Accessable with TextComponent::setLineSpacing(float spacing) in C++.
18 KiB
Themes
EmulationStation allows each system to have its own "theme." A theme is a collection views that define some elements, each with their own properties.
The first place ES will check for a theme is in the system's <path>
folder, for a theme.xml file:
[SYSTEM_PATH]/theme.xml
If that file doesn't exist, ES will try to find the theme in the current theme set. Theme sets are just a collection of individual system themes arranged in the "themes" folder under some name. Here's an example:
...
themes/
my_theme_set/
snes/
theme.xml
my_cool_background.jpg
nes/
theme.xml
my_other_super_cool_background.jpg
common_resources/
scroll_sound.wav
another_theme_set/
snes/
theme.xml
some_resource.svg
The theme set system makes it easy for users to try different themes and allows distributions to include multiple theme options. Users can change the currently active theme set in the "UI Settings" menu. The option is only visible if at least one theme set exists.
There are two places ES can load theme sets from:
[HOME]/.emulationstation/themes/[CURRENT_THEME_SET]/[SYSTEM_NAME]/theme.xml
/etc/emulationstation/themes/[CURRENT_THEME_SET]/[SYSTEM_NAME]/theme.xml
If both files happen to exist, ES will pick the first one (the one located in the home directory).
Again, the [CURRENT_THEME_SET]
value is set in the "UI Settings" menu. If it has not been set yet or the previously selected theme set is missing, the first available theme set will be used as the default.
Simple Example
Here is a very simple theme that changes the description text's color:
<theme>
<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>
</theme>
How it works
Everything must be inside a <theme>
tag.
The <version>
tag must be specified. This is the version of the theming system the theme was designed for. The current version is 3.
A view can be thought of as a particular "screen" within EmulationStation. Views are defined like this:
<view name="ViewNameHere">
... define elements here ...
</view>
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:
<elementTypeHere name="ExistingElementNameHere">
... define properties here ...
</elementTypeHere>
Or, you can create your own elements by adding extra="true"
(as is done in the "my_image" example) like this:
<elementTypeHere name="YourUniqueElementNameHere" extra="true">
... define properties here ...
</elementTypeHere>
"Extra" elements will be drawn in the order they are defined (so define backgrounds first!). When they get drawn relative to the pre-existing elements depends on the view. Make sure "extra" element names do not clash with existing element names! An easy way to protect against this is to just start all your extra element names with some prefix like "e_".
Properties control how a particular element looks - for example, its position, size, image path, etc. The type of the property determines what kinds of values you can use. You can read about the types below in the "Reference" section. Properties are defined like this:
<propertyNameHere>ValueHere</propertyNameHere>
Advanced Features
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.
The <include>
tag
You can include theme files within theme files, similar to #include
in C (though the internal mechanism is different, the effect is the same). Example:
~/.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>
~/.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>
Is equivalent to this snes/theme.xml
:
<theme>
<version>3</version>
<view name="detailed">
<text name="description">
<fontPath>./all_themes/myfont.ttf</fontPath>
<color>FF0000</color>
</text>
</view>
</theme>
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.
Theming multiple views simultaneously
Sometimes you want to apply the same properties to the same elements across multiple views. The name
attribute actually works as a list (delimited by any characters of \t\r\n ,
- that is, whitespace and commas). So, for example, to easily apply the same header to the basic, grid, and system views:
<theme>
<version>3</version>
<view name="basic, grid, system">
<image name="logo">
<path>./snes_art/snes_header.png</path>
</image>
</view>
<view name="detailed">
<image name="logo">
<path>./snes_art/snes_header_detailed.png</path>
</image>
</view>
</theme>
This is equivalent to:
<theme>
<version>3</version>
<view name="basic">
<image name="logo">
<path>./snes_art/snes_header.png</path>
</image>
</view>
<view name="detailed">
<image name="logo">
<path>./snes_art/snes_header_detailed.png</path>
</image>
</view>
<view name="grid">
<image name="logo">
<path>./snes_art/snes_header.png</path>
</image>
</view>
<view name="system">
<image name="logo">
<path>./snes_art/snes_header.png</path>
</image>
</view>
... and any other view that might try to look up "logo" ...
</theme>
Theming multiple elements simultaneously
You can theme multiple elements of the same type simultaneously. The name
attribute actually works as a list (delimited by any characters of \t\r\n ,
- that is, whitespace and commas), just like it does for views, as long as the elements have the same type. This is useful if you want to, say, apply the same color to all the metadata labels:
<theme>
<version>3</version>
<view name="detailed">
<!-- Weird spaces/newline on purpose! -->
<text name="md_lbl_rating, md_lbl_releasedate, md_lbl_developer, md_lbl_publisher,
md_lbl_genre, md_lbl_players, md_lbl_lastplayed, md_lbl_playcount">
<color>48474D</color>
</text>
</view>
</theme>
Which is equivalent to:
<theme>
<version>3</version>
<view name="detailed">
<text name="md_lbl_rating">
<color>48474D</color>
</text>
<text name="md_lbl_releasedate">
<color>48474D</color>
</text>
<text name="md_lbl_developer">
<color>48474D</color>
</text>
<text name="md_lbl_publisher">
<color>48474D</color>
</text>
<text name="md_lbl_genre">
<color>48474D</color>
</text>
<text name="md_lbl_players">
<color>48474D</color>
</text>
<text name="md_lbl_lastplayed">
<color>48474D</color>
</text>
<text name="md_lbl_playcount">
<color>48474D</color>
</text>
</view>
</theme>
Just remember, this only works if the elements have the same type!
Reference
Views, their elements, and themable properties:
basic
image name="background"
- ALL- This is a background image that exists for convenience. It goes from (0, 0) to (1, 1).
text name="logoText"
- ALL- Displays the name of the system. Only present if no "logo" image is specified. Displayed at the top of the screen, centered by default.
image name="logo"
- ALL- 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.
- A header image. If a non-empty
textlist name="gamelist"
- ALL- The gamelist.
primaryColor
is for games,secondaryColor
is for folders. Centered by default.
- The gamelist.
detailed
-
image name="background"
- ALL- This is a background image that exists for convenience. It goes from (0, 0) to (1, 1).
-
text name="logoText"
- ALL- Displays the name of the system. Only present if no "logo" image is specified. Displayed at the top of the screen, centered by default.
-
image name="logo"
- ALL- 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.
- A header image. If a non-empty
-
textlist name="gamelist"
- ALL- The gamelist.
primaryColor
is for games,secondaryColor
is for folders. Left aligned by default.
- The gamelist.
-
Metadata
-
Labels
text name="md_lbl_rating"
- ALLtext name="md_lbl_releasedate"
- ALLtext name="md_lbl_developer"
- ALLtext name="md_lbl_publisher"
- ALLtext name="md_lbl_genre"
- ALLtext name="md_lbl_players"
- ALLtext name="md_lbl_lastplayed"
- ALLtext name="md_lbl_playcount"
- ALL
-
Values
-
All values will follow to the right of their labels if a position isn't specified.
-
image name="md_image"
- POSITION | SIZE- Path is the "image" metadata for the currently selected game.
-
rating name="md_rating"
- ALL- The "rating" metadata.
-
datetime name="md_releasedate"
- ALL- The "releasedate" metadata.
-
text name="md_developer"
- ALL- The "developer" metadata.
-
text name="md_publisher"
- ALL- The "publisher" metadata.
-
text name="md_genre"
- ALL- The "genre" metadata.
-
text name="md_players"
- ALL- The "players" metadata (number of players the game supports).
-
datetime name="md_lastplayed"
- ALL- The "lastplayed" metadata. Displayed as a string representing the time relative to "now" (e.g. "3 hours ago").
-
text name="md_playcount"
- ALL- The "playcount" metadata (number of times the game has been played).
-
text name="md_description"
- POSITION | SIZE | FONT_PATH | FONT_SIZE | COLOR- 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.
- Text is the "desc" metadata. If no
-
-
grid
image name="background"
- ALL- This is a background image that exists for convenience. It goes from (0, 0) to (1, 1).
text name="logoText"
- ALL- Displays the name of the system. Only present if no "logo" image is specified. Displayed at the top of the screen, centered by default.
image name="logo"
- ALL- 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.
- A header image. If a non-empty
system
image name="logo"
- PATH- A logo image, to be displayed in the system logo carousel.
- You can use extra elements (elements with
extra="true"
) to add your own backgrounds, etc. They will be displayed behind the carousel, and scroll relative to the carousel.
fastSelect
ninepatch name="windowBackground"
- PATH- Fit around the fast select UI as a background.
text name="letter"
- FONT_PATH | COLOR- The big letter that shows what letter you'll jump to when you let go of the fast select button.
text name="subtext"
- FONT_PATH | COLOR- The text that displays the current sort mode.
menu
ninepatch name="windowBackground"
- PATH- Background for the menu. Fit from top-left corner at (0.175, 0.05) to bottom-right corner at (0.825, 0.95).
textlist name="menulist"
- FONT_PATH | COLOR | SOUND- The list of menu options.
primaryColor
is for most options,secondaryColor
is for the "shutdown" option.
- The list of menu options.
sound name="menuOpen"
- PATH- Played when the menu opens.
sound name="menuClose"
- PATH- Played when the menu closes.
Types of properties:
- 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). - PATH - a path. If the first character is a
~
, it will be expanded into the environment variable for the home path ($HOME
for Linux or%HOMEPATH%
for Windows). If the first character is a.
, it will be expanded to the theme file's directory, allowing you to specify resources relative to the theme file, like so:./../general_art/myfont.ttf
. - BOOLEAN -
true
/1
orfalse
/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.
Types of elements and their properties:
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.
The order you define properties in does not matter. Remember, you do not need to specify every property! Note that a view may choose to only make only certain properties on a particular element themable!
image
Can be created as an extra.
pos
- type: NORMALIZED_PAIR.size
- type: NORMALIZED_PAIR.- 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.
maxSize
- type: NORMALIZED_PAIR.- 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).
- 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
origin
- type: NORMALIZED_PAIR.- Where on the image
pos
refers to. For example, an origin of0.5 0.5
and apos
of0.5 0.5
would place the image exactly in the middle of the screen. If the "POSITION" and "SIZE" attributes are themable, "ORIGIN" is implied.
- Where on the image
path
- type: PATH.- Path to the image file. Most common extensions are supported (including .jpg, .png, and unanimated .gif).
tile
- type: BOOLEAN.- If true, the image will be tiled instead of stretched to fit its size. Useful for backgrounds.
color
- type: COLOR.- Multiply each pixel's color by this color. For example, an all-white image with
<color>FF0000</color>
would become completely red.
- Multiply each pixel's color by this color. For example, an all-white image with
text
Can be created as an extra.
pos
- type: NORMALIZED_PAIR.size
- type: NORMALIZED_PAIR.- Possible combinations:
0 0
- automatically size so text fits on one line (expanding horizontally).w 0
- automatically wrap text so it doesn't go beyondw
(expanding vertically).w h
- works like a "text box." Ifh
is non-zero andh
<=fontSize
(implying it should be a single line of text), text that goes beyondw
will be truncated with an elipses (...).
text
- type: STRING.color
- type: COLOR.fontPath
- type: PATH.- Path to a truetype font (.ttf).
fontSize
- type: FLOAT.- 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).
- Size of the font as a percentage of screen height (e.g. for a value of
alignment
- type: STRING.- Valid values are "left", "center", or "right". Controls alignment on the X axis. "center" will also align vertically.
forceUppercase
- type: BOOLEAN. Draw text in uppercase.lineSpacing
- type: FLOAT. Controls the space between lines. Default is 1.5.
textlist
pos
- type: NORMALIZED_PAIR.size
- type: NORMALIZED_PAIR.selectorColor
- type: COLOR.- Color of the "selector bar."
selectedColor
- type: COLOR.- Color of the highlighted entry text.
primaryColor
- type: COLOR.- Primary color; what this means depends on the text list. For example, for game lists, it is the color of a game.
secondaryColor
- type: COLOR.- Secondary color; what this means depends on the text list. For example, for game lists, it is the color of a folder.
fontPath
- type: PATH.fontSize
- type: FLOAT.scrollSound
- type: PATH.- Sound that is played when the list is scrolled.
alignment
- type: STRING.- Valid values are "left", "center", or "right". Controls alignment on the X axis.
horizontalMargin
- type: FLOAT.- Horizontal offset for text from the alignment point. If
alignment
is "left", offsets the text to the right. Ifalignment
is "right", offsets text to the left. No effect ifalignment
is "center". Given as a percentage of the element's parent's width (same unit assize
's X value).
- Horizontal offset for text from the alignment point. If
forceUppercase
- type: BOOLEAN. Draw text in uppercase.
ninepatch
pos
- type: NORMALIZED_PAIR.size
- type: NORMALIZED_PAIR.path
- type: PATH.
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).
rating
pos
- type: NORMALIZED_PAIR.size
- type: NORMALIZED_PAIR.- 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.)
filledPath
- type: PATH.- Path to the "filled star" image. Image must be square (width equals height).
unfilledPath
- type: PATH.- Path to the "unfilled star" image. Image must be square (width equals height).
datetime
pos
- type: NORMALIZED_PAIR.size
- type: NORMALIZED_PAIR.- You should probably not set this. Leave it to
fontSize
.
- You should probably not set this. Leave it to
color
- type: COLOR.fontPath
- type: PATH.fontSize
- type: FLOAT.forceUppercase
- type: BOOLEAN. Draw text in uppercase.
sound
path
- type: PATH.- Path to the sound file. Only .wav files are currently supported.
Check out the "official" themes for some more examples!
-Aloshi http://www.aloshi.com