Thought I was going mad, noticed this too the other day... Especially the network and harddisk ones, what that all about ??
They should also be separate to the textures.xbt, preferably in a /extras folder that can allow for themes /offtopic.
Are we talking about custom nodes here? Because all the icons work fine for me in the music library with the default nodes... I feel like I'm missing something here
Also, recently added music is called: DefaultMusicRecentlyAdded.png
(which is an inconsistent naming scheme as movies is DefaultRecentlyAddedMovies.png
)
(2017-04-10, 22:52)badaas Wrote: [ -> ]They should also be separate to the textures.xbt, preferably in a /extras folder that can allow for themes /offtopic.
I think a resource add-on would be the best way. But yeah +1 for this - would also prevent unnecessary duplication of icon packs as different skins can use the same resource add-on similar to how weather/genre/studios etc. are now done. You would just need somewhere, say Defaults.xml, to define the default path.
(2017-04-11, 04:00)jurialmunkey Wrote: [ -> ]Are we talking about custom nodes here? Because all the icons work fine for me in the music library with the default nodes...
No custom nodes
Quote:I feel like I'm missing something here
Can't blame you
Checking with a different skin left me even more puzzled. There seems to be a difference between what icon texture the node actually uses and what the icon label reports it is using.
I am working on a new skin which uses icon fonts instead of textures. So I am using the labels to look up what icon is expected. I have modified the debug overlay in fTV to illustrate:
(clickable)
See the upper left, that label is showing
Code:
$INFO[ListItem.ActualIcon] / $INFO[ListItem.Icon]
even though, indeed, the actual icon textures shown here are correct.
Oh I see what you mean now.
Did a few tests and used in a label control ListItem.ActualIcon shows DefaultNetwork.png
However, when it is used in an image control it displays the icon that ListItem.Icon reports instead -- only in the music library though, at the base of videos it shows DefaultNetwork... very odd.
I wonder if it has something to do with the fact that the Default icons have fallbacks to other Default icons themselves?
On a related note, in looking through my code I realised I've come across this issue before. Was trying to do a String.IsEqual(ListItem.Icon,ListItem.ActualIcon) to check if the icon was a default icon and it wasn't working, so my workaround was to use String.StartsWith on ListItem.Icon to check if its a Default.
Code:
String.StartsWith(ListItem.Icon,Default)
(2017-04-11, 04:00)jurialmunkey Wrote: [ -> ]...
(2017-04-10, 22:52)badaas Wrote: [ -> ]They should also be separate to the textures.xbt, preferably in a /extras folder that can allow for themes /offtopic.
I think a resource add-on would be the best way. But yeah +1 for this - would also prevent unnecessary duplication of icon packs as different skins can use the same resource add-on similar to how weather/genre/studios etc. are now done. You would just need somewhere, say Defaults.xml, to define the default path.
Packs would be good, save me working
ATM I intercept them with colorbox, then use a custom user defined path for the icons.
Hence like jeroen I noticed the wrong images.