2023-11-20, 11:14
(2023-11-19, 04:25)XODIDOX Wrote: the id 1 in the video version dialog is the working mode, the value is "manage" or "play" accordingly.I'm not sure this is the best method for identifying which version of the dialog is loaded now as it seems the label gets filled after the includes are loaded. Which meant I couldn't use conditional includes to load different layouts. Maybe it would have been better to have them named differently internally like DialogSelect.xml.
xml:<?xml version="1.0" encoding="UTF-8"?>
<window>
<defaultcontrol always="true">3</defaultcontrol>
<include>Animation_DialogPopupOpenClose</include>
<depth>DepthOSD</depth>
<controls>
<include condition="![Window.IsActive(gamesaves) | Window.IsActive(gamestretchmode) | Window.IsActive(gamevideofilter) | Window.IsActive(gamevideorotation) | Window.IsActive(ingamesaves)]">DefaultDialogSelectLayout</include>
<include condition="Window.IsActive(gamesaves)">GameDialogSelectSaveLayout</include>
<include condition="Window.IsActive(gamevideofilter)">GameDialogSelectFilterLayout</include>
<include condition="Window.IsActive(gamestretchmode)">GameDialogSelectViewLayout</include>
<include condition="Window.IsActive(gamevideorotation)">GameDialogSelectViewLayout</include>
<include condition="Window.IsActive(ingamesaves)">GameDialogSelectSaveInGameLayout</include>
</controls>
</window>
https://github.com/xbmc/xbmc/blob/master...Select.xml
Something like this -
xml:<?xml version="1.0" encoding="UTF-8"?>
<window>
<defaultcontrol always="true">3</defaultcontrol>
<include>Animation_DialogPopupOpenClose</include>
<depth>DepthOSD</depth>
<controls>
<include condition="Window.IsActive(videoversion)">VideoVersion</include>
<include condition="Window.IsActive(videoversionplay)">VideoVersionPlay</include>
</controls>
</window>
Thanks.