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>Freevo Plugin Writing HOWTO: Writing your own plugins for Freevo</TH
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><A
NAME="AEN109"
>2.5. Using the skin</A
></H1
><P
> Some plugins may want to draw something on the screen. One example is
the weather plugin (external plugin, download it from
<CODE
CLASS="VARNAME"
>http://freevo.sf.net/addons/</CODE
>). Since this has
nothing to do with the normal menu system, such plugins also need an
eventhandler to react on buttons.
</P
><P
> Since Freevo knows nothing about which elements should be displayed
and were to put them, the plugin needs to define a fxd file in
<TT
CLASS="FILENAME"
>share/skins/plugins</TT
> with the needed
information.
</P
><P
> <PRE
CLASS="PROGRAMLISTING"
><?xml version="1.0" ?>
<freevo>
<skin geometry="800x600">
<foo>
<screen layout="screen" x="0" y="0" width="800" height="600"/>
<title .../>
<view .../>
</foo>
</skin>
</freevo>
</PRE
>
</P
><P
> Now the freevo skin has fxd information about the type
<CODE
CLASS="VARNAME"
>foo</CODE
>, but doesn't know which areas are allowed (ok,
the skin could guess it). So the plugin needs to call
<PRE
CLASS="PROGRAMLISTING"
>skin.register('foo', ('screen', 'title', 'view', 'plugin'))</PRE
>
once. Now the plugin can call
<PRE
CLASS="PROGRAMLISTING"
>skin.draw('foo', item)</PRE
> to draw
<CODE
CLASS="VARNAME"
>item</CODE
> with the settings of <CODE
CLASS="VARNAME"
>foo</CODE
>.
</P
><P
>So far so good, but it may happen that the plugin needs an area
which isn't defined right now. The default areas for Freevo are
<CODE
CLASS="VARNAME"
>screen</CODE
>, <CODE
CLASS="VARNAME"
>title</CODE
>,
<CODE
CLASS="VARNAME"
>subtitle</CODE
>, <CODE
CLASS="VARNAME"
>listing</CODE
>,
<CODE
CLASS="VARNAME"
>info</CODE
>, <CODE
CLASS="VARNAME"
>view</CODE
> and
<CODE
CLASS="VARNAME"
>plugin</CODE
>. The plugin area is used for smaller
plugins to draw on the screen, e.g. the idlebar.
</P
><P
> To create an area of your own, you first need to define it in the fxd
file:
</P
><P
> <PRE
CLASS="PROGRAMLISTING"
><?xml version="1.0" ?>
<freevo>
<skin geometry="800x600">
<foo>
<screen layout="screen" x="0" y="0" width="800" height="600"/>
<foo_area layout="foo" x="10" y="100" width="300" height="200"/>
</foo>
</skin>
<layout label="foo">
<background>
...
</background>
<content ...>
...
</content>
</layout>
</freevo>
</PRE
>
</P
><P
> Now the skin has fxd information about an area
<CODE
CLASS="VARNAME"
>foo</CODE
>. The skin knows were it is and can also draw
the background of the layout. But it needs an object to draw the real
content. The following example defines a class which inherits from
<CODE
CLASS="VARNAME"
>skin.Area</CODE
>. It defines itself as class to draw
<CODE
CLASS="VARNAME"
>foo_area</CODE
>. The skin now calls the function
<CODE
CLASS="FUNCTION"
>update_content_needed</CODE
> to check if the area needs
an update (return <CODE
CLASS="VARNAME"
>True</CODE
> or
<CODE
CLASS="VARNAME"
>False</CODE
>). When Freevo knows that an update is
needed, this function may not be called after all. The real work is
done is <CODE
CLASS="FUNCTION"
>update_content</CODE
>.
</P
><P
> (add more doc here)
</P
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