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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>

<head>
  <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
  <title>Creating Skins - MPlayer - The Movie Player for Linux</title>
  <link rel="stylesheet" type="text/css" href="default.css">
  <style type="text/css">
    em.note {color: green;
             font-style: normal;}
    em.warn {color: red;
             font-style: normal;}
    </style>
</head>

<body>

<h1>Appendix D - MPlayer skin format</h1>

<p>The purpose of this document is to describe the MPlayer skin format.
  The information contained here might be wrong, for</p>

<ol type="a">
  <li>It is not me who wrote the GUI.</li>
  <li>The GUI is not finished.</li>
  <li>I might be wrong.</li>
</ol>

<p>So do not be surprised if something does not work as described here.</p>

<p>Thanks to <em>Zoltán Ponekker</em> for his help.</p>

<p><em>András Mohari &lt;mayday@freemail.hu&gt;</em></p>


<h2><a name="overview">D.1 Overview</a></h2>

<p>It does not really have anything to do with the skin format, but you should
  know that MPlayer has <b>no</b> builtin skin, so <b>at least one skin
  must be installed in order to be able to use the GUI.</b></p>


<h3><a name="directories">D.1.1 Directories</a></h3>

<p>The directories searched for skins are (in order):</p>

<pre>
    $(DATADIR)/Skin/
    $(PREFIX)/share/mplayer/Skin/
    ~/.mplayer/Skin/
</pre>

<p>Note that the first path may vary according to the way MPlayer was configured
  (see the <code>--prefix</code> and  <code>--datadir</code> arguments of the
  <code>configure</code> script).</p>

<p>Every skin is installed into its own directory under one of the directories
  listed above, for example:</p>

<pre>
    $(PREFIX)/share/mplayer/Skin/default/
</pre>


<h3><a name="images">D.1.2 Image formats</a></h3>

<p>Images must be truecolor (24 or 32 bpp) PNGs.</p>

<p>In the main window and in the playbar (see below) you can use images with
  `transparency': Regions filled with the color #FF00FF
  (<font color="#FF00FF">magenta</font>) are fully transparent when viewed by
  MPlayer. This means that you can even have shaped windows if your X server
  has the XShape extension.</p>


<h3><a name="components">D.1.3 Skin components</a></h3>

<p>Skins are quite free-format (unlike the fixed-format skins of Winamp/XMMS,
  for example), so it is up to you to create something great.</p>

<p>Currently there are three windows to be decorated: the
  <a href="#mainwin">main window</a>, the <a href="#subwindow">subwindow</a>,
  the <a href="#mainwin">playbar</a>, and the <a href="#skinmenu">skin menu</a>
  (which can be activated by a right click).</p>

<ul>
  <li><p>The <b>main window</b> and/or the <b>playbar</b> is where you can
    control MPlayer. The background of the window is an image. Various items
    can (and must) be placed in the window: <em>buttons</em>, <em>potmeters</em>
    (sliders) and <em>labels</em>. For every item, you must specify its position
    and size.</p>

    <p>A <b>button</b> has three states (pressed, released, disabled), thus its
      image must be divided into three parts vertically. See the
      <a href="#main.button">button</a> item for details.</p>

    <p>A <b>potmeter</b> (mainly used for the seek bar and volume/balance
      control) can have any number of phases by dividing its image into
      different parts below each other. See
      <a href="#main.hpotmeter">hpotmeter</a> and
      <a href="#main.potmeter">potmeter</a> for details.</p>

    <p><b>Labels</b> are a bit special: The characters needed to draw them are
    taken from an image file, and the characters in the image are described by
    a <a href="#fonts">font description file</a>. The latter is a plain text
    file which specifies the x,y position and size of each character in the
    image (the image file and its font description file form a font
    <em>together</em>). See <a href="#main.dlabel">dlabel</a> and
    <a href="#main.slabel">slabel</a> for details.</p>

    <p><em class="note"><b>Note:</b> all images can have full transparency as
    described in the section about <a href="#images">image formats</a>. If the X
    server doesn't support the XShape extension, the parts marked transparent
    will be black. If you'd like to use this feature, the width of the main
    window's background image must be dividable by 8.</em></p>
  </li>

  <li>The <b>subwindow</b> is where the movie appears. It can display a
    specified image if there is no movie loaded (it is quite boring to have an
    empty window :-)) <em class=note><b>Note:</b> transparency is
    <b>not allowed</b> here.</em></li>

  <li><p>The <b>skin menu</b> is just a way to control MPlayer by means of menu
    entries. Two images are required for the menu: one of them is the base image
    that shows the menu in its normal state, the other one is used to display
    the selected entries. When you pop up the menu, the first image is shown. If
    you move the mouse over the menu entries, the currently selected entry is
    copied from the second image over the menu entry below the mouse pointer
    (the second image is never shown as a whole).</p>

    <p>A menu entry is defined by its position and size in the image (see the
      section about the <a href="#skinmenu">skin menu</a> for details).</p>
  </li>
</ul>

<p>There is an important thing not mentioned yet: For buttons, potmeters and
  menu entries to work, MPlayer must know what to do if they are clicked. This
  is done by <a href="#guimsg">messages</a> (events). For these items you must
  define the messages to be generated when they are clicked.</p>


<h3><a name="files">D.1.4 Files</a></h3>

<p>You need the following files to build a skin:</p>

<ul>
  <li>The configuration file named <a href="#skin">skin</a> tells MPlayer how
    to put different parts of the skin together and what to do if you click
    somewhere in the window.</li>
  <li>The background image for the main window.</li>
  <li>Images for the items in the main window (including one or more font
    description files needed to draw labels).</li>
  <li>The image to be displayed in the subwindow (optional).</li>
  <li>Two images for the skin menu (they are needed only if you want to create
    a menu).</li>
</ul>

<p>With the exception of the skin configuration file, you can name the other
  files whatever you want (but note that font description files must have
  a <code>.fnt</code> extension).</p>


<h2><a name="skinfile">D.2 The skin file</a></h2>

<p>As mentioned above, this is the skin configuration file. It is line oriented;
  comment lines start with a '<code>;</code>' character at the beginning of the
  line (only spaces and tabs are allowed before the '<code>;</code>').</p>

<p>The file is made up of sections. Each section describes the skin for an
  application and has the following form:</p>

<table border="1" width="100%">
  <tr bgcolor="silver">
    <td>
<pre>
section = <i>section name</i>
.
.
.
end
</pre>
    </td>
  </tr>
</table>

<p>Currently there is only one application, so you need only one section: its
   name is <b>movieplayer</b>.</p>

<p>Within this section each window is described by a block of the following
  form:</p>

<table border="1" width="100%">
  <tr bgcolor="silver">
    <td>
<pre>
window = <i>window name</i>
.
.
.
end
</pre>
    </td>
  </tr>
</table>

<p>where <i>window name</i> can be one of these strings:</p>

<ul>
  <li><b>main</b> - for the main window</li>
  <li><b>sub</b> - for the subwindow</li>
  <li><b>menu</b> - for the skin menu</li>
  <li><b>playbar</b> - playbar</li>
</ul>

<p>(The sub and menu blocks are optional - you do not need to create a menu or
  decorate the subwindow.)</p>

<p>Within a window block, you can define each item for the window by a line in
  this form:</p>

<dl>
  <dt><b><code>item = parameter</code></b></dt>
  <dd>Where <code>item</code> is a string that identifies the type of the GUI
    item, <code>parameter</code> is a numeric or textual value (or a list of
    values separated by commas).</dd>
</dl>

<p>Putting the above together, the whole file looks something like this:</p>

<table border="1" width="100%">
  <tr bgcolor="silver">
    <td>
<pre>
section = movieplayer
  window = main
  ; ... items for main window ...
  end
  
  window = sub
  ; ... items for subwindow ...
  end
  
  window = menu
  ; ... items for menu ...
  end

  window = playbar
  ; ... items for playbar ...
  end
end
</pre>
    </td>
  </tr>
</table>

<p>The name of an image file must be given without leading directories - images
  are searched for in the <code>Skin</code> directory. You may (but you need
  not) specify the extension of the file. If the file does not exist, MPlayer
  tries to load the file <code>&lt;filename&gt;.&lt;ext&gt;</code>, where
  <code>png</code> and <code>PNG</code> are tried for <code>&lt;ext&gt;</code>
  (in this order). The first matching file will be used.</p>

<p>Finally some words about positioning. The main window and the subwindow can
  be placed in the different corners of the screen by giving <code>X</code> and
  <code>Y</code> coordinates. <code>0</code> is top or left, <code>-1</code> is
  center and <code>-2</code> is right or bottom, as shown in this
  illustration:</p>

<pre>

(0, 0)----(-1, 0)----(-2, 0)
  |          |          |
  |          |          |
(0,-1)----(-1,-1)----(-2,-1)
  |          |          |
  |          |          |
(0,-2)----(-1,-2)----(-2,-2)

</pre>

<table border="1" cellpadding="5" width="100%">
  <tr bgcolor="#ffffcc">
    <td>Here is an example to make this clear. Suppose that you have an image
      called <code>main.png</code> that you use for the main window:
      <blockquote>
<pre>
    base = main, -1, -1
</pre>
      </blockquote>
      MPlayer tries to load <code>main</code>, <code>main.png</code>,
      <code>main.PNG</code> files.<br>
    </td>
  </tr>
</table>


<h3><a name="mainwindow">D.2.1 Main window and playbar</a></h3>

<p>Below is the list of entries that can be used in the
  '<code>window = main</code>' .&nbsp;.&nbsp;. '<code>end</code>', and the
  '<code>window = playbar</code>' &nbsp;.&nbsp;. '<code>end</code>' blocks.</p>

<dl>
  <dt><a name="main.base"><b><code>base = image, X, Y</code></b></a></dt>
  <dd>Lets you specify the background image to be used for the main window.
    The window will appear at the given <code>X,Y</code> position on the screen
    The window will have the size of the image.
    <div><em class="warn"><b>Note:</b> These coordinates do not currently work
      for the display window.</em><br>
      <em class="warn"><b>Warning:</b> Transparent regions in the image (colored
      #FF00FF) appear black on X servers without the XShape extension. The
      image's width must be dividable by 8.</em>
    </div>
  </dd>

  <dt><a name="main.button"><b><code>button = image, X, Y, width, height,
    message</code></b></a></dt>
  <dd>Place a button of <code>width</code> * <code>height</code> size at
    position <code>X</code>,<code>Y</code>. The specified <code>message</code>
    is generated when the button is clicked. The image given by
    <code>image</code> must have three parts below each other (according to the
    possible states of the button), like this:
<pre>
+------------+
|  pressed   |
+------------+
|  released  |
+------------+
|  disabled  |
+------------+
</pre>
  </dd>

  <dt><a name="main.decoration"><b><code>decoration = enable|disable</code></b>
    </a></dt>
  <dd>Enable or disable window manager decoration of the main window. Default
    is <b>disable</b>.<br><br>
    <em class="warn"><b>Note:</b> This doesn't work for the display window,
    there is no need to.</em><br>
  </dd>

  <dt><a name="main.hpotmeter"><b><code>hpotmeter = button, bwidth, bheight,
    phases, numphases, default, X, Y, width, height, message</code><br>
    <code>vpotmeter = button, bwidth, bheight, phases, numphases, default, X, Y,
    width, height, message</code></b></a></dt>
  <dd>Place a horizontal (hpotmeter) or vertical (vpotmeter) potmeter of
    <code>width</code> * <code>height</code>
    size at position <code>X</code>,<code>Y</code>. The image can be divided
    into different parts for the different phases of the potmeter (for example,
    you can have a pot for volume control that turns from green to red while its
    value changes from the minimum to the maximum.). <code>hpotmeter</code> can
    have a button that can be dragged horizontally.

    <div>The parameters are:</div>

    <ul>
      <li><code>button</code> - the image to be used for the button (must have
        three parts below each other, like in case of
        <a href="#main.button">button</a>)</li>
      <li><code>bwidth</code>, <code>bheight</code> - size of the button</li>
      <li><code>phases</code> - The image to be used for the different phases of
        the hpotmeter.  A special value of <code>NULL</code> can be used if you
        want no such image. The image must be divided into
        <code>numphases</code>parts vertically like this:
<pre>
+------------+
|  phase #1  |
+------------+
|  phase #2  |
+------------+
     ...
+------------+
|  phase #n  |
+------------+
</pre>
      </li>
      <li><code>numphases</code> - number of phases stored in the
        <code>phases</code> image</li>
      <li><code>default</code> - default value for hpotmeter (in the range 0 to
        100)</li>
      <li><code>X</code>, <code>Y</code> - position for the hpotmeter</li>
      <li><code>width</code>, <code>height</code> - width and height of the
        <code>hpotmeter</code></li>
      <li><code>message</code> - the message to be generated when the value of
        <code>hpotmeter</code> is changed</li>
    </ul>
  </dd>	

  <dt><a name="main.potmeter"><b><code>potmeter = phases, numphases, default, X,
    Y, width, height, message</code></b></a></dt>
  <dd>A <code>hpotmeter</code> without a button. (I guess it is meant to be
    turned around, but it reacts to horizontal dragging only.) For the
    description of the parameters see <a href="#main.hpotmeter">hpotmeter</a>.
    <code>phases</code> can be <code>NULL</code>, but it is quite useless, since
    you cannot see where the <code>potmeter</code> is set.</dd>

  <dt><a name="main.font"><b><code>font = fontfile, fontid</code></b></a></dt>
  <dd>Defines a font. <code>fontfile</code> is the name of a font description
    file with a <code>.fnt</code> extension (<b>do not</b> specify the extension
    here). <code>fontid</code> is used to refer to the font (see
    <a href="#main.dlabel">dlabel</a> and <a href="#main.slabel">slabel</a>).
    Up to 25 fonts can be defined.</dd>

  <dt><a name="main.slabel"><b><code>slabel = X, Y, fontid, "text"</code></b>
    </a></dt>
  <dd>
    Place a static label at the position <code>X</code>,<code>Y</code>.
    <code>text</code> is displayed using the font identified by <code>fontid</code>.
    The text is just a raw string (<code>$x</code> variables do not work) that must
    be enclosed between double quotes (but the <code>"</code> character cannot be
    part of the text). The label is displayed using the font identified by
    <code>fontid</code>.</dd>

  <dt><a name="main.dlabel"><b><code>dlabel = X, Y, length, align, fontid,
    "text"</code></b></a></dt>
  <dd>Place a dynamic label at the position <code>X</code>,<code>Y</code>. The
    label is called dynamic because its text is refreshed periodically. The
    maximum length of the label is given by <code>length</code> (its height is
    the height of a character). If the text to be displayed is wider than that,
    it will be scrolled, otherwise it is aligned within the specified space by
    the value of the <code>align</code> parameter: <code>0</code> is for right,
    <code>1</code> is for center, <code>2</code> is for left.<br>
    The text to be displayed is given by <code>text</code>: It must be written
    between double quotes (but the <code>"</code> character cannot be part of
    the text). The label is displayed using the font identified by
    <code>fontid</code>. You can use the following variables in the text:

    <table align="center" border="1">
      <tr align="center"><th>Variable</th><th align="left">Meaning</th></tr>
      <tr><td align="center"><kbd>$1</kbd></td>
        <td>play time in <em>hh:mm:ss</em> format</td></tr>
      <tr><td align="center"><kbd>$2</kbd></td>
        <td>play time in <em>mmmm:ss</em> format</td></tr>
      <tr><td align="center"><kbd>$3</kbd></td>
        <td>play time in <em>hh</em> format (hours)</td></tr>
      <tr><td align="center"><kbd>$4</kbd></td>
        <td>play time in <em>mm</em> format (minutes)</td></tr>
      <tr><td align="center"><kbd>$5</kbd></td>
        <td>play time in <em>ss</em> format (seconds)</td></tr>
      <tr><td align="center"><kbd>$6</kbd></td>
        <td>movie length in <em>hh:mm:ss</em> format</td></tr>
      <tr><td align="center"><kbd>$7</kbd></td>
        <td>movie length in <em>mmmm:ss</em> format</td></tr>
      <tr><td align="center"><kbd>$8</kbd></td>
        <td>play time in <em>h:mm:ss</em> format</td></tr>
      <tr><td align="center"><kbd>$v</kbd></td>
        <td>volume in <em>xxx.xx%</em> format</td></tr>
      <tr><td align="center"><kbd>$V</kbd></td>
        <td>volume in <em>xxx.x</em> format</td></tr>
      <tr><td align="center"><kbd>$b</kbd></td>
        <td>balance in <em>xxx.xx%</em> format</td></tr>
      <tr><td align="center"><kbd>$B</kbd></td>
        <td>balance in <em>xxx.x</em> format</td></tr>
      <tr><td align="center"><kbd>$$</kbd></td>
        <td>the <kbd>$</kbd> character</td></tr>
      <tr><td align="center"><kbd>$a</kbd></td>
        <td>a character according to the audio type (none: <code>n</code>,
          mono: <code>m</code>, stereo: <code>t</code>)</td></tr>
      <tr><td align="center"><kbd>$t</kbd></td>
        <td>track number (in playlist)</td></tr>
      <tr><td align="center"><kbd>$o</kbd></td>
        <td>filename</td></tr>
      <tr><td align="center"><kbd>$f</kbd></td>
        <td>filename in lower case</td></tr>
      <tr><td align="center"><kbd>$F</kbd></td>
        <td>filename in upper case</td></tr>
      <tr><td align="center"><kbd>$T</kbd></td>
        <td>a character according to the stream type (file: <code>f</code>,
          Video CD: <code>v</code>, DVD: <code>d</code>, URL: <code>u</code>)
          </td></tr>
      <tr><td align="center"><kbd>$p</kbd></td>
        <td>the "p" character (if a movie is playing and the font has the "p"
          character)</td></tr>
      <tr><td align="center"><kbd>$s</kbd></td>
        <td>the "s" character (if the movie is stopped and the font has the "s"
          character)</td></tr>
      <tr><td align="center"><kbd>$e</kbd></td>
        <td>the "e" character (if playback is paused and the font has the "e"
          character)</td></tr>
      <tr><td align="center"><kbd>$x</kbd></td>
        <td>movie width</td></tr>
      <tr><td align="center"><kbd>$y</kbd></td>
        <td>movie height</td></tr> 
      <tr><td align="center"><kbd>$C</kbd></td>
        <td>name of the codec used</td></tr> 
    </table>

    <em class="note"><b>Note:</b> The <kbd>$a</kbd>, <kbd>$T</kbd>,
    <kbd>$p</kbd>, <kbd>$s</kbd>and <kbd>$e</kbd> variables all return
    characters that should be displayed as special symbols (for example, "e" is
    for the pause symbol that usually looks something like <code>||</code>). You
    should have a font for normal characters and a different font for symbols.
    See the section about <a href="#symbols">symbols</a> for more
    information.</em>
  </dd>
</dl>


<h3><a name="subwindow">D.2.2 Subwindow</a></h3>

<p>The following entries can be used in the '<code>window = sub</code>'
  .&nbsp;.&nbsp;. '<code>end</code>' block.</p>

<dl>
  <dt><a name="sub.base"><b><code>base = image, X, Y, width, height</code></b>
    </a></dt>
  <dd>The image to be displayed in the window. The window will appear at the
    given <code>X</code>,<code>Y</code> position on the screen (<code>0,0</code>
    is the top left corner). You can specify <code>-1</code> for center and
    <code>-2</code> for right (<code>X</code>) and bottom (<code>Y</code>). The
    window will be as large as the image. <code>width</code> and
    <code>height</code> denote the size of the window; they are optional (if
    they are missing, the window is the same size as the image).</dd>

  <dt><a name="sub.background"><b><code>background = R, G, B</code></b></a></dt>
  <dd>Lets you set the background color. It is useful if the image is smaller
    than the window. <code>R</code>, <code>G</code> and <code>B</code> specifies
    the red, green and blue component of the color (each of them is a decimal
    number from 0 to 255).</dd>
</dl>


<h3><a name="skinmenu">D.2.3 Skin menu</a></h3>

<p>As mentioned earlier, the menu is displayed using two images. Normal menu
  entries are taken from the image specified by the <code>base</code> item,
  while the currently selected entry is taken from the image specified by the
  <code>selected</code> item. You must define the position and size of each menu
  entry through the <code>menu</code> item.</p>

<p>These are the entries that can be used in the '<code>window = menu</code>'
  .&nbsp;.&nbsp;. '<code>end</code>' block.</p>

<dl>
  <dt><a name="menu.base"><b><code>base = image</code></b></a></dt>
  <dd>The image for normal menu entries.</dd>

  <dt><a name="menu.selected"><b><code>selected = image</code></b></a></dt>
  <dd>The image showing the menu with all entries selected.</dd>

  <dt><a name="menu.menu"><b><code>menu = X, Y, width, height, message</code>
    </b></a></dt>
  <dd>Defines the <code>X,Y</code> position and the size of a menu entry in the
    image. <code>message</code> is the message to be generated when the mouse
    button is released over the entry.</dd>
</dl>


<h2><a name="fonts">D.3 Fonts</a></h2>

<p>As mentioned in the section about the parts of a skin, a font is defined by
  an image and a description file. You can place the characters anywhere in the
  image, but make sure that their position and size is given in the description
  file exactly.</p>

<p>The font description file (with <code>.fnt</code> extension) can have comment
  lines starting with '<code>;</code>'. The file must have a line in the
  form</p>

<dl>
  <dt><a name="font.image"><b><code>image = image</code></b></a></dt>
  <dd>Where <code>image</code> is the name of the image file to be used for the
    font (you do not have to specify the extension).</dd>

  <dt><a name="font.char"><b><code>"char" = X, Y, width, height</code></b>
    </a></dt>
  <dd>Here <code>X</code> and <code>Y</code> specify the position of the
    <code>char</code> character in the image (<code>0,0</code> is the upper left
    corner). <code>width</code> and <code>height</code> are the dimensions of
    the character in pixels.</dd>
</dl>

<p>This example defines the A, B, C characters using <code>font.png</code>.</p>

<table width="100%" border="1">
  <tr bgcolor="silver">
    <td>
<pre>
; Can be "font" instead of "font.png".
image = font.png

; Three characters are enough for demonstration purposes :-)
"A" =  0,0, 7,13
"B" =  7,0, 7,13
"C" = 14,0, 7,13
</pre>
    </td>
  </tr>
</table>


<h3><a name="symbols">D.3.1 Symbols</a></h3>

<p>Some characters have special meanings when returned by some of the variables
  used in <a href="#main.dlabel">dlabel</a>. These characters are meant to be
  shown as symbols so that things like a nice DVD logo can be displayed instead
  of the character 'd' for a DVD stream.</p>

<p>The following table lists all the characters that can be used to display
  symbols (and thus require a different font).</p>

<table align="center" border="1">
  <tr><th align="center">Character</th><th align="left">Symbol</th></tr>
  <tr><td align="center"><kbd>p</kbd></td>
    <td align=left>play</td></tr>
  <tr><td align="center"><kbd>s</kbd></td>
    <td align=left>stop</td></tr>
  <tr><td align="center"><kbd>e</kbd></td>
    <td align=left>pause</td></tr>
  <tr><td align="center"><kbd>n</kbd></td>
    <td align=left>no sound</td></tr>
  <tr><td align="center"><kbd>m</kbd></td>
    <td align=left>mono sound</td></tr>
  <tr><td align="center"><kbd>t</kbd></td>
    <td align=left>stereo sound</td></tr>
  <tr><td align="center"><kbd>f</kbd></td>
    <td align=left>stream is a file</td></tr>
  <tr><td align="center"><kbd>v</kbd></td>
    <td align=left>stream is a Video CD</td></tr>
  <tr><td align="center"><kbd>d</kbd></td>
    <td align=left>stream is a DVD</td></tr>
  <tr><td align="center"><kbd>u</kbd></td>
    <td align="left">stream is a URL</td></tr>
</table>


<h2><a name="guimessages">D.4 GUI messages</a></h2>

<p>These are the messages that can be generated by buttons, potmeters and menu
  entries.</p>

<p><em class="note"><b>Note:</b> Some of the messages might not work as expected
  (or not work at all). As you know, the GUI is under development.</em></p>


<h3>Playback control:</h3>

<blockquote>
  <dl>
    <dt><b>evNext</b></dt>
    <dd>Jump to next track in the playlist.</dd>

    <dt><b>evPause</b></dt>
    <dd>Pause playing.</dd>

    <dt><b>evPauseSwitchToPlay</b></dt>
    <dd>Forms a switch together with <code>evPlaySwitchToPause</code>. They can
      be used to have a common play/pause button. Both messages should be
      assigned to buttons displayed at the very same position in the window.
      This message pauses playing and the image for the
      <code>evPlaySwitchToPause</code> button is displayed (to indicate that the
      button can be pressed to continue playing).</dd>

    <dt><b>evPlay</b></dt>
    <dd>Start playing.</dd>

    <dt><b>evPlaySwitchToPause</b></dt>
    <dd>The opposite of <code>evPauseSwitchToPlay</code>. This message starts
      playing and the image for the <code>evPauseSwitchToPlay</code> button is
      displayed (to indicate that the button can be pressed to pause
      playing).</dd>

    <dt><b>evPrev</b></dt>
    <dd>Jump to previous track in the playlist.</dd>

    <dt><b>evStop</b></dt>
    <dd>Stop playing.</dd>
  </dl>
</blockquote>


<h3>Seeking:</h3>

<blockquote>
  <dl>
    <dt><b>evBackward10sec</b></dt>
    <dt><b>