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Button() and Label(), PLi opinion.


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Re: Button() and Label(), PLi opinion. #301 Huevos

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Posted 2 February 2018 - 16:07

It would not be a bad idea to move legacy classes and functions to separate files (for example in a legacy directory), leave a stub in place to not break the API, and have that stub log a deprecated warning, with a "will be removed in release x.y" text. This is how it is usually done.

They are not legacy classes. They just don't work exactly how some people want for certain tasks. I.e. the coders made bad choices when selecting which object type to use.

 

Someone needs to write a complete new object that replaces these 3 objects in an acceptable way, which was what I suggested when starting the thread.


Edited by Huevos, 2 February 2018 - 16:11.


Re: Button() and Label(), PLi opinion. #302 WanWizard

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Posted 2 February 2018 - 16:15

Then I misunderstood, I'd thought there was a discussion to migrate all functionality into a single (new) class, which would make the others "legacy" imho.


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Re: Button() and Label(), PLi opinion. #303 IanSav

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Posted 13 February 2018 - 03:38

Hi,
 
This thread has been quiet for a while so I thought I would take this opportunity to post a document I am proposing to add to the doc directory to assist code and skin writers in using colour and action buttons in Enigma2.
 

Proposal for Standardised and Uniform Buttons in Enigma2
--------------------------------------------------------

Written by IanSav - 12-Feb-2018
Updated by IanSav - 13-Feb-2018

INTRODUCTION:
=============

Enigma2 is a massive open source project that has many contributors and 
add-ons.  Over time a number of approaches to performing common tasks have 
evolved.  This document proposes to nominate some conventions that can be 
adopted by all developers, contributors and skin authors to ensure that 
everyone can work independently but still achieve results that work together 
interchangeably.

The purpose of this document is to propose some standard variable names 
together with code and skin coding conventions to make the task of creating 
code that works more universally with skins easier.

Button names should be drawn from the current button definitions in 
"keyids.py".  The names used should be the lower-case version of the button 
names in this file.  For example, if you wish to define a button for the RED 
button on the remote control then use a variable name of "key_red".  In 
Enigma2 the four colour buttons should be named "key_red", "key_green", 
"key_yellow" and "key_blue".

As an example, let us look at how the red button should be defined in the 
Python code and how it can be rendered in a skin.

COLOUR BUTTONS:
===============

In the Python code to define a RED button to be available in the skin simply 
add the following to your code:

	from Components.Sources.StaticText import StaticText

	self["key_red"] = StaticText(_("Cancel"))

The text should be language translated with the _("text") syntax.  The text 
itself should be as short as practical but clear enough to convey the 
meaning of the button.

During the execution of the code the meaning of the button can easily be 
changed by using the .setText() method.  For example:

	self["key_red"].setText(_("Close")

If you want to temporarily suppress the display of the button use the 
following syntax:

	self["key_red"].setText()

NOTE: Never translate an empty string, _(""), as this causes the translation 
system to output translation engine information and NOT a blank string as 
some may expect.

Now that the code is RED button enabled we need to code the skin to match.  
Here is a skin fragment that supports the code above:

	<screen name="TemplateButtonRed">
		<widget source="key_red" render="Pixmap" \
			pixmap="buttons/button_red.png" position="10,10" \
			size="200,30" alphatest="blend" conditional="key_red" \
			transparent="1">
 			<convert type="ConditionalShowHide" />
 		</widget>
		<widget source="key_red" render="Label" position="10,10" \
			size="200,30" backgroundColor="ButtonRed" \
			font="ButtonFont;20" foregroundColor="ButtonText" \
			halign="center" conditional="key_red" transparent="1" \
			valign="center" zPosition="+1" />
	</screen>

The first widget checks if the variable "key_red" is defined in this screen 
via the "conditional" attribute.  If "key_red" is defined and not blank the 
image "buttons/button_red.png" is displayed on the screen.  The next widget 
also checks for the existence of "key_red" and then displays the button text 
over the image background.  Please note that a button image background is 
common but it is NOT required.  This is a design choice available to the 
skin author.

This sample would work well if all the code in Enigma2 was uniform and 
co-ordinated.  Unfortunately, we aren't there yet.  A more real-world example 
of how to define the button in a skin would be:

	<screen name="TemplateButtonRed">
		<ePixmap pixmap="buttons/button_red.png" position="10,10" \
			size="200,30" alphatest="blend" \
			objectTypes="key_red,Button,Label" transparent="1" />
		<widget source="key_red" render="Pixmap" \
			pixmap="buttons/button_red.png" position="10,10" \
			size="200,30" alphatest="blend" \
			objectTypes="key_red,StaticText" transparent="1">
 			<convert type="ConditionalShowHide" />
 		</widget>
		<widget name="key_red" position="10,10" size="200,30" \
			backgroundColor="ButtonRed" font="ButtonFont;20" \
			foregroundColor="ButtonText" halign="center" \
			objectTypes="key_red,Button,Label" transparent="1" \
			valign="center" zPosition="+1" />
		<widget source="key_red" render="Label" position="10,10" \
			size="200,30" backgroundColor="ButtonRed" \
			font="ButtonFont;20" foregroundColor="ButtonText" \
			halign="center" objectTypes="key_red,StaticText" \
			transparent="1" valign="center" zPosition="+1" />
	</screen>

The difference here is that the button background image and the button 
text is defined twice.  This allows all legacy code that uses either 
Button(), Label() or StaticText() objects to define the code will still 
work in this proposed skin fragment.  The data from each of the object 
types is displayed overlapped on the screen.  To make this work without 
actually overlapping the data recent builds of OpenViX, OpenPLi and 
Beyonwiz firmware have added a new attribute to the skin parser.  This 
new attribute is "objectTypes".

The "objectTypes" attribute has a value consisting of a comma separated list 
of keywords.  Note that spaces around the comma(s) are NOT permitted.  The 
first value in the list must be the variable being checked, in this case 
"key_red".  This item is mandatory.  The following values are object type 
definitions of which this variable can be defined for this widget to be 
used.  The list can have zero or more object types listed.

The first value, the variable name, is processed in the same way as the 
conditional attribute.  If the variable is defined in the code then this 
screen widget is enabled and available for use.  If the variable is not 
defined in the code then this widget is ignored.

The following values arguments are a list of object types, like Button, 
Label or StaticText, the variable name's definition type is checked against 
the supplied list.  If the variable is not defined by one of the types in 
the list then that widget is ignored.  If there is a type match then the 
widget is enabled and available for use.  If no object types are listed then 
the "objectTypes" attribute works exactly the same as the "conditional" 
attribute.

IMPORTANT NOTE: The latter form of the skin XML code should be used to 
maintain backward compatibility with all existing Python code.  At some 
point in the future when all code is updated to support and comply with 
this proposal then the former, and simpler, version of the skin definition 
can be used as backward compatibility would no longer be an issue.

ACTION BUTTONS:
===============

Just like the colour buttons there are a number of standard action or 
functional buttons used.  For example, MENU, INFO, TEXT, HELP etc. 
Typically, these buttons are manually added / defined by skin writers 
in the various screens for which they are used.  This requirement places 
a heavy burden on skin writers who have to explore the Python code to 
determine when the various action buttons are defined and available for 
use.  If the buttons are defined then there should be definitions for those 
buttons in their skin.

As with the colour buttons it is quite easy to automate the inclusion of 
these standard action buttons in both the Python code and skin.

Let us use the example of the MENU button on the remote control let us look 
at how the red button should be defined in the Python code and how it can be 
rendered in a skin.

The Python code is exactly the same as that used by the colour button 
example above.  In the Python code to define a MENU button to be available 
in the skin simply add the following to your code:

	from Components.Sources.StaticText import StaticText

	self["key_menu"] = StaticText(_("MENU"))

The text for each action button should be language translated with the 
_("text") syntax.  The text itself should be as short as practical but clear 
enough to convey the meaning of the button.

If you want to temporarily suppress the display of the button use the 
following syntax:

	self["key_menu"].setText()

NOTE: Never translate an empty string, _(""), as this causes the translation 
system to output translation engine information and NOT a blank string as 
some may expect.

Now that the code is MENU button enabled we need to code the skin to match.  
There are two ways a skin designer may choose to display the action buttons.  
They may wish to use a graphical image or they may choose to use a textural 
representation.

Here is a skin fragment that supports the code above to display a graphical 
MENU button:

	<screen name="TemplateButtonMenu">
		<widget source="key_menu" render="Pixmap" \
			pixmap="buttons/button_menu.png" position="0,0" \
			size="50,30" alphatest="blend" conditional="key_menu" \
			transparent="1">
 			<convert type="ConditionalShowHide" />
 		</widget>
	</screen>

In this example the widget checks if the variable "key_menu" is defined in 
this screen via the "conditional" attribute.  If "key_menu" is defined and 
not blank the image "buttons/button_menu.png" is displayed on the screen.

Here is a skin fragment that supports the code above to display a textural 
MENU button:

	<screen name="TemplateButtonMenu">
		<widget source="key_menu" render="Label" position="0,0" \
			size="50,30" backgroundColor="ButtonBackground" \
			font="ButtonFont;20" foregroundColor="ButtonText" \
			halign="center" conditional="key_menu" transparent="1" \
			valign="center" zPosition="+1" />
	</screen>

This works the same way as the previous example except that instead of an 
image being displayed on the screen the translated text defined in the Python 
code is displayed on the screen.

CONCLUSION:
===========

For all the Enigma2 builds there is a significant legacy of code and skins 
that needs to be preserved and protected. The proposal outlined what I 
believe to be a conservative approach to making a significant but beneficial 
change in unifying and standardising the display of action and colour buttons 
across the Enigma2 UI.

---END---

What do people think?

Regards,
Ian.

 



Re: Button() and Label(), PLi opinion. #304 Rob van der Does

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Posted 13 February 2018 - 06:12

Thanks for your exhaustive and clear documentation/proposal.

Experience has already proved that the 'automated' colour buttons save a lot of code, and make skinning very much easier.

I really hope we'll be able to use 'autohiding' the menu, info and exit buttons soon, for the same advantages.



Re: Button() and Label(), PLi opinion. #305 Abu Baniaz

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Posted 13 February 2018 - 06:20

Uniformity will indeed be a good idea. Also makes it easier for those learning.

Re: Button() and Label(), PLi opinion. #306 littlesat

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Posted 13 February 2018 - 08:03

I’m still waiting for someone offering a patch for menu/info buttons ;)

Edited by littlesat, 13 February 2018 - 08:03.

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Re: Button() and Label(), PLi opinion. #307 IanSav

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Posted 13 February 2018 - 08:15

Hi Littlesat,

I’m still waiting for someone offering a patch for menu/info buttons ;)

I can't run OpenPLi firmware.  I only have Beyonwiz hardware that runs Beyonwiz or OpenViX firmware.  That said, if you nominate a screen that you would like adjusted to implement this proposal please let me know.  I will make the code adjustments to show you how this can be done.

 

Regards,

Ian.



Re: Button() and Label(), PLi opinion. #308 Persian Prince

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Posted 13 February 2018 - 08:44

Hi Littlesat,

I’m still waiting for someone offering a patch for menu/info buttons ;)

I can't run OpenPLi firmware.  I only have Beyonwiz hardware that runs Beyonwiz or OpenViX firmware.  That said, if you nominate a screen that you would like adjusted to implement this proposal please let me know.  I will make the code adjustments to show you how this can be done.

 

Regards,

Ian.

What's your STB exactly? I can compile Open PLi 6.x (develop) so you can test more ...


Open Vision sources: https://github.com/OpenVisionE2


Re: Button() and Label(), PLi opinion. #309 Persian Prince

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Posted 13 February 2018 - 09:53

Here is a test image for "beyonwizt2": http://www.mediafire...onwizt2_usb.zip

 

If you're using another model let me know ;)


Open Vision sources: https://github.com/OpenVisionE2


Re: Button() and Label(), PLi opinion. #310 twol

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Posted 13 February 2018 - 10:27

Hi,
 
This thread has been quiet for a while so I thought I would take this opportunity to post a document I am proposing to add to the doc directory to assist code and skin writers in using colour and action buttons in Enigma2.
 

What do people think?

Regards,
Ian.

Thanks Ian, just by reading these nice examples has fixed an issue (garbage on button with no text) I have had for a while (and couldn't work out why)


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Re: Button() and Label(), PLi opinion. #311 IanSav

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Posted 13 February 2018 - 10:56

Hi Persian Prince,

 

Hi Littlesat,

I’m still waiting for someone offering a patch for menu/info buttons ;)

I can't run OpenPLi firmware.  I only have Beyonwiz hardware that runs Beyonwiz or OpenViX firmware.  That said, if you nominate a screen that you would like adjusted to implement this proposal please let me know.  I will make the code adjustments to show you how this can be done.

 

Regards,

Ian.

What's your STB exactly? I can compile Open PLi 6.x (develop) so you can test more ...

 

I have a Beyonwiz T3 and a Beyonwiz T4.  The T4 is a production box so won't be running test firmware.  The T3 is my development platform.  Huevos can tell you what the hardware equates to in the OpenViX/OpenPLi world.

 

If Littlesat picks a common screen then it won't matter what build is used.  ;)

 

Regards,

Ian.



Re: Button() and Label(), PLi opinion. #312 IanSav

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Posted 13 February 2018 - 10:58

Hi Twol,

Thanks Ian, just by reading these nice examples has fixed an issue (garbage on button with no text) I have had for a while (and couldn't work out why)

I am glad this helped.

 

I wish I had some documentation when I started working with skins.  This is one of the driving motivators for documenting how this could be done.

 

Regards,

Ian.



Re: Button() and Label(), PLi opinion. #313 Huevos

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Posted 13 February 2018 - 13:30

I’m still waiting for someone offering a patch for menu/info buttons ;)

Two weeks ago.

 

https://github.com/l...kin-PLiHD/pulls



Re: Button() and Label(), PLi opinion. #314 nautilus7

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Posted 13 February 2018 - 13:33

Nice Guide IanSav!

 

Regarding setText usage... Is 

setText()

 and 

setText("")

 exactly the same?



Re: Button() and Label(), PLi opinion. #315 littlesat

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Posted 13 February 2018 - 13:56


Two weeks ago.

 

I could not merge this one as it has conflicts... :(

xqq

 

https://github.com/l...l/569/conflicts


Edited by littlesat, 13 February 2018 - 13:58.

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Re: Button() and Label(), PLi opinion. #316 Persian Prince

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Posted 13 February 2018 - 13:59

Hi Persian Prince,

 

Hi Littlesat,

I’m still waiting for someone offering a patch for menu/info buttons ;)

I can't run OpenPLi firmware.  I only have Beyonwiz hardware that runs Beyonwiz or OpenViX firmware.  That said, if you nominate a screen that you would like adjusted to implement this proposal please let me know.  I will make the code adjustments to show you how this can be done.

 

Regards,

Ian.

What's your STB exactly? I can compile Open PLi 6.x (develop) so you can test more ...

 

I have a Beyonwiz T3 and a Beyonwiz T4.  The T4 is a production box so won't be running test firmware.  The T3 is my development platform.  Huevos can tell you what the hardware equates to in the OpenViX/OpenPLi world.

 

If Littlesat picks a common screen then it won't matter what build is used.  ;)

 

Regards,

Ian.

Here is a test image for "beyonwizt3": http://www.mediafire...onwizt3_usb.zip ;)


Open Vision sources: https://github.com/OpenVisionE2


Re: Button() and Label(), PLi opinion. #317 Huevos

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Posted 13 February 2018 - 14:00

 


Two weeks ago.

 

I could not merge this one as it has conflicts... :(

xqq

 

https://github.com/l...l/569/conflicts

 

It didn't have conflicts at the time. I can resubmit it if you want.


Edited by Huevos, 13 February 2018 - 14:00.


Re: Button() and Label(), PLi opinion. #318 Huevos

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Posted 13 February 2018 - 14:12

PR here: https://github.com/l...-PLiHD/pull/574



Re: Button() and Label(), PLi opinion. #319 littlesat

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Posted 13 February 2018 - 14:46

THANKS!


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Re: Button() and Label(), PLi opinion. #320 nautilus7

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Posted 13 February 2018 - 22:48

Guys come on!!!! Are we kidding here???

 

A brand new class committed today AND IT USES BUTTON!! littlesat don't you review the code?

 

https://github.com/O...c0ecc7aaf5R2175


Edited by nautilus7, 13 February 2018 - 22:49.



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