Image Control: Difference between revisions

From Official Kodi Wiki
Jump to navigation Jump to search
>Analogue
(fixed case of flipX and flipY to lowercase)
>Hitcher
Line 42: Line 42:
|- class="userrow"
|- class="userrow"
| class="usercell" | <strong>bordersize</strong>
| class="usercell" | <strong>bordersize</strong>
| class="usercell" | 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,right,top,bottom values.
| class="usercell" | 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.
|- class="userrow"
|- class="userrow"
| class="usercell" | <strong>info</strong>
| class="usercell" | <strong>info</strong>

Revision as of 23:08, 17 July 2010

The image control is used for displaying images in XBMC. You can choose the position, size, transparency and contents of the image to be displayed.

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>
      <info>MusicPlayer.Cover</info>
      <aspectratio>keep</aspectratio>
</control>

Image Size and Type Restrictions

For the <texture> tags, and for all <texture> tags in other controls, there is a small set of rules that you should follow if at all possible:

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 - XBMC will quite happily load most files.

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.

Available Tags and Attributes

In addition to the 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.

aspectratio This specifies how the image will be drawn inside the box defined by <width> and <height>. See here for more information.
texture Specifies the image file which should be displayed. See here for additional information about textures.
bordertexture Specifies the image file which should be displayed as a border around the image. Use the <bordersize> to specify the size of the border. The <width>,<height> 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. XBMC will select the texture to use based on this tag. See here for more information.
fadetime This specifies a crossfade time that will be used whenever the underline <texture> 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.