<?xml version="1.0" encoding="utf-8"?>
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<appendix id="skin">
<title><application>MPlayer</application> skin format</title>

<sect1 id="skin-overview">
<title>Overview</title>

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<sect2 id="skin-overview-components">
<title>Skin components</title>

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

<para>
Currently there are four windows to be decorated: the
<link linkend="skin-file-main">main window</link>, the
<link linkend="skin-file-subwindow">subwindow</link>, the
<link linkend="skin-file-main">playbar</link>, and the
<link linkend="skin-file-menu">skin menu</link> (which can be activated
by a right click).

<itemizedlist>
<listitem>
  <para>
  The <emphasis role="bold">main window</emphasis> and/or the
  <emphasis role="bold">playbar</emphasis> is where you can control
  <application>MPlayer</application>. The background of the window is an image.
  Various items can (and must) be placed in the window:
  <emphasis>buttons</emphasis>, <emphasis>potmeters</emphasis> (sliders) and
  <emphasis>labels</emphasis>.
  For every item, you must specify its position and size.
  </para>

  <para>
  A <emphasis role="bold">button</emphasis> has three states (pressed, released,
  disabled), thus its image must be divided into three parts vertically. See the
  <link linkend="skin-button">button</link> item for details.
  </para>

  <para>
  A <emphasis role="bold">potmeter</emphasis> (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
  <link linkend="skin-hpotmeter">hpotmeter</link> and
  <link linkend="skin-potmeter">potmeter</link> for details.
  </para>

  <para>
  <emphasis role="bold">Labels</emphasis> 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
  <link linkend="skin-fonts">font description file</link>.
  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 <emphasis>together</emphasis>).
  See <link linkend="skin-dlabel">dlabel</link>
  and <link linkend="skin-slabel">slabel</link> for details.
  </para>

  <note><para>
  All images can have full transparency as described in the section about
  <link linkend="skin-overview-formats">image formats</link>. 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.
  </para></note>
</listitem>

<listitem><para>
  The <emphasis role="bold">subwindow</emphasis> 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 :-)) <emphasis role="bold">Note:</emphasis>
  transparency is <emphasis role="bold">not allowed</emphasis> here.
</para></listitem>

<listitem>
  <para>
  The <emphasis role="bold">skin menu</emphasis> is just a way to control
  <application>MPlayer</application> 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).
  </para>
  <para>
  A menu entry is defined by its position and size in the image (see the
  section about the <link linkend="skin-file-menu">skin menu</link> for
  details).
  </para>
</listitem>
</itemizedlist>
</para>

<para>
There is an important thing not mentioned yet: For buttons, potmeters and
menu entries to work, <application>MPlayer</application> must know what to
do if they are clicked. This is done by <link linkend="skin-gui">messages</link>
(events). For these items you must define the messages to be generated when
they are clicked.
</para>
</sect2>

<sect2 id="skin-overview-formats">
<title>Image formats</title>

<para>Images must be truecolor (24 or 32 bpp) PNGs.</para>
<para>
In the main window and in the playbar (see below) you can use images with
`transparency': Regions filled with the color #FF00FF (magenta) are fully
transparent when viewed by <application>MPlayer</application>. This means
that you can even have shaped windows if your X server has the XShape extension.
</para>
</sect2>

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<sect2 id="skin-files">
<title>Files</title>

<para>
You need the following files to build a skin:
<itemizedlist>
<listitem><para>
  The configuration file named <link linkend="skin-file">skin</link> tells
  <application>MPlayer</application> how to put different parts of the skin
  together and what to do if you click somewhere in the window.
</para></listitem>
<listitem><para>
  The background image for the main window.
</para></listitem>
<listitem><para>
  Images for the items in the main window (including one or more font
  description files needed to draw labels).
</para></listitem>
<listitem><para>
  The image to be displayed in the subwindow (optional).
</para></listitem>
<listitem><para>
  Two images for the skin menu (they are needed only if you want to create
  a menu).
</para></listitem>
</itemizedlist>
  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 <filename>.fnt</filename> extension).
</para>
</sect2>
</sect1>


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<sect1 id="skin-file">
<title>The skin file</title>

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

<para>
The file is made up of sections. Each section describes the skin for an
application and has the following form:
<programlisting>
section = <replaceable>section name</replaceable>
.
.
.
end
</programlisting>
</para>

<para>
Currently there is only one application, so you need only one section: its name
is <emphasis role="bold">movieplayer</emphasis>.
</para>

<para>
Within this section each window is described by a block of the following form:
<programlisting>
window = <replaceable>window name</replaceable>
.
.
.
end
</programlisting>
</para>

<para>
where <replaceable>window name</replaceable> can be one of these strings:
<itemizedlist>
<listitem><para>
  <emphasis role="bold">main</emphasis> - for the main window
</para></listitem>
<listitem><para>
  <emphasis role="bold">sub</emphasis> - for the subwindow
</para></listitem>
<listitem><para>
  <emphasis role="bold">menu</emphasis> - for the skin menu
</para></listitem>
<listitem><para>
  <emphasis role="bold">playbar</emphasis> - playbar
</para></listitem>
</itemizedlist>
</para>

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

<para>
Within a window block, you can define each item for the window by a line in
this form:
<programlisting>item = parameter</programlisting>
Where <literal>item</literal> is a string that identifies the type of the GUI
item, <literal>parameter</literal> is a numeric or textual value (or a list of
values separated by commas).
</para>

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

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

<para>
Here is an example to make this clear. Suppose that you have an image called
<filename>main.png</filename> that you use for the main window:
<programlisting>base = main, -1, -1</programlisting>
<application>MPlayer</application> tries to load <filename>main</filename>,
<filename>main.png</filename>, <filename>main.PNG</filename> files.
</para>

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

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<sect2 id="skin-file-main">
<title>Main window and playbar</title>

<para>
Below is the list of entries that can be used in the
'<literal>window = main</literal>' ... '<literal>end</literal>',
and the '<literal>window = playbar</literal>' ... '<literal>end</literal>'
blocks.
</para>

<variablelist>
<varlistentry>
  <term><literal>
  <anchor id="skin-main-base"/>base = image, X, Y
  </literal></term>
  <listitem>
  <para>
  Lets you specify the background image to be used for the main window.
  The window will appear at the given <literal>X,Y</literal> position on
  the screen The window will have the size of the image.
  </para>
  <note><para>
  These coordinates do not currently work for the display window.
  </para></note>
  <warning><para>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.</para></warning>
  </listitem>
</varlistentry>

<varlistentry>
  <term><literal>
  <anchor id="skin-button"/>button = image, X, Y, width, height, message
  </literal></term>
  <listitem>
  <para>
  Place a button of <literal>width</literal> * <literal>height</literal> size at
  position <literal>X,Y</literal>. The specified <literal>message</literal> is
  generated when the button is clicked. The image given by
  <literal>image</literal> must have three parts below each other (according to
  the possible states of the button), like this:
  </para>
  <informalfigure>
  <screen>
+------------+
|  pressed   |
+------------+
|  released  |
+------------+
|  disabled  |
+------------+<!--
  --></screen>
  </informalfigure>
  </listitem>
</varlistentry>

<varlistentry>
  <term><literal>
  <anchor id="skin-decoration"/>decoration = enable|disable
  </literal></term>
  <listitem>
  <para>
  Enable or disable window manager decoration of the main window. Default is
  <emphasis role="bold">disable</emphasis>.
  </para>
  <note><para>
  This doesn't work for the display window, there is no need to.
  </para></note>
  </listitem>
</varlistentry>

<varlistentry>
  <term><literal>
  <anchor id="skin-hpotmeter"/>hpotmeter = button, bwidth, bheight, phases, numphases, default, X, Y, width, height, message
  </literal></term>
  <listitem><para>
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><literal>
  <anchor id="skin-vpotmeter"/>vpotmeter = button, bwidth, bheight, phases, numphases, default, X, Y, width, height, message
  </literal></term>
  <listitem><para>
  Place a horizontal (hpotmeter) or vertical (vpotmeter) potmeter of
  <literal>width</literal> * <literal>height</literal> size at position
  <literal>X,Y</literal>. 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.). <literal>hpotmeter</literal> can have a button that can be
  dragged horizontally. The parameters are:
  <itemizedlist>
  <listitem><para>
    <literal>button</literal> - the image to be used for the
    button (must have three parts below each other, like in case of
    <link linkend="skin-button">button</link>)
  </para></listitem>
  <listitem><para>
    <literal>bwidth</literal>, <literal>bheight</literal> - size
    of the button
  </para></listitem>
  <listitem><para>
    <literal>phases</literal> - the image to be used for the
    different phases of the hpotmeter. A special value of <literal>NULL</literal>
    can be used if you want no such image. The image must be divided into
    <literal>numphases</literal> parts vertically like this:
    <informalfigure><screen>
+------------+
|  phase #1  |
+------------+
|  phase #2  |
+------------+
     ...
+------------+
|  phase #n  |
+------------+<!--
    --></screen></informalfigure>
  </para></listitem>
  <listitem><para>
    <literal>numphases</literal> - number of phases stored in the
    <literal>phases</literal> image
  </para></listitem>
  <listitem><para>
    <literal>default</literal> - default value for hpotmeter
    (in the range <literal>0</literal> to <literal>100</literal>)
  </para></listitem>
  <listitem><para>
    <literal>X</literal>, <literal>Y</literal> - position for the hpotmeter
  </para></listitem>
  <listitem><para>
    <literal>width</literal>, <literal>height</literal> - width and height
    of the <literal>hpotmeter</literal>
  </para></listitem>
  <listitem><para>
    <literal>message</literal> - the message to be generated when the
    value of <literal>hpotmeter</literal> is changed
  </para></listitem>
  </itemizedlist>
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><literal>
  <anchor id="skin-potmeter"/>potmeter = phases, numphases, default, X, Y, width, height, message
  </literal></term>
  <listitem><para>
  A <literal>hpotmeter</literal> 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 <link linkend="skin-hpotmeter">hpotmeter</link>.
  <literal>phases</literal> can be <literal>NULL</literal>, but it is quite
  useless, since you cannot see where the <literal>potmeter</literal> is set.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><literal>
  <anchor id="skin-font"/>font = fontfile, fontid
  </literal></term>
  <listitem><para>
  Defines a font. <literal>fontfile</literal> is the name of a font description
  file with a <filename>.fnt</filename> extension (do not specify the extension
  here).  <literal>fontid</literal> is used to refer to the font
  (see <link linkend="skin-dlabel">dlabel</link>
  and <link linkend="skin-slabel">slabel</link>). Up to 25 fonts can be defined.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><literal>
  <anchor id="skin-slabel"/>slabel = X, Y, fontid, "text"
  </literal></term>
  <listitem><para>
  Place a static label at the position <literal>X,Y</literal>.
  <literal>text</literal> is displayed using the font identified by
  <literal>fontid</literal>. The text is just a raw string
  (<literal>$x</literal> variables do not work) that must be enclosed between
  double quotes (but the " character cannot be part of the text). The
  label is displayed using the font identified by <literal>fontid</literal>.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><literal>
  <anchor id="skin-dlabel"/>dlabel = X, Y, length, align, fontid, "text"
  </literal></term>
  <listitem>
  <para>
  Place a dynamic label at the position <literal>X,Y</literal>. The label is
  called dynamic because its text is refreshed periodically. The maximum length
  of the label is given by <literal>length</literal> (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
  <literal>align</literal> parameter: <literal>0</literal> is for right,
  <literal>1</literal> is for center, <literal>2</literal> is for left.
  </para>
  <para>
  The text to be displayed is given by <literal>text</literal>: It must be
  written between double quotes (but the " character cannot be part of the
  text). The label is displayed using the font identified by
  <literal>fontid</literal>. You can use the following variables in the text:
  </para>

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

  <note><para>
  The <literal>$a, $T, $p, $s</literal> and <literal>$e</literal>
  variables all return characters that should be displayed as special symbols
  (for example, <keycap>e</keycap> is for the pause symbol that usually looks
  something like ||). You should have a font for normal characters and
  a different font for symbols. See the section about
  <link linkend="skin-fonts-symbols">symbols</link> for more information.
  </para></note>
  </listitem>
</varlistentry>
</variablelist>
</sect2>

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<sect2 id="skin-file-subwindow">
<title>Subwindow</title>

<para>
The following entries can be used in the
'<literal>window = sub</literal>' . . . '<literal>end</literal>' block.
</para>

<variablelist>
<varlistentry>
  <term><literal>
  <anchor id="skin-sub-base"/>base = image, X, Y, width, height
  </literal></term>
  <listitem><para>
  The image to be displayed in the window. The window will appear at the given
  <literal>X,Y</literal> position on the screen (<literal>0,0</literal> is the
  top left corner). You can specify <literal>-1</literal> for center and
  <literal>-2</literal> for right (<literal>X</literal>) and bottom
  (<literal>Y</literal>). The window will be as large as the image.
  <literal>width</literal> and <literal>height</literal>
  denote the size of the window; they are optional (if they are missing, the
  window is the same size as the image).
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><literal>
  <anchor id="skin-background"/>background = R, G, B
  </literal></term>
  <listitem><para>
  Lets you set the background color. It is useful if the image is smaller than
  the window. <literal>R</literal>, <literal>G</literal> and
  <literal>B</literal> specifies the red, green and blue component of the color
  (each of them is a decimal number from 0 to 255).
  </para></listitem>
</varlistentry>
</variablelist>
</sect2>

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<sect2 id="skin-file-menu">
<title>Skin menu</title>

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

<para>
The following entries can be used in the
'<literal>window = menu</literal>'. . .'<literal>end</literal>' block.
</para>

<variablelist>
<varlistentry>
  <term><literal>
  <anchor id="skin-menu-base"/>base = image
  </literal></term>
  <listitem><para>
  The image for normal menu entries.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><literal>
  <anchor id="skin-selected"/>selected = image
  </literal></term>
  <listitem><para>
  The image showing the menu with all entries selected.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><literal>
  <anchor id="skin-menu"/>menu = X, Y, width, height, message
  </literal></term>
  <listitem><para>
  Defines the <literal>X,Y</literal> position and the size of a menu entry in
  the image. <literal>message</literal> is the message to be generated when the
  mouse button is released over the entry.
  </para></listitem>
</varlistentry>
</variablelist>
</sect2>
</sect1>


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<sect1 id="skin-fonts">
<title>Fonts</title>
<para>
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.
</para>

<para>
The font description file (with <filename>.fnt</filename> extension) can have
comment lines starting with '<literal>;</literal>'. The file must have a line
in the form
<anchor id="skin-font-image"/>
<programlisting>image = <replaceable>image</replaceable></programlisting>
Where <literal><replaceable>image</replaceable></literal> is the name of the
image file to be used for the font (you do not have to specify the extension).
<anchor id="skin-font-char"/>
<programlisting>"char" = X, Y, width, height</programlisting>
Here <literal>X</literal> and <literal>Y</literal> specify the position of the
<literal>char</literal> character in the image (<literal>0,0</literal> is the
upper left corner). <literal>width</literal> and <literal>height</literal> are
the dimensions of the character in pixels.
</para>

<para>
This example defines the A, B, C characters using <filename>font.png</filename>.
<programlisting>
; 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
</programlisting>
</para>

<!-- ********** -->

<sect2 id="skin-fonts-symbols">
<title>Symbols</title>

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

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

<informaltable>
<tgroup cols="2">
<thead>
  <row><entry>Character</entry><entry>Symbol</entry></row>
</thead>
<tbody>
  <row><entry><keycap>p</keycap></entry><entry>play</entry></row>
  <row><entry><keycap>s</keycap></entry><entry>stop</entry></row>
  <row><entry><keycap>e</keycap></entry><entry>pause</entry></row>
  <row><entry><keycap>n</keycap></entry><entry>no sound</entry></row>
  <row><entry><keycap>m</keycap></entry><entry>mono sound</entry></row>
  <row><entry><keycap>t</keycap></entry><entry>stereo sound</entry></row>
  <row><entry><keycap>f</keycap></entry><entry>stream is a file</entry></row>
  <row><entry><keycap>v</keycap></entry><entry>stream is a Video CD</entry></row>
  <row><entry><keycap>d</keycap></entry><entry>stream is a DVD</entry></row>
  <row><entry><keycap>u</keycap></entry><entry>stream is a URL</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>


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<sect1 id="skin-gui">
<title>GUI messages</title>

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

<variablelist>
<title>Playback control:</title>
<varlistentry>
  <term><emphasis role="bold">evNext</emphasis></term>
  <listitem><para>
  Jump to next track in the playlist.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evPause</emphasis></term>
  <listitem><para>
  Forms a switch together with <literal>evPlaySwitchToPause</literal>. 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 <literal>evPlaySwitchToPause</literal>
  button is displayed (to indicate that the button can be pressed to continue
  playing).
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evPlay</emphasis></term>
  <listitem><para>
  Start playing.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evPlaySwitchToPause</emphasis></term>
  <listitem><para>
  The opposite of <literal>evPauseSwitchToPlay</literal>. This message starts
  playing and the image for the <literal>evPauseSwitchToPlay</literal> button
  is displayed (to indicate that the button can be pressed to pause playing).
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evPrev</emphasis></term>
  <listitem><para>
  Jump to previous track in the playlist.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evStop</emphasis></term>
  <listitem><para>
  Stop playing.
  </para></listitem>
</varlistentry>
</variablelist>

<variablelist>
<title>Seeking:</title>
<varlistentry>
  <term><emphasis role="bold">evBackward10sec</emphasis></term>
  <listitem><para>
  Seek backward 10 seconds.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evBackward1min</emphasis></term>
  <listitem><para>
  Seek backward 1 minute.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evBackward10min</emphasis></term>
  <listitem><para>
  Seek backward 10 minutes.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evForward10sec</emphasis></term>
  <listitem><para>
  Seek forward 10 seconds.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evForward1min</emphasis></term>
  <listitem><para>
  Seek forward 1 minute.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evForward10min</emphasis></term>
  <listitem><para>
  Seek forward 10 minutes.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evSetMoviePosition</emphasis></term>
  <listitem><para>
  Seek to position (can be used by a potmeter; the
  relative value (0-100%) of the potmeter is used).
  </para></listitem>
</varlistentry>
</variablelist>

<variablelist>
<title>Video control:</title>
<varlistentry>
  <term><emphasis role="bold">evHalfSize</emphasis></term>
  <listitem><para>
  Set the movie window to half size.
  </para></listitem>
</varlistentry>
<varlistentry>
  <term><emphasis role="bold">evDoubleSize</emphasis></term>
  <listitem><para>
  Set the movie window to double size.
  </para></listitem>
</varlistentry>
<varlistentry>
  <term><emphasis role="bold">evFullScreen</emphasis></term>
  <listitem><para>
  Switch fullscreen mode on/off.
  </para></listitem>
</varlistentry>
<varlistentry>
  <term><emphasis role="bold">evNormalSize</emphasis></term>
  <listitem><para>
  Set the movie window to its normal size.
  </para></listitem>
</varlistentry>
</variablelist>

<variablelist>
<title>Audio control:</title>
<varlistentry>
  <term><emphasis role="bold">evDecAudioBufDelay</emphasis></term>
  <listitem><para>
  Decrease audio buffer delay.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evDecBalance</emphasis></term>
  <listitem><para>
  Decrease balance.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evDecVolume</emphasis></term>
  <listitem><para>
  Decrease volume.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evIncAudioBufDelay</emphasis></term>
  <listitem><para>
  Increase audio buffer delay.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evIncBalance</emphasis></term>
  <listitem><para>
  Increase balance.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evIncVolume</emphasis></term>
  <listitem><para>
  Increase volume.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evMute</emphasis></term>
  <listitem><para>
  Mute/unmute the sound.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evSetBalance</emphasis></term>
  <listitem><para>
  Set balance (can be used by a potmeter; the
  relative value (0-100%) of the potmeter is used).
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evSetVolume</emphasis></term>
  <listitem><para>
  Set volume (can be used by a potmeter; the relative
  value (0-100%) of the potmeter is used).
  </para></listitem>
</varlistentry>
</variablelist>

<variablelist>
<title>Miscellaneous:</title>
<varlistentry>
  <term><emphasis role="bold">evAbout</emphasis></term>
  <listitem><para>
  Open the about window.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evDropSubtitle</emphasis></term>
  <listitem><para>
  Disables the currently used subtitle.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evEqualizer</emphasis></term>
  <listitem><para>
  Turn the equalizer on/off.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evExit</emphasis></term>
  <listitem><para>
  Quit the program.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evIconify</emphasis></term>
  <listitem><para>
  Iconify the window.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evLoad</emphasis></term>
  <listitem><para>
  Load a file (by opening a file browser window, where you can choose a file).
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evLoadPlay</emphasis></term>
  <listitem><para>
  Does the same as <literal>evLoad</literal>, but it automatically starts
  playing after the file is loaded.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evLoadSubtitle</emphasis></term>
  <listitem><para>
  Loads a subtitle file (with the file selector).
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evLoadAudioFile</emphasis></term>
  <listitem><para>
  Loads an audio file (with the file selector).
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evNone</emphasis></term>
  <listitem><para>
  Empty message, it has no effect (except maybe in Subversion versions :-)).
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evPlaylist</emphasis></term>
  <listitem><para>
  Open/close the playlist window.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evPlayDVD</emphasis></term>
  <listitem><para>
  Tries to open the disc in the given DVD-ROM drive.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evPlayVCD</emphasis></term>
  <listitem><para>
  Tries to open the disc in the given CD-ROM drive.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evPreferences</emphasis></term>
  <listitem><para>
  Open the preferences window.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evSetAspect</emphasis></term>
  <listitem><para>
  Sets displayed image aspect.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evSetURL</emphasis></term>
  <listitem><para>
  Displays the URL dialog window.
  </para></listitem>
</varlistentry>

<varlistentry>
  <term><emphasis role="bold">evSkinBrowser</emphasis></term>
  <listitem><para>
  Open the skin browser window.
  </para></listitem>
</varlistentry>
</variablelist>
</sect1>


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<sect1 id="skin-quality">
<title>Creating quality skins</title>

<para>
So you have read up on creating skins for the
<application>MPlayer</application> GUI, done your best with the
<application>Gimp</application> and wish to submit your skin to us?
Read on for some guidelines to avoid common mistakes and produce
a high quality skin.
</para>

<para>
We want skins that we add to our repository to conform to certain
quality standards. There are also a number of things that you can do
to make our lives easier.
</para>

<para>
As an example you can look at the <systemitem>Blue</systemitem> skin,
it satisfies all the criteria listed below since version 1.5.
</para>

<itemizedlist>
<listitem><para>
  Each skin should come with a
  <filename>README</filename> file that contains information about
  you, the author, copyright and license notices and anything else
  you wish to add. If you wish to have a changelog, this file is a
  good place.
</para></listitem>

<listitem><para>
  There should be a file <filename>VERSION</filename>
  with nothing more than the version number of the skin on a single
  line (e.g. 1.0).
</para></listitem>

<listitem><para>
  Horizontal and vertical controls (sliders like volume
  or position) should have the center of the knob properly centered on
  the middle of the slider. It should be possible to move the knob to
  both ends of the slider, but not past it.
</para></listitem>

<listitem><para>
  Skin elements should have the right sizes declared
  in the skin file. If this is not the case you can click outside of
  e.g. a button and still trigger it or click inside its area and not
  trigger it.
</para></listitem>

<listitem><para>
  The <filename>skin</filename> file should be
  prettyprinted and not contain tabs. Prettyprinted means that the
  numbers should line up neatly in columns.
</para></listitem>
</itemizedlist>

</sect1>
</appendix>
