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Diffstat (limited to 'xbmc/guilib/GUIImage.dox')
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diff --git a/xbmc/guilib/GUIImage.dox b/xbmc/guilib/GUIImage.dox new file mode 100644 index 0000000000..79c2f07a5e --- /dev/null +++ b/xbmc/guilib/GUIImage.dox @@ -0,0 +1,85 @@ +/*! + +\page Image_Control Image Control +\brief **Used to show an image.** + +\tableofcontents + +The image control is used for displaying images in Kodi. You can choose the +position, size, transparency and contents of the image to be displayed. + +-------------------------------------------------------------------------------- +\section Image_Control_sect1 Example + +~~~~~~~~~~~~~ +<control type="image" id="1"> + <description>My first image control</description> + <posx>80</posx> + <posy>60</posy> + <width>250</width> + <height>200</height> + <visible>true</visible> + <colordiffuse>FFFFFFFF</colordiffuse> + <fadetime>200</fadetime> + <texture border="5" flipy="true" flipx="false">mytexture.png</texture> + <bordertexture border="5">mybordertexture.png</bordertexture> + <bordersize>5</bordersize> + <texture>$INFO[MusicPlayer.Cover]</texture> + <aspectratio>keep</aspectratio> +</control> +~~~~~~~~~~~~~ + + +-------------------------------------------------------------------------------- +\section Image_Control_sect2 Image Size and Type Restrictions +For the <b>`<texture>`</b> tags, and for all <b>`<texture>`</b> tags in +other controls, there is a small set of rules that you should follow if at all +possible: + +\subsection Image_Control_sect2_1 Size +Images can be any size, though some graphics cards allow only power of 2 textures, +so this may be a consideration. For the most case, it doesn't really matter what +size things are - Kodi will quite happily load most files. + +\subsection Image_Control_sect2_2 Formats +If you wish to use transparency, then use PNG. It is suggested that you use PNG +and JPG as much as possible. Note that once the images are injected into +Textures.xbt, they are not stored as JPG or PNG – rather they are stored in +a native format used for GPUs for faster loading, such as ARGB or DXTc textures. +The size of the images (in kb) is therefore not as important as the size of the +images in pixels – so feel free to store them in a lossless (eg PNG) manner if +you wish. + +The only exception to this is if you require an animated texture. In this case, +we support only animated GIF. There are also some animated gifs that may not +work. Use ImageReady CS and make sure you set the gif-anim to “restore to +background” and they should work fine. + +-------------------------------------------------------------------------------- +\section Image_Control_sect3 Available tags and attributes + +In addition to the [Default Control Tags](http://kodi.wiki/view/Default_Control_Tags) +the following tags are available. Note that each tag is **lower case** only. This is +important, as `xml` tags are case-sensitive. + +| Tag | Description | +|--------------:|:--------------------------------------------------------------| +| aspectratio | This specifies how the image will be drawn inside the box defined by <b>`<width>`</b> and <b>`<height>`</b>. [See here for more information](http://kodi.wiki/view/Aspect_Ratio). +| texture | Specifies the image file which should be displayed. [See here for additional information about textures](http://kodi.wiki/view/Texture_Attributes). +| bordertexture | Specifies the image file which should be displayed as a border around the image. Use the <b>`<bordersize>`</b> to specify the size of the border. The <b>`<width>`</b>, <b>`<height>`</b> box specifies the size of the image plus border. +| bordersize | Specifies the size of the border. A single number specifies the border should be the same size all the way around the image, whereas a comma separated list of 4 values indicates left,top,right,bottom values. +| info | Specifies the information that this image control is presenting. Kodi will select the texture to use based on this tag. [See here for more information](http://kodi.wiki/view/InfoLabels). +| fadetime | This specifies a crossfade time that will be used whenever the underlying <b>`<texture>`</b> filename changes. The previous image will be held until the new image is ready, and then they will be crossfaded. This is particularly useful for a large thumbnail image showing the focused item in a list, or for fanart or other large backdrops. +| background | For images inside a container, you can specify background="true" to load the textures in a background worker thread. [See here for additional information about background loading](http://kodi.wiki/view/Background_Image_Loader). + + +-------------------------------------------------------------------------------- +\section Image_Control_sect4 See also + + +#### Development: + +- [Add-on development](http://kodi.wiki/view/Add-on_development) +- [Skinning](http://kodi.wiki/view/Skinning) + +*/ |