home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Chip 2001 Mobile
/
Chip_Mobile_2001.iso
/
palm
/
system
/
_palmemu
/
palmskin.EXE
/
Skins_v1.4
/
ReadMe.txt
< prev
next >
Wrap
Text File
|
2000-08-09
|
8KB
|
235 lines
========================================================================
Skin information for the Palm OS Emulator
Copyright (c) 1998-2000 Palm, Inc. or its subsidiaries.
All rights reserved.
Please send bug reports, comments, suggestions, etc. to devsupp@palm.com
========================================================================
Version History
---------------
v1.4 - 8/9/00
Added Palm VIIx skins. Moved the LCD area in the m100 skin down a
little bit so that the entire 220 vertical range of the touchscreen
reaches to the keyboard silkscreen buttons.
v1.3 - 8/7/00
Added m100 skins. Rolled in latest skins from Handspring. Added more
explanatory text and clarifications to this file.
v1.2 - 4/28/00
Added Visor Japanese skins. Changed Visor skin names to more closely
match those used by the Palm skins.
v1.1 - 4/17/00
Changed names from "Standard - English", etc., to "Standard-English",
etc. The spaces were removed to make specifying them on command lines
easier.
v1.0 - 3/6/00
Initial release. Includes skins for Pilot, PalmPilot, Palm III, Palm
IIIc, Palm IIIe, Palm IIIx (English and Japanese), Palm V (English and
Japanese), Palm Vx, Palm VII, Palm VIIEZ, Symbol 1700, and Visor (Blue
and Graphite).
About Skins
-----------
A "skin" is something that defines the appearance of an application. For the
Palm OS Emulator, skins are images of the devices that the Emulator supports
and emulates.
To use the skins included in this archive with the Palm OS Emulator, all of
the files (all the *.skin and *.jpg file) need to be in a directory starting
with with the text "Skins" (e.g., "Skins", "Skins 1.3", "Skins Palm", etc.).
This directory must be in the same directory as the Emulator (on Mac and
Windows), or in the $POSER_DIR or $HOME directories (on Unix). When
starting up, the Emulator scans these directories for *all* directories
starting with "Skins". It then looks inside these directories for files
ending in ".skin". Note that it performs only a 1-level search inside the
"Skins*" directories, so make sure that you don't put the .skins or .jpg
files in sub-directories in the "Skins*" directories.
Creating Skins
--------------
Skins are defined by a pair of files: an image file and a .skin file that
describes the image file.
The image file is just a plain old graphic. Currently, only JPEG format is
supported. Support for more formats may be added in the future (hint: this
is a good area for a 3rd party contribution...).
The associated .skin file is a text file that describes the image. The text
file is made up of a series of lines, each line defining an attribute of the
image.
Each definition is of the form:
<attribute>=<value>
This is similar to the way .ini files are stored on Windows, and how the
emulator saves its own preferences. In .skin files:
* The attribute is case-senstive. Thus, "Name" and "name" are not
equivalent.
* There can be only one definition of each attribute. For instance,
if the skin can be used with multiple devices, do NOT say:
Devices = Pilot1000
Devices = Pilot5000
Instead, say:
Devices = Pilot1000, Pilot5000
* White space is optional, both around the equal sign and in the
specification of the value. Thus, "color=1,2,3" is the same as
"color = 1, 2, 3".
The file can include comments, which are ignored when the file is parsed.
Comments appear on their own lines, and start with "#" or ';'.
Invalid files are detected and silently ignored. There is currently no
error reporting when invalid values are encountered. Your only indication
that something is wrong is that your skin won't show up in the Skins menu or
dialog (hint: this is a good area for a 3rd party contribution...).
Following is a definition of the attributes and how their values are
specified:
Name
----
This is the name of the skin. It's what appears in the Skin menu in the
New Configuration dialog and in the Skin preferences dialog.
Example:
Name = Keith's Cool Skin
File1x
File2x
------
These are the names of the image files. Two image files must be
specified: one used for single-scale and one used for double-scale.
Image files are expected to be in the same directory as the .skin file,
though a relative path may be specified.
Currently, both image files must exist and be specified. In the future,
it may be possible to specify just one and have it scaled (hint: this is
a good area for a 3rd party contribution...).
Examples:
File1x = MySkin1.jpg
File2x = MySkin2.jpg
# Macintosh relative-path format
File1x = :Small Images:MySkin.jpg
File2x = :Large Images:MySkin.jpg
# Windows relative-path format
File1x = Small Images\MySkin.jpg
File2x = Large Images\MySkin.jpg
BackgroundColor
HighlightColor
---------------
These fields define the color used when displaying the LCD area of the
emulator's display. BackgroundColor specifies the normal background
color; Highlightcolor specifies the color used when backlighting is
turned on (that is, the user holds down the power button).
The value is specified as an r,g,b tuple. The three components are
provided as hexadecimal or decimal values in the range 0..255, seperated
by commas.
Examples:
BackgroundColor = 0x7B, 0x8C, 0x5A
HighlightColor = 132, 240, 220
Devices
-------
Provides the list of devices with which this skin can be used. One or
more devices can be provided, seperated by commas. The current list of
devices is:
Pilot1000, Pilot5000
PalmPilotPersonal, PalmPilotProfessional
PalmIII, PalmIIIc, PalmIIIe, PalmIIIx
PalmV, PalmVx
PalmVII, PalmVIIEZ, Palm VIIx
m100
Symbol1700, Visor
Examples:
Devices = Pilot1000, Pilot5000
Devices = PalmIIIc
Element#
--------
A class of attributes that describes the layout of the image. There is
one attribute for each item in the image that can be clicked on. There
are also attributes for the LCD and touchscreen areas.
The value for each attribute is a list of 5 items: the name of the
element and its coordinates on the screen. The current set of valid
element names is:
PowerButton
UpButton
DownButton
App1Button
App2Button
App3Button
App4Button
CradleButton
Antenna
ContrastButton
# Symbol-specific
TriggerLeft
TriggerCenter
TriggerRight
UpButtonLeft
UpButtonRight
DownButtonLeft
DownButtonRight
Touchscreen
LCD
All elements except for the last two are optional.
The coordinates of each element are provided by specifying the left
coordinate, the top coordinate, the element width, and the element
height. Only single-scale coordinates can be provided; double-scale
coordinates are derived from these. Coordinate values can be specified
in hexadecimal or decimal.
Each attribute name must start with the text "Element", and must be
suffixed with characters that make it unique from all the other
Element-related attributes.
Example:
# x y w h
# ---- ---- ---- ----
Element1 = PowerButton, 10, 295, 16, 24
Element2 = UpButton, 110, 292, 20, 21
Element3 = DownButton, 110, 313, 20, 21
Element4 = App1Button, 37, 295, 23, 25
Element5 = App2Button, 76, 297, 23, 25
Element6 = App3Button, 141, 297, 23, 25
Element7 = App4Button, 180, 294, 23, 25
Element8 = Touchscreen, 39, 44, 160, 220
Element9 = LCD, 39, 44, 160, 160