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Release script.skinshortcuts
(2016-03-14, 18:52)BobCratchett Wrote: Looks like Extended Info doesn't like anything being added to its path, so a version of the snippet which leaves it alone:

I think extendedinfo needs the additional parameter to have && instead of just single &
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I use mainmenu.DATA.xml to setup by default my home menu when I reset my menu. All is work fine.

But how to set submenus ? For when I reset my menu, all my defined shortcuts will be restored ?
 Estuary MOD V2 
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Docs - Providing Default Shortcuts. But basically, [labelID].DATA.xml for your submenus.

You can get the labelID out of skinshortcuts-includes.xml, or by looking at the names of the .DATA.xml files in userdata (wiki)/addon_data/script.skinshortcuts. More details on the labelID system the script uses.
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(2016-03-17, 22:00)BobCratchett Wrote: Docs - Providing Default Shortcuts. But basically, [labelID].DATA.xml for your submenus.

You can get the labelID out of skinshortcuts-includes.xml, or by looking at the names of the .DATA.xml files in userdata (wiki)/addon_data/script.skinshortcuts. More details on the labelID system the script uses.

I have trying but not working.

In my mainmenu.DATA.xml I have :

Code:
<shortcut>
        <label>20342</label>
        <label2>Common Shortcut</label2>
        <defaultID>movies</defaultID>
        <icon>special://skin/extras/icons/film.png</icon>
        <action>ActivateWindow(Videos,MovieTitles)</action>
    </shortcut>

In my skinshortcuts-includes.xml I have :

Code:
<item id="2">
            <property name="id">$NUMBER[2]</property>
            <label>$LOCALIZE[20342]</label>
            <label2>Common Shortcut</label2>
            <icon>special://skin/extras/icons/film.png</icon>
            <thumb />
            <property name="labelID">20342</property>
            <property name="defaultID">movies</property>
            <visible>Library.HasContent(Movies)</visible>
            <onclick>ActivateWindow(Videos,MovieTitles)</onclick>
            <property name="path">ActivateWindow(Videos,MovieTitles)</property>
            <property name="list">MovieTitles</property>
            <visible>StringCompare(System.ProfileName,Guilouz)</visible>
            <property name="submenuVisibility">num-20342</property>
            <property name="group">mainmenu</property>
            <property name="hasSubmenu">True</property>
        </item>

So LabelID is 20342 ? That's true ?

I have created 20342.DATA.xml :

Code:
<shortcut>
        <label>20386</label>
        <label2>Common Shortcut</label2>
        <icon>special://skin/extras/icons/recentlyadded.png</icon>
        <action>ActivateWindow(Videos,videodb://recentlyaddedmovies/,return)</action>
    </shortcut>

But when I reset my menu, "Recently added" is not added.

EDIT : I have tried with defaultID (movies.DATA.xml) and it's working. Thanks for your help.
 Estuary MOD V2 
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Yes, in that case the labelID should be 20342. (Though also take note of the defaultID - the log snippet you provide is presumably not from a reset menu, as the defaultID and the labelID don't match - unless a bug has crept into the script, which is entirely possible. Once a menu has been edited, and therefore the menu items are being built from the users script.skinshortcuts directory, it doesn't matter what defaults the skin provides...) Most importantly, is there a 20342.DATA.xml file in the userdata (wiki)/script.skinshortcuts folder if you edit the submenu through your skins management dialog?

Honestly, the labelID system started as a huge hack which has now become a fundamental part of the script so there may be conditions where it doesn't return exactly the value that is expected. When debugging issues with loading the .DATA.xml files, I always add the following line to datafunctions.xml at line 154:

Code:
log( repr( path ) )

(bearing in mind the indentation, which is vital with Python and - in this case - will require 12 spaces.) When the scripts own debug logging is enabled, this will write to the log each file the script attempts to load for a given menu. The surrounding code block will be:-

Code:
for path in paths:
            log( repr( path ) )
            path = try_decode( path )
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(2016-03-18, 00:15)BobCratchett Wrote: Yes, in that case the labelID should be 20342. (Though also take note of the defaultID - the log snippet you provide is presumably not from a reset menu, as the defaultID and the labelID don't match - unless a bug has crept into the script, which is entirely possible. Once a menu has been edited, and therefore the menu items are being built from the users script.skinshortcuts directory, it doesn't matter what defaults the skin provides...) Most importantly, is there a 20342.DATA.xml file in the userdata (wiki)/script.skinshortcuts folder if you edit the submenu through your skins management dialog?

Honestly, the labelID system started as a huge hack which has now become a fundamental part of the script so there may be conditions where it doesn't return exactly the value that is expected. When debugging issues with loading the .DATA.xml files, I always add the following line to datafunctions.xml at line 154:

Code:
log( repr( path ) )

(bearing in mind the indentation, which is vital with Python and - in this case - will require 12 spaces.) When the scripts own debug logging is enabled, this will write to the log each file the script attempts to load for a given menu. The surrounding code block will be:-

Code:
for path in paths:
            log( repr( path ) )
            path = try_decode( path )

I have 0 file in my userdata/script.skinshortcuts folder. But it's working with defaultID.
 Estuary MOD V2 
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Looks like there is a bug in the script then, as when initially generating the labelID and defaultID they should be identical and 20342 isn't a label that we make special consideration for Huh I'm away for the next few days, but will look into it when I return. In the meantime, glad you got it working Smile
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There is a way to define a default widget after reset menu ?
 Estuary MOD V2 
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If I can once more refer you to the docs (I know there's a lot of info there to work through, but they're worth a read Wink) - Defining widget defaults.
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I'm trying to add a warning when users try to delete a skin shortcut. I've reviewed the docs, but can't figure out what to use for the "action." Any ideas?

https://github.com/BigNoid/script.skinsh...hortcut.md
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Also trying to figure out how to override the icons that are automatically assigned by skinshortcuts. In the screenshot, I'm trying to change the ones with the default back arrow.

https://github.com/BigNoid/script.skinsh...20icons.md

I read the docs and tried to override with the following (for weather), but it didn't work. Thanks in advance for any tips!

Code:
<icon labelID="8">special://skin/extras/icons/Weather.png</icon>

Update: Nevermind, I was able to figure this out after seeing how Jurial Munkey did it in Eminence 2. Still not clear on which id skin shortcuts is using for weather though. It doesn't appear to be 8 or any of the 4 other ids for the same term.

Image
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(2016-03-19, 23:31)braz Wrote: I'm trying to add a warning when users try to delete a skin shortcut. I've reviewed the docs, but can't figure out what to use for the "action." Any ideas?

https://github.com/BigNoid/script.skinsh...hortcut.md

Warnings are done on an action-by-action basis, so you put the action that the shortcut would have to trigger a warning. For example, to trigger a warning when deleting a link to settings, you'd use the action for the settings window ('ActivateWindow(Settings)')

(2016-03-19, 23:51)braz Wrote: Also trying to figure out how to override the icons that are automatically assigned by skinshortcuts. In the screenshot, I'm trying to change the ones with the default back arrow.

https://github.com/BigNoid/script.skinsh...20icons.md

In general, the 'default' icon assigned by Skin Shortcuts, if nothing specific is found/available within the skin, is DefaultShortcut.png.

(2016-03-19, 23:31)braz Wrote: I read the docs and tried to override with the following (for weather), but it didn't work. Thanks in advance for any tips!

Code:
<icon labelID="8">special://skin/extras/icons/Weather.png</icon>

Update: Nevermind, I was able to figure this out after seeing how Jurial Munkey did it in Eminence 2. Still not clear on which id skin shortcuts is using for weather though. It doesn't appear to be 8 or any of the 4 other ids for the same term.

Image

I'm not in a position to check properly at the moment, but the label used for the available shortcut is 12600.
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Thanks for the response! Ah, I thought this was for a global warning whenever a user tries to delete any shortcut, didn't realize it was per shortcut.

Hmm, I have 12600 listed in my overrides, but it didn't work last time I tried it. Will test again. As a workaround, I used the following, but this only works for English...

Code:
<icon labelID="weather">special://skin/extras/icons/weather.png</icon>

Thanks again!
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Im using the black glass nova skin my backgrounds and thumbnails ive changed where is the path that i need to change to special as im getting black screen when trying to share the build
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Hi Bob! I'm using the following code in my template.xml for my widget backgrounds. I've combined my home fanart variable and the widget fanarts in a single multiimage control so there is a seamless transition when going from the widgets to the main menu. A user with an Rpi3 reported in the Mimic thread that he experiences choppy/slow navigation on the main menu when I use this method. As soon as I remove the HomeBackgroundVar variable, everything is smooth again. I don't notice this issue on my Intel i7, but I did notice that if I include a visualization window in the template include, it is extremely jerky/slow on the home screen, particularly with the MilkDrop and Spectrum visualizations.

Any idea what is causing this, should it be possible to combine widget and home fanarts this way? Thanks, always appreciate your input!

Code:
<other include="HomeFanart">
        <property name="id" tag="mainmenuid" />
        <property name="visible">Control.HasFocus(8011$SKINSHORTCUTS[id]) + !IsEmpty(Container(8011$SKINSHORTCUTS[id]).ListItem.Art(fanart))</property>
        <property name="imagepath">$INFO[Container(8011$SKINSHORTCUTS[id]).ListItem.Art(fanart)]</property>
        <controls>
             <control type="multiimage">
                <description>Widget Background Image</description>
                <fadetime>300</fadetime>
                <animation effect="fade" time="200" tween="cubic">Visible</animation>
                <include>FullscreenDimensions</include>
                <imagepath background="true">$VAR[HomeFanartPath]</imagepath>
            </control>
        </controls>
        <variables>
            <variable name="HomeFanartPath">
                <value condition="Control.HasFocus(8011$SKINSHORTCUTS[id])">$SKINSHORTCUTS[imagepath]</value>
                <value>$VAR[HomeBackgroundVar]</value>
            </variable>
        </variables>
</other>

Update: Removed one of the variable conditions after noticing an unmatched paren.
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