAIR.
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- If only one axis is specified (and the other is zero), the other will be automatically calculated in accordance with the image's aspect ratio.
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* `maxSize` - type: NORMALIZED_PAIR.
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- The image will be resized as large as possible so that it fits within this size and maintains its aspect ratio. Use this instead of `size` when you don't know what kind of image you're using so it doesn't get grossly oversized on one axis (e.g. with a game's image metadata).
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* `origin` - type: NORMALIZED_PAIR.
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- Where on the image `pos` refers to. For example, an origin of `0.5 0.5` and a `pos` of `0.5 0.5` would place the image exactly in the middle of the screen. If the "POSITION" and "SIZE" attributes are themable, "ORIGIN" is implied.
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* `path` - type: PATH.
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- Path to the image file. Most common extensions are supported (including .jpg, .png, and unanimated .gif).
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* `tile` - type: BOOLEAN.
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- If true, the image will be tiled instead of stretched to fit its size. Useful for backgrounds.
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* `color` - type: COLOR.
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- Multiply each pixel's color by this color. For example, an all-white image with `<color>FF0000</color>` would become completely red.
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#### text
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Can be created as an extra.
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* `pos` - type: NORMALIZED_PAIR.
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* `size` - type: NORMALIZED_PAIR.
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- Possible combinations:
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- `0 0` - automatically size so text fits on one line (expanding horizontally).
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- `w 0` - automatically wrap text so it doesn't go beyond `w` (expanding vertically).
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- `w h` - works like a "text box." If `h` is non-zero and `h` <= `fontSize` (implying it should be a single line of text), text that goes beyond `w` will be truncated with an elipses (...).
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* `text` - type: STRING.
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* `color` - type: COLOR.
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* `fontPath` - type: PATH.
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- Path to a truetype font (.ttf).
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* `fontSize` - type: FLOAT.
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- Size of the font as a percentage of screen height (e.g. for a value of `0.1`, the text's height would be 10% of the screen height).
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* `center` - type: BOOLEAN.
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- True to center, false to left-align.
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#### textlist
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* `pos` - type: NORMALIZED_PAIR.
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* `size` - type: NORMALIZED_PAIR.
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* `selectorColor` - type: COLOR.
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- Color of the "selector bar."
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* `selectedColor` - type: COLOR.
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- Color of the highlighted entry text.
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* `primaryColor` - type: COLOR.
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- Primary color; what this means depends on the text list. For example, for game lists, it is the color of a game.
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* `secondaryColor` - type: COLOR.
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- Secondary color; what this means depends on the text list. For example, for game lists, it is the color of a folder.
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* `fontPath` - type: PATH.
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* `fontSize` - type: FLOAT.
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* `scrollSound` - type: PATH.
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- Sound that is played when the list is scrolled.
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* `alignment` - type: STRING.
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- Valid values are "left", "center", or "right". Controls alignment on the X axis.
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* `horizontalMargin` - type: FLOAT.
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- Horizontal offset for text from the alignment point. If `alignment` is "left", offsets the text to the right. If `alignment` is "right", offsets text to the left. No effect if `alignment` is "center". Given as a percentage of the element's parent's width (same unit as `size`'s X value).
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#### ninepatch
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* `pos` - type: NORMALIZED_PAIR.
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* `size` - type: NORMALIZED_PAIR.
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* `path` - type: PATH.
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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).
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#### rating
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* `pos` - type: NORMALIZED_PAIR.
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* `size` - type: NORMALIZED_PAIR.
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- Only one value is actually used. The other value should be zero. (e.g. specify width OR height, but not both. This is done to maintain the aspect ratio.)
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* `filledPath` - type: PATH.
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- Path to the "filled star" image. Image must be square (width equals height).
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* `unfilledPath` - type: PATH.
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- Path to the "unfilled star" image. Image must be square (width equals height).
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#### datetime
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* `pos` - type: NORMALIZED_PAIR.
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* `size` - type: NORMALIZED_PAIR.
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- You should probably not set this. Leave it to `fontSize`.
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* `color` - type: COLOR.
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* `fontPath` - type: PATH.
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* `fontSize` - type: FLOAT.
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#### sound
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* `path` - type: PATH.
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- Path to the sound file. Only .wav files are currently supported.
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[*Check out the "official" themes for some more examples!*](http://aloshi.com/emulationstation#themes)
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-Aloshi
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http://www.aloshi.com
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