Actually the Skin probably splitted the dialogs and not in a very correct way (as much i am able to see and test it)
Quote:<window>
<defaultcontrol always="true">3</defaultcontrol>
<onunload condition="!String.IsEmpty(Window(selectdialog).Property(Property))">Skin.SetString($INFO[Window(selectdialog).Property(Property),,.Label],$INFO[Window(selectdialog).Property(Label)])</onunload>
<onunload condition="!String.IsEmpty(Window(selectdialog).Property(Property))">Skin.SetString($INFO[Window(selectdialog).Property(Property),,.Icon],$INFO[Window(selectdialog).Property(Icon)])</onunload>
<onunload condition="!String.IsEmpty(Window(selectdialog).Property(Property))">ClearProperty(Label,selectdialog)</onunload>
<onunload condition="!String.IsEmpty(Window(selectdialog).Property(Property))">ClearProperty(Icon,selectdialog)</onunload>
<onunload condition="!String.IsEmpty(Window(selectdialog).Property(Property))">ClearProperty(Property,selectdialog)</onunload>
<onunload condition="!String.IsEmpty(Window(Home).Property(metadata.actors))">ClearProperty(metadata.actors,home)</onunload>
<onunload condition="!String.IsEmpty(Window(Home).Property(ChooseArt)) + !String.IsEmpty(Window(Home).Property(ChooseArtType))">SetProperty(ChooseArt,$INFO[Window(Home).Property(ChooseArtType)],Home)</onunload>
<onunload condition="!String.IsEmpty(Window(Home).Property(ChooseArt)) + !String.IsEmpty(Window(Home).Property(ChooseArtType))">ClearProperty(ChooseArtType,Home)</onunload>
<onunload condition="!String.IsEmpty(Window(Home).Property(ChooseArt)) + Container.Content(musicvideos) + !Window.Next(filebrowser)">ClearProperty(ChooseArt,Home)</onunload>
<controls>
<control type="group">
<animation type="WindowOpen" condition="String.IsEmpty(Window(Home).Property(metadata.actors)) + [Window.IsVisible(progressdialog) | Window.IsVisible(smartplaylistrule) | Window.IsVisible(3003) | Window.IsVisible(mediafilter) | Window.IsVisible(addonsettings) | Window.IsVisible(SubtitleSearch)]" reversible="false">
<effect type="fade" start="0" end="100" time="0" delay="300" />
</animation>
<animation type="WindowOpen" condition="Window.IsVisible(contextmenu) | !String.IsEmpty(Window(Home).Property(metadata.actors))" reversible="false">
<effect type="fade" start="0" end="100" time="0" delay="550" />
</animation>
<include condition="String.IsEmpty(Window(Home).Property(ChooseArt)) + !Window.IsActive(fullscreenvideo) + !Window.IsActive(fullscreengame) + !Window.IsActive(visualisation)">DialogSelect</include>
<include condition="String.IsEmpty(Window(Home).Property(ChooseArt)) + [Window.IsActive(fullscreenvideo) | Window.IsActive(fullscreengame) | Window.IsActive(visualisation)]">DialogSelectOSD</include>
</control>
<include condition="!String.IsEmpty(Window(Home).Property(ChooseArt))">DialogSelectArt</include>
</controls>
</window>
The most big problem i noticed with the skin (Xperience1080) is, for reason that i am still investigating, sometimes the dialog doesn't show up as expected:by looking the dialogselect file the creator probably wanted to create different select views/windows depending on the content we are about to see.
Usually this skin uses a sort of white popup dialog with a list of options (lets say that's the most common one when we need to select the exact name of an artist when we refresh so i assume it's always a select dialog) but strangely it show the dialog in a different way (i can say like a Thumbnail View) making impossible to select or to navigate correctly. The button to add new art categories exist (theorically) but cause of the wrong view the button isn't visible.
I wonder if it depends from the .previous window or view....
Wrong Window for Art select
Right Window for Art Select with button for Add Art Type/Category
Something in the code make it choose to use a wrong View instead of the right dialog